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03/09/07, 8:25 PM
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#76
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Great Tiger
Worgen Priest
Ravencrest (EU)
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To find a proper value for resilience, you have to make a few assumptions:
- Opponent average crit rate
- Opponent average crit value (50%? 100%?)
- Your relevant effective HP. You may have 10k hp, but chances are that in a typical arena fight, opponents will have to deal anywhere from 15k to 50k to kill you. What makes this such a hard value to decide is that you will probably have to choose a value lower than your actual average incoming damage per fight, since bursts are what kill. If you take 40k every arena fight for some reason, you will end up placing too much value in resilience if you assume your relevant effective HP to be 40k.
Once you have decided on those numbers, you can make a comparison with stamina and armor. It will vary wildly depending on your gear, your team setup, your spec, your opponents' teams and play styles, basically a ton of variables.
Making a spreadsheet with the above as variables wouldn't be too hard, but every person really has to calculate the value of resilience for their expectations, if they want a "correct" stam:resilience value ratio. Personally, I treat them as roughly equal.
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03/26/07, 12:35 PM
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#77
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Noli timere
Blood Elf Warrior
Mal'Ganis
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I've put together a spreadsheet based on Elerion's suggested modeling above.
You can download it here:
http://hosted.filefront.com/alcaras/
select " resilience.xls"
I also am maintaining a Q&A thread for it over on the Subcreation forums:
http://forums.subcreation.net/viewtopic.php?id=3075
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Originally Posted by Example Output
Effective HP 30000
Resilience 100
Enemy Crit Rate 25.00%
Enemy Crit Multiplier 2
Effective Health Per Budget Point
15.00 Stamina
12.02 Resilience
Effective Health Per Stat
10.00 Stamina
12.02 Resilience
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Last edited by alcaras : 03/26/07 at 12:49 PM.
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03/26/07, 1:28 PM
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#78
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Piston Honda
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To me, once stam reaches a certain point, resilience is, in some ways, more valuable. With buffs in my 5v5 group, my rogue has over 11k hps (stam, commanding, kings). I also only have about 50-60 resilience. I've never been bursted down in less than 5 seconds, however, there have been times where the damage I've taken, while getting spammed with heals from a priest and paladin, has simply been too much for my healers to keep me up (bloodlusted warrior, hunter, rogue w/imp expose, for example). Stam will never, ever save my life in this situation, but resilience might.
I also find resilience to be a bit underwhelming, but I think it may actually do quite well down the road.
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03/26/07, 2:13 PM
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#79
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Don Flamenco
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A couple things, I've thought much on this.
In PVE when you end the fight with more than 0 mana the extra mana was a complete waste.
In PVP during a burst spike with you taking damage the extra hitpoints you had before the first heals started arriving was just as wasted.
Now look at resilience.
You take LESS damage which as people pointed out saves the healers mana. But then also look not just at the chance you are crit less and less damage you get crit for but look at what other classes get for critting you.
Elemental Shaman get clearcasting....a free spell.
Warriors get impale.
Mages get ignite if fire, and more for spell power so against say an arcane fire mage with 245% crit, -5% chance to crit is even more of reduction than a standard reduction.
A lot of people are overlooking a lot of the crit bonuses many classes have.
If Blizzard make resilience "cheaper" as is rumored in the upcoming patch, then I think we will all benefit greatly by maximizing it versus socketing everything with +12 stam gems.
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03/26/07, 2:57 PM
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#80
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Von Kaiser
Undead Warlock
Archimonde
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Originally Posted by Ezareth
If Blizzard make resilience "cheaper" as is rumored in the upcoming patch, then I think we will all benefit greatly by maximizing it versus socketing everything with +12 stam gems.
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That might be difficult to acheive, given that currently resilience gems are unique epics. It would also make upgrading arena gear from season to season a nightmare of farming halaa kills and the same heroics repeatedly until everyone got their gems.
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03/26/07, 3:55 PM
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#81
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Von Kaiser
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Originally Posted by Ezareth
A couple things, I've thought much on this.
