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Topic: Resilience (Read 4065 times)
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Litigator
Terracotta Army
Posts: 187
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I don't understand the appeal of this at all. It appears that all combat ratings (Crit/Hit/Defense/Resilience) will cost the same base per point, with differing point amounts for the rating to do a percentage point of whatever it does.
The problem is, chance to crit costs 22 points at level 70, while 1% Resilience, which is -1%chance to be crit and -2% critical damage, costs 40 points. Considering how expensive this stat is in the item budget, and the fact that it could be replaced with damage dealing statistics like attack power, spell damage or crit, I cannot see most players ever stacking Resilience.
It seems like flag carriers and maybe some battlefield healers might use resilience, if they can stack it while maintaining +healing, but I can't imagine anyone who specializes in PvP damage stacking this new stat.
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Threash
Terracotta Army
Posts: 9171
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I don't understand the appeal of this at all. It appears that all combat ratings (Crit/Hit/Defense/Resilience) will cost the same base per point, with differing point amounts for the rating to do a percentage point of whatever it does.
The problem is, chance to crit costs 22 points at level 70, while 1% Resilience, which is -1%chance to be crit and -2% critical damage, costs 40 points. Considering how expensive this stat is in the item budget, and the fact that it could be replaced with damage dealing statistics like attack power, spell damage or crit, I cannot see most players ever stacking Resilience.
It seems like flag carriers and maybe some battlefield healers might use resilience, if they can stack it while maintaining +healing, but I can't imagine anyone who specializes in PvP damage stacking this new stat.
This is the same argument i heard about stam before the expansion. Its the best stat for pvp, if you pvp at all focus on it above all other things.
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I am the .00000001428%
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Morat20
Terracotta Army
Posts: 18529
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I don't understand the appeal of this at all. It appears that all combat ratings (Crit/Hit/Defense/Resilience) will cost the same base per point, with differing point amounts for the rating to do a percentage point of whatever it does.
The problem is, chance to crit costs 22 points at level 70, while 1% Resilience, which is -1%chance to be crit and -2% critical damage, costs 40 points. Considering how expensive this stat is in the item budget, and the fact that it could be replaced with damage dealing statistics like attack power, spell damage or crit, I cannot see most players ever stacking Resilience.
It seems like flag carriers and maybe some battlefield healers might use resilience, if they can stack it while maintaining +healing, but I can't imagine anyone who specializes in PvP damage stacking this new stat.
This is the same argument i heard about stam before the expansion. Its the best stat for pvp, if you pvp at all focus on it above all other things. Yeah, but people specializing in damage are also going to want to live long enough to deal such damage. It's a tradeoff, like everything else. With the increased stamina, sustained DPS might have far mroe of a place in PvP than burst DPS. You'd trade crit chances for surviveability -- it'll be interesting to see how it shakes out, and how Blizzard adjusts the new stats. Glass cannon or tough nut? Resiliance gear means you can adjust that to suit your play style a little better.
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Jayce
Terracotta Army
Posts: 2647
Diluted Fool
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I didn't think it was for PvP. My first thought was that raid tanks would want to stack it up to reduce the spikiness of raid bosses damage (fewer crits and for less). This was the same reason they used to stack up +defense gear.
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Witty banter not included.
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Chenghiz
Terracotta Army
Posts: 868
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The fact that the Gladiator sets stack Resilience is a pretty good sign it's intended for PVP. It may be a good tanking stat but I think Defense is better because it raises your chances of simply avoiding damage altogether (miss, dodge and parry) as well as decreasing your chances of getting hit for more than usual (crits and crushing blows).
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Modern Angel
Terracotta Army
Posts: 3553
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A mob's chance to crit you is independant of any stat besides resilience now, ie tank has a billion defense and armor, will stillbe crit 30% of the time (or whatever) with no resilience.
It's part of the reason alot of people were having trouble with raid bosses post 2.0. No resilience anywhere so constant crits on the tanks.
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Ironwood
Terracotta Army
Posts: 28240
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So what does defense do now ?
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"Mr Soft Owl has Seen Some Shit." - Sun Tzu
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Kitsune
Terracotta Army
Posts: 2406
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The fact that the Gladiator sets stack Resilience is a pretty good sign it's intended for PVP. It may be a good tanking stat but I think Defense is better because it raises your chances of simply avoiding damage altogether (miss, dodge and parry) as well as decreasing your chances of getting hit for more than usual (crits and crushing blows).
Avoiding being hit entirely isn't actually that good for a tank. A missed tank means no rage is built for warriors and druids, and no holy retribution aura threat is built for pallies. Being hit but not being hit for heavy damage is ++.
