Saturday, January 1, 2011

Resilience!!!

Are you kidding? 95 rating per 1% and no DR or cap?

WHY THE FUCK DID ALL YOU NERDS VOTE AGAINST ME PLAYING WARLOCK

jkjk i'm good and not emoraging

Can someone explain why all the TC nerds are like int > crit > mastery >> haste?

How is frost mastery good at all? Same rating scaling as crit, but 1% crit on frozen targets = 3% crit, which is more than 3% extra damage, while 1% mastery is 2.5%. Oh and the crit also effects non frozen targets. (Granted if you had 26% crit or so already this is less true but since that's not really possible...)

In full glad set, it's quite easy to hit 40-45% resilience damage reduction -- I'm sure some classes will be able to top 50%. As a mage, is this worthwhile?

I'm sure most players are going to be like "BRO JUST GET TO LIKE 30% AND THEN FROM THEIR STACK CRIT."

That's sort of valid advice I guess, but the nasty thing about flat reduction resilience without DR scaling is that the more resil you have, the more effective it is:

Say you have 100k hp and your attack hits you for 10k --

  • Zero resil - 10 attacks oh noes
  • 30% resil - 14ish attacks
  • 40% resil - 16ish
  • 50% resil - 20ish
  • 60% resil - 25ish
  • 70% resil - 33ish
Too much ish but that's how I roll. (Quite dirtily)

Granted 70% is kimpossible, but I wouldn't completely rule out 50+ for JC/BS sockcuckers. 

Anyways brb getting farmed by feralz

21 comments:

Anonymous said...

I prefer my partner being offensive and controlling the game through offensive play, rather then relying on high resil to tank. Crit to 20%, play with a sub rogue, then go for mastery.

phael said...

Meh, mastery and resil are just something that becomes better as ilvl increases, and never something I would actively stack. Locks have to tank, which is why it takes precedence over every other stat. Us? Not so much. And for that reason, I'm really leaning towards haste being better then mastery. Getting away isn't generally the issue, it's actually doing something once you're free. These 2 year poly casts with 9276518725 interrupts/lolferals/loldispels is getting beyond fucking frustrating.


Also, that tb trinket is fucking hacks. Caster shieldwall on a 1min cd? yesfuckingplz. Woulda came in handy vs you yesterday lol.

Brobocop said...

What's your mage's name nowadays?

Anonymous said...

^

shou said...

You looking for me still?

Raddy said...

@shou -- yess gimme your rogue you aren't even playing

Shou said...

Shift and me are 85 now and we need a mage for 3s =p

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karuki said...

Wrote about the resilience shit a while ago here http://hydramist.net/blog/the-1025-man-divide-resilience-the-issues-with-ret-palas/, it was a huge issue in 4.0 WOTLK and people with 1800+ resil being unkillable and people with less amounts of resil dying in 2 seconds.

Linear scaling rather than a formula that implies some form of DR is just going to be dumb when in S11/12 we're going to have that 60~70% from gear scaling. IMO there should really be a mid point for resilience that you can get to in relatively shitty gear (blue set) so that the earlier seasons aren't dumb zerg fests and that in the later seasons people aren't immortal because mana is already starting to become a nonfactor for most healers and the benefits of getting more resilience starts to trail off after a certain point while still giving the exact same EHP increase per point (see WC3 armour formula).

Anonymous said...

just put a cap on resilience problemo solved

Anonymous said...

Isn't it 270 something rating per point at 85?

Raddy said...

Nope 1% is 95 rating.

@karuki -- Definitely agree. This is problematic when multiple seasons requires multiple tears of gear. (Also if you make it too easy to "cap" resilience, you have the inverse problem with damage)

karuki said...

The damage increase issue comes largely from certain stats being broken, atm those stats look to be primary stats (int/str/agi) as they give by far the biggest benefit to most classes in terms of damage output especially when compared to secondary stats. Or in the case of WOTLK the haste hero casters of S8 and ARP in general (S7 was fine in dmg output until ICC gear came into play imo).

"and the benefits of getting more resilience starts to trail off after a certain point while still giving the exact same EHP increase per point (see WC3 armour formula)."

That was out of context and made very little sense, I really shouldn't write after just waking up, was meant to be a comparison to the WC3 armour formula.

A mid point for resilience that rapidly DRs if you stack it too high would be perfect imo, capping is boring, limits gear choices, i.e. "ok I get 4000 resil and then stack blabla" and promotes people to just gem out of resil into damage stats in the later seasons providing us with a damage increase and no survivability increase.

Anonymous said...

PvE favors mastery over haste just because their patchwork style simulator projects marginally more damage. Start to make other spells important or deal with interrupts and movement and haste still comes out ahead.

shift said...

Come sell gladiator to bads again with me

Anonymous said...

мотоцыклы bmw

Raddy said...

@shift - where are u nerds playing this season

Raddy said...

@shift - me on mage, you on rogue, shou on priest?

Anonymous said...

Saw you in a normal BG yesterday, you still gearing up?

Hiyather said...

just incase people are wondering mastry > crit when you actually crit if that makes sense, crit = more damage overall but mastry = huge crits when you actually crit, i personally have switched to full mastery whcih can leed to high bursts, just not as reliable

Trevor said...

^