In PVE when you end the fight with more than 0 mana the extra mana was a complete waste.
In PVP during a burst spike with you taking damage the extra hitpoints you had before the first heals started arriving was just as wasted.
Now look at resilience.
You take LESS damage which as people pointed out saves the healers mana. But then also look not just at the chance you are crit less and less damage you get crit for but look at what other classes get for critting you.
Elemental Shaman get clearcasting....a free spell.
Warriors get impale.
Mages get ignite if fire, and more for spell power so against say an arcane fire mage with 245% crit, -5% chance to crit is even more of reduction than a standard reduction.
A lot of people are overlooking a lot of the crit bonuses many classes have.
If Blizzard make resilience "cheaper" as is rumored in the upcoming patch, then I think we will all benefit greatly by maximizing it versus socketing everything with +12 stam gems.
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The game can still note if a crit was turned into a normal hit and will still proc any crit-based talents/spells. So things like Improved Leader of the Pack, Clearcasting (Shaman), Deep Wounds and so forth will still proc even if that crit was reduced to a normal hit by the res.
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03/26/07, 4:04 PM
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#82
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What Would You Have Me Do?
Ramala
Orc Rogue
No WoW Account
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Originally Posted by Rorus Raz
The game can still note if a crit was turned into a normal hit and will still proc any crit-based talents/spells. So things like Improved Leader of the Pack, Clearcasting (Shaman), Deep Wounds and so forth will still proc even if that crit was reduced to a normal hit by the res.
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Right now, no. The change that was made only involves getting hit by a crit-turned-hit, not hitting with it.
Imp LotP, Clearcast, Deep Wounds, Seal Fate ... none of these will benefit. Abilities like Enrage, Eye for and Eye, and Martydom are benefited.
The idea is that adding resilience gear will not prevent you from using your own abilities.
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03/26/07, 4:14 PM
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#83
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Von Kaiser
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Originally Posted by Maestroquark
Right now, no. The change that was made only involves getting hit by a crit-turned-hit, not hitting with it.
Imp LotP, Clearcast, Deep Wounds, Seal Fate ... none of these will benefit. Abilities like Enrage, Eye for and Eye, and Martydom are benefited.
The idea is that adding resilience gear will not prevent you from using your own abilities.
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You are correct, I got it backwards.
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03/26/07, 4:22 PM
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#84
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Don Flamenco
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Originally Posted by Viktus
That might be difficult to acheive, given that currently resilience gems are unique epics. It would also make upgrading arena gear from season to season a nightmare of farming halaa kills and the same heroics repeatedly until everyone got their gems.
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It took me and my guildies 10 minutes to get 500 tokens.
Organized with a like minded PVP guild.
Get 10-15 people to capture halaa, let the other side "farm" you and repeatedly spirit ress(all gear in the bank), then switch sides and return the favor.
500 tokens for all involved in minutes.
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03/26/07, 4:23 PM
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#85
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Don Flamenco
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Originally Posted by Rorus Raz
The game can still note if a crit was turned into a normal hit and will still proc any crit-based talents/spells. So things like Improved Leader of the Pack, Clearcasting (Shaman), Deep Wounds and so forth will still proc even if that crit was reduced to a normal hit by the res.
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Yes but I am talking about the benefits of not getting crit, of denying people the added bonus of them critting you.
I'm aware of the changes for crit based procs working through resilience now.
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03/26/07, 4:34 PM
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#86
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Von Kaiser
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Originally Posted by Ezareth
Yes but I am talking about the benefits of not getting crit, of denying people the added bonus of them critting you.
I'm aware of the changes for crit based procs working through resilience now.
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Actually, you should ignore my post, I got it completely backwards.
Abilities that trigger when you are crit by another player/NPC still work if the res turns it into a normal hit. Abilities that trigger when you get a crit do not work if res turns it into a normal hit.
Basically, you are correct. Res isn't just about reducing crit/crit damage, but denying players certain crit-based procs.
Sorry for the confusion.
