1. #1

    How is resilience calculated?

    Hi all,

    I remember reading a while back that resilience was going to become a stat that stacks linearly, as opposed to having diminishing returns.
    My questions then are:
    - Does resilience reduce player damage by 100% if you, in theory, got to 10000 resilience rating?
    - If not, is there a hard cap to resilience somewhere?

    Thanks in advance for the answers.

  2. #2
    I don't think a criticism of my computer usage is required to answer my question. But I'll address it anyway. I often watch a number of football or basketball games simultaneously (keep them on in the background), while I surf the web casually or do work. Additionally, I may be skyping someone and have a game on in the background, and I may need to look something up on the internet during the conversation. Look, you probably won't agree with why I have so many things running at once, but that is besides the point.

  3. #3
    Deleted
    Quote Originally Posted by luckyxu View Post
    I don't think a criticism of my computer usage is required to answer my question. But I'll address it anyway. I often watch a number of football or basketball games simultaneously (keep them on in the background), while I surf the web casually or do work. Additionally, I may be skyping someone and have a game on in the background, and I may need to look something up on the internet during the conversation. Look, you probably won't agree with why I have so many things running at once, but that is besides the point.
    Cool story bro

    @OP: According to WoW Wiki[1], resilience can currently go to 100%, but in 4.1 there will be diminishing returns. So yes, you can currently go completely damage immune (9523 resilience rating according to that page), but I doubt it's possible to get there at the moment. And even if you do, you won't be very effective anymore.. except as a flag runner I guess

    [1] http://www.wowwiki.com/Resilience

  4. #4
    In the current patch, resilience has increasing returns (Its effectiveness gets better per point as you get more of it) much like. This means that every point increases it by a flat amount. Theoretically, if you got enough (9523) resilience, you could be immune to player damage (It might come up as something like 1 damage per hit).

    When 4.1 hits, resilience will have linear returns, meaning there will be a curve to the effectiveness of resilience. This is NOT diminishing returns. This is LINEAR returns. It will work the same as armor. Say 1000 resilience rating reduces player damage by 10% so you take 90% of the enemy's damage. You get some more gear and get 1000 more resilience rating. This will reduce your damage taken by 10% of what you -currently- take, so 10% of 90% is 9%, so it will reduce damage taken by 19% total (81% damage taken total). It's kind of hard to explain, but basically resilience turns from "Gets better the more you get of it" in 4.0.6 to "Is equally effective at low and high amounts" in 4.1. It does NOT turn into "Gets worse the more you get of it" like how dodge and parry is.

  5. #5
    Giving it as an example. You take 1k hit and how it would affect if you keep adding 10% more resilience.

    Increasing returns:

    As you can see adding 10% from 0%->10% actually makes you take 10% less damage, where as adding 10% from 90% -> 100% makes you take 100% less damage. ie the value is infinite.

    Gain Damage Reduction DamageTaken Value
    0 1000 0 1000
    10 1000 100 900 1,11
    10 900 100 800 1,13
    10 800 100 700 1,14
    10 700 100 600 1,17
    10 600 100 500 1,20
    10 500 100 400 1,25
    10 400 100 300 1,33
    10 300 100 200 1,50
    10 200 100 100 2,00
    10 100 100 0 infinity


    Linear returns:

    And when using linear returns you can see the value function does not change at any place. Means "0->10%" will reduce your damage taken by 10% and so it will from "90% -> 100%".

    Gain Damage Reduction DamageTaken Value
    0 1000 0 1000
    10 1000 100 900 1,11
    10 900 90 810 1,11
    10 810 81 729 1,11
    10 729 73 656 1,11
    10 656 66 590 1,11
    10 590 59 531 1,11
    10 531 53 478 1,11
    10 478 48 430 1,11
    10 430 43 387 1,11
    10 387 39 349 1,11

  6. #6
    Cool, great explanations, thank you very much.

    I wonder if we will get near 100% reduction in the latter seasons of Cataclysm and devs will need to modify how it scales again.
    Any math genius able to hazard a guess, based on item level increases and epic gems?

  7. #7
    Deleted
    Quote Originally Posted by chopnfat View Post
    Cool, great explanations, thank you very much.

    I wonder if we will get near 100% reduction in the latter seasons of Cataclysm and devs will need to modify how it scales again.
    Any math genius able to hazard a guess, based on item level increases and epic gems?
    You won't be able to get 100% since 4.1 will implement DR for resilience. The "sweet spot" for resilience will be around 3k(32%), this is when the DR becomes apparent and you need more and more rating for each 1%.

  8. #8
    Deleted
    Please don't say Resilience has DR because the effect isn't "deminished". It's linear!

    That said. Resilience capping will be impossible in WoW. I'd be surprised if people actually reached 50% damage reduction in later seasons.

  9. #9
    The change is the very definition of diminishing returns. It has linear effectiveness.

    Change or no change, there is a 60% hardcap,, not that it's possible to reach atm.

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