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Old 06/22/07, 5:51 PM   #46
Zerakor
Von Kaiser
 
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Draenei Shaman
 
Kazzak (EU)
Originally Posted by Solipse View Post
This is realistically only fair if they disallow gearswapping anything but trinkets and weapons in the arena as it penalizes warlock/shadow priest 2v2 and 3v3 teams far too much. Remove the ability to swap into resist gear and then whatever changes that can be made to dots to apply resilience effects to them are completely fair. Effecting dots by resilience and allow people to stack SR as well and you destroy that teamup.

All other casters are affected by resilience and resistance to though, and SR is actually a really hard stat to boost with a decent kit pre-BT.

It's the same answer on the public forums and here, and I frankly think people are overestimating the resistance gear. Provided the dot gets through, you will still get full 75% 50% 75% etc damage, but your other stats will be very gimped, leaving you at disadvantage again. Also, a gear set with proper resilience and resistance would leave you defenseless and without any offensive stats whatsoever.

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Old 07/12/07, 2:26 AM   #47
Atashi
Glass Joe
 
Atashi
Draenei Mage
 
No WoW Account
Just to update this thread, Blizzard has listed this issue in the "known issues" thread AND said that it will be fixed! Blue said that it's been listed as a known issue for a while, but I hadn't heard that from anyone else. Anyway, here's the snip:

Spells, Talents, & Abilities

* Critical strike damage reduction percentage gained from resilience rating increases as the attacking player gains more +critical strike damage bonus talents.

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Old 07/12/07, 2:49 PM   #48
Kaubel
Sledgehammer Emeritus
 
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Tauren Druid
 
Mal'Ganis
Thanks?

Upcoming changes to address resistance/resilience issues

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Old 07/13/07, 2:08 PM   #49
Tiiki
Rogue About Town
 
Troll Rogue
 
<Moo>
The Venture Co (EU)
So can someone tell me how they imagine the change mentioned in the notes will affect resilience?

Currently, am I right in thinking: I hit for 1000, crit for 2000, it gets reduced by (say) 20% to 1600, then it applies the 30% lethality bonus for 2080 dmg?

And with the fix, I'll crit for 2300 which will then be reduced by 20% to 1080?

So is this another nerf for rogues (and slightly for warriors), or have a got the complete wrong end of the stick?

EDIT: reading more around this topic on the official boards it looks like a small buff for rogues and quite a big one for AP mages? I'm just not sure how the maths makes it work out that way

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Old 07/13/07, 2:32 PM   #50
Kaelis
Glass Joe
 
Night Elf Druid
 
Cenarion Circle
Originally Posted by Tiiki View Post
So can someone tell me how they imagine the change mentioned in the notes will affect resilience?

Currently, am I right in thinking: I hit for 1000, crit for 2000, it gets reduced by (say) 20% to 1600, then it applies the 30% lethality bonus for 2080 dmg?

And with the fix, I'll crit for 2300 which will then be reduced by 20% to 1080?

So is this another nerf for rogues (and slightly for warriors), or have a got the complete wrong end of the stick?

EDIT: reading more around this topic on the official boards it looks like a small buff for rogues and quite a big one for AP mages? I'm just not sure how the maths makes it work out that way
I think it's like this:

Currently you hit for 1000, crit for 2000, reduced to 1600, then only the 600 bonus damage gets 30% more for a total of 1780.

The fix will probably make you crit for 2300 which will be reduced by 20% to 1840. So 60 more damage than before.

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Old 07/13/07, 7:15 PM   #51
Tiiki
Rogue About Town
 
Troll Rogue
 
<Moo>
The Venture Co (EU)
Ahh, that sounds right, thanks

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