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03/27/07, 2:26 AM
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#87
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Piston Honda
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Originally Posted by Ezareth
It took me and my guildies 10 minutes to get 500 tokens.
Organized with a like minded PVP guild.
Get 10-15 people to capture halaa, let the other side "farm" you and repeatedly spirit ress(all gear in the bank), then switch sides and return the favor.
500 tokens for all involved in minutes.
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This is pretty disgusting and smacks of the type of behavior that I've known pvpers to have been banned for in the past.
What made you think this was a good idea?
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03/27/07, 8:51 AM
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#88
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Does not play well with others
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Originally Posted by arioch
This is pretty disgusting and smacks of the type of behavior that I've known pvpers to have been banned for in the past.
What made you think this was a good idea?
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I don't know maybe the fact that 500 tokens is stupid since you can't guarantee there will even be people at halaa to fight?
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03/27/07, 9:42 AM
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#89
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Don Flamenco
Blood Elf Paladin
Black Dragonflight
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I don't think I've ever seen or heard of a guild/person banned/suspended for conspiring with the enemy. I mean, if they confront you just play it off as "Operation suicide squad" and claim that you were roleplaying.
The whole Halaa thing had so much potential. 8(
As for resilience, the only use I've found is for dueling people with low spell crit rates to begin with, even with the "will still trigger...." abilities.
If they really wanted to make it useful, they'd change it so that it merely has a chance that any attack hitting you will effectively 'pause' a players/mobs actions for 1 second (sans movment). Effectively just attaching an additional 1 second GCD to all attacks/abilities. Would make it a fairly awesome additional stat for any class, pve or pvp. Who wouldn't want a 1 second reprieve from rogue ganking? Or have a tank pause the mobs next attack by 1 second? Whether it would be worth the points or not is debatable.
But that's just me. Ah, to dream that impossible dream.
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03/27/07, 10:36 AM
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#90
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Soda Popinski
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Originally Posted by Maestroquark
Right now, no. The change that was made only involves getting hit by a crit-turned-hit, not hitting with it.
Imp LotP, Clearcast, Deep Wounds, Seal Fate ... none of these will benefit. Abilities like Enrage, Eye for and Eye, and Martydom are benefited.
The idea is that adding resilience gear will not prevent you from using your own abilities.
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Does Blessed Resilience (from Priests) still proc if the stat "Resilience" prevented the (possible) crit?
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03/27/07, 10:45 AM
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#91
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Rogue About Town
Troll Rogue
The Venture Co (EU)
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Yes.
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03/27/07, 11:24 AM
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#92
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Von Kaiser
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Originally Posted by sadris
Does Blessed Resilience (from Priests) still proc if the stat "Resilience" prevented the (possible) crit?
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It procs but somehow the other two on-crit talents don't seem to at the same time. I've found that only one out of the Martyrdom, Blessed Recovery and Blessed Resilience seems to proc when I get hit with a converted crit. Martyrdom and Recovery should both proc if Resilience procs but that has never happened for me. I've posted it in the bug and priest forums with some people agreeing with me but nothing getting done. Pretty gamebreaking to me. Has anyone here seen this happen?
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03/27/07, 11:06 PM
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#93
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Von Kaiser
Undead Warlock
Archimonde
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Has anyone gotten 2 pieces of multiple gladiator sets to test if the resilience bonus will stack?
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03/28/07, 12:05 AM
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#94
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Glass Joe
Undead Priest
Destromath (EU)
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Originally Posted by Viktus
Has anyone gotten 2 pieces of multiple gladiator sets to test if the resilience bonus will stack?
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Math on Resilience PvP bonus
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05/23/07, 8:37 AM
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#96
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Don Flamenco
Draenei Paladin
Twisting Nether (EU)
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Originally Posted by padrote
It procs but somehow the other two on-crit talents don't seem to at the same time. I've found that only one out of the Martyrdom, Blessed Recovery and Blessed Resilience seems to proc when I get hit with a converted crit. Martyrdom and Recovery should both proc if Resilience procs but that has never happened for me. I've posted it in the bug and priest forums with some people agreeing with me but nothing getting done. Pretty gamebreaking to me. Has anyone here seen this happen?