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Morat20
Terracotta Army
Posts: 18529
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So what does defense do now ?
Damage reduction from regular attacks. Resiliance is crit-resistance. So defense lowers damage taken overall, resiliance smooths out the damage taken (gets rid of the damage spikes). Tanks will want lots of resiliance -- less spikes means the healers have a much easier job. They should be generating plenty of rage -- a 10% reduction in crits isn't going to run them out.
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Rasix
Moderator
Posts: 15024
I am the harbinger of your doom!
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So what does defense do now ?
Damage reduction from regular attacks. Isn't that what armor is for? 
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-Rasix
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Morat20
Terracotta Army
Posts: 18529
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So what does defense do now ?
Damage reduction from regular attacks. Isn't that what armor is for?  That also. Defense increases the number of pure misses and glancing blows, and cuts down on damage that way. Armor mitigates damage even further. Resiliance smooths out damage taken while reducing it. They're all forms of damage reduction. There are fights even in ZG where a few lucky crits by a boss can wipe raids if the healers aren't damn good. (We're talking the correct gear for ZG -- not slumming in ZG with MC or BWL gear). Even a 5% reduction in the crit percentage against a boss could change a fight from damn hard to easy.
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Kitsune
Terracotta Army
Posts: 2406
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Yeah. As with every defensive stat, resilience is something that all tanks will be working on investing in, while those who aren't front-line fighters will probably not bother.
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Morat20
Terracotta Army
Posts: 18529
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Yeah. As with every defensive stat, resilience is something that all tanks will be working on investing in, while those who aren't front-line fighters will probably not bother.
Unless they PvP. Because as best I understand it (I could be totally wrong) resiliance is an across-the-board crit reduction. Spell crits, melee crits, ranged crits.....shrug off those goddamn ambushes, trinketed pyro crits, hunter MS crits....
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Chenghiz
Terracotta Army
Posts: 868
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The fact that the Gladiator sets stack Resilience is a pretty good sign it's intended for PVP. It may be a good tanking stat but I think Defense is better because it raises your chances of simply avoiding damage altogether (miss, dodge and parry) as well as decreasing your chances of getting hit for more than usual (crits and crushing blows).
Avoiding being hit entirely isn't actually that good for a tank. A missed tank means no rage is built for warriors and druids, and no holy retribution aura threat is built for pallies. Being hit but not being hit for heavy damage is ++. To be precise, dodge and miss are bad(ish) for tanks; parries still generate rage as though they hit for normal damage.
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Modern Angel
Terracotta Army
Posts: 3553
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Yeah. As with every defensive stat, resilience is something that all tanks will be working on investing in, while those who aren't front-line fighters will probably not bother.
Unless they PvP. Because as best I understand it (I could be totally wrong) resiliance is an across-the-board crit reduction. Spell crits, melee crits, ranged crits.....shrug off those goddamn ambushes, trinketed pyro crits, hunter MS crits.... You're correct. Reslience is as good for mages as it is for tanks in that regard. It's also a very sly way to get people to try to do the world pvp rewards.
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Threash
Terracotta Army
Posts: 9171
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I was the biggest proponent of stam back when i pvped. I ran around with 5k hps on my rogue when i had all blues and i did a lot better than people who focused on nothing but damage. There is a LOT to be said about the outlasting your oponent strategy, if you focus on pvp at all wear the pvp gear its really the best for it. I really like how they have differentiated between pvp and raid gear this time around, the sets you get from each are good best for what they are made for.
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I am the .00000001428%
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Zetor
Terracotta Army
Posts: 3269
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Yeah, my warrior alt in blues and 5.4k unbuffed hp and a TUF was doing a LOT better in pvp than the DPS machines with 4k hp and high-end raid gear. Against most classes, outlasting burst is key, and might give you enough momentum to finish them off [ie. if a mage pyro/pyro/fblast combo'd for 4.7k, I'd survive that and lay into him with a full rage bar; the other warrior with only 4k would die] The same thing applies to resilience, really -- you WANT to be able to survive burst salvos, so with your enemy having exhausted his mana bar / cooldowns, you can turn the tables on them. A dead character does 0 dps. :P
Anyway, resilience isn't really a pve stat imo... a tank could MAYBE stock up on enough resilience to nullify spell crits [he should already have enough +defense to nullify melee crits], but how often do bosses crit with spell damage? The exception might be 5-man dungeons with fast paced encounters where crit mitigation might be necessary. (the assassins in UBRS were notorious for critting a lot, too bad it didn't really matter)
-- Z.
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