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Yes there is definitely something that's not working as intended in regard to crits being converted to hits by resilience and then only one out of those 3 proccing.I agree that it's pretty game breaking.
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05/23/07, 9:49 AM
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#97
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I prefer the term treasure hunting
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Originally Posted by Jo_
Yes there is definitely something that's not working as intended in regard to crits being converted to hits by resilience and then only one out of those 3 proccing.I agree that it's pretty game breaking.
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Check the date of the post you're replying to :P
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05/24/07, 11:20 PM
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#98
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Don Flamenco
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Originally Posted by Jo_
Yes there is definitely something that's not working as intended in regard to crits being converted to hits by resilience and then only one out of those 3 proccing.I agree that it's pretty game breaking.
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Yes, this is an old post you're replying to, but the explanation that people have come up with is that there is no such thing as a "negated" crit. Resilience acts directly against the opponent's crit rate. Since this had obvious negative implications for classes with on-crit-against talents, notably priests, this was changed so that those talents proc at [opponent's unmitigated crit rate] on normal hits; in particular, separate normal hits. There's no separate entry in the attack roll for "this attack would have crit if not for target's resilience".
Source
The test linked above goes something like this:
I have enough resilience for -5% crit, and I fight a random trash mob outside Shattrath (5% base crit rate). I have Blessed Resilience, Blessed Recovery, and Martyrdom. Martyrdom will proc on 5% of normal hits. Blessed Recovery will proc on a different 5% of normal hits. Blessed Resilience will proc on a different 3% of normal hits (5% * 60%).
It's a little bit strange, and it might make people feel better if all three went off at the same time as opposed to three different times, but it is not a gamebreaking issue.
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05/25/07, 1:17 AM
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#99
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♥
Blood Elf Priest
Genjuros (EU)
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Originally Posted by Incoherence
this was changed so that those talents proc at [opponent's unmitigated crit rate] on normal hits
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I believe that the opponent's crit rate is not a factor at all. Wearing 250+ resilience I regularly get enrage procs from things that have zero chance to crit: braziers in shattrah, low level monsters hitting me, damage spells from caster npcs.
This would require some testing but I think you simply have a chance equal to the crit % negated by resilience to proc on-crit talents on any normal hit.
Ex: opponent has 30% crit chance, you have 5% crit chance negated from resilience -> opponent's chance to crit is reduced to 25% and you have 5% chance to proc on-crit talents.
Result: 25% + 5% = 30% and we're back at the normal rate of expected procs without resilience.
Side effect: opponent has 0% crit chance, you have 5% crit chance negated from resilience.
Result: 0% + 5% = 5% ... which is 5% more than the expected proc rate without resilience.
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05/25/07, 8:25 AM
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#100
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Von Kaiser
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Originally Posted by gia
I believe that the opponent's crit rate is not a factor at all. Wearing 250+ resilience I regularly get enrage procs from things that have zero chance to crit: braziers in shattrah, low level monsters hitting me, damage spells from caster npcs.
This would require some testing but I think you simply have a chance equal to the crit % negated by resilience to proc on-crit talents on any normal hit.
Ex: opponent has 30% crit chance, you have 5% crit chance negated from resilience -> opponent's chance to crit is reduced to 25% and you have 5% chance to proc on-crit talents.
Result: 25% + 5% = 30% and we're back at the normal rate of expected procs without resilience.
Side effect: opponent has 0% crit chance, you have 5% crit chance negated from resilience.
Result: 0% + 5% = 5% ... which is 5% more than the expected proc rate without resilience.
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Nice, if that is also true, resilience gets nicer once again..., it practically reduces bonus crit damage trough talents enormly, reduces crit. damage very much (at 33% reduction a caster without any talents would do less damage on crits than on normal hits oO), aka by far more than tool tip indicates AND it gives "on crit abilities" a chance to proc when the oponent does not have any crit chance at all, lol.
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I guess this signature will remind me of...
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