1. So let us clear this topic once and for all:
    I really appreciate the work and effort you've recently put in testing on how resilience and pvp power actually effect one's damage on a pvp target. But I am sorry to say that all you have proven is that you (and I feel like it is most of the community) don't know how resilience works at alll.

    Let me sum up the game mechanics in short. If you are interested in this topic, check here: http://www.arenajunkies.com/topic/22...ilience-guide/ - Eldacar explained everything perfectly understandable and he argumented on well researched facts.

    1) The more resilience you get, the more effective resilience becomes.
    In 5.4.1 player's were given 72% base resilience and about additional 2.5% from trinket bonusses. This totals at about 74.5% damage mitigation from any pvp sources.
    In 5.4.8 base resilience had been increased to 77%, up from 72. The trinket bonus had been increased as well, from around 2.5% to 3% flat. This totals at 80% dmg reduction.
    Let's put some numbers in: You hit any pve target for 100 damage.
    In 5.4.1 this damage would've been reduced to x = 100*(1-0.745) = 25.5 damage in total.
    In 5.4.8 this damage would've been reduced to x = 100*(1-0.80) = 20 damage in total.

    2) The more resilience you get, the less additional resilience you get.
    With the release of 5.4.8 and Prideful Gear not only resilience percentages got adjusted, resilience diminishing returns got as well. The trinket bonusses illustrate this quite well:
    On 72% base resilience a bonus of 2600 equals around 2.5% additional resilience.
    On 77% base resilience a bonus of 5280 equals 3% additional resilience.

    3) PvP Power does not work as a "resilience penetration"
    PvP Power multiplicates one's damage done on any pvp target. But you have to consider that outgoing damage is always calculated first. This means any damage reduction (resilience, armor etc.) is added AFTER the damage bonus of pvp power got applied to your base pve damage.
    Again with some numbers: You hit any pve target for 100 damage. You have 45% pvp power (522 DPS Average)
    In 5.4.1 this damage would've been reduced to x = (100*1.45)*(1-0.74.5) = 37
    In 5.4.8 this damage would've been reduced to x = (100*1.45)*(1-0.8) = 29

    TL;DR:
    1) Considering 100 damage are done to a pve target, the resilience changes made in 5.4.8 affect numbers by a lot. Whilst resilience did only get increased by 80% - 74.5% = 5.5 % this means a loss of addtional 5.5 damage points. Those 5.5 points are 1 - 20/25.5 = 21.6% of the total damage done to a pvp target. This is the damage mitigaton ONLY provided by resilience itself, addtional damage redcutions, e.g. armor, has to be kept in mind additionally.
    2) The new trinket bonus provides more than double the amount of additional resilience, but does only increase one's resilience by addtional .5 %. This is why it is not worth it gemming/enchanting in resilience at all, because the gained damage reduction per additional amount of resilience is further reduced.
    3) PvP Power works as a bonus on outgoing damage, which is always calculated first. This means pvp power does NOT bypass resilience at any means. Damage reduction effects are always calculated second and use the adjusted values of outgoing damage for their maths.

    This is why 5.5% additional resilience will hit your damage way harder than it may seem first.
    To speak in numbers again: You are playing exactly the same than before the update, but you will deal 21.6% less damage just by having the pvp power effect and the resilience damage reduction changes added properly.
    read my comment once again, because you probably haven't understood it. I try to be more clear, I have calculated the dmg reduction in 2 ways:

    THIS IS RIGHT
    "Average crit on dummy 240686, now i apply resil so (240686/100*20) = 48137,2, and now i apply pvp power [(48137,2/100*44,12)+ 48137,2] = 69375. Mine was 66978
    Normal hit on dummy 114722 and after all calculations became 33067. Mine was 32665"

    AND THIS IS WRONG:
    "Now I try the first way so 80%-44,12% pvp power = 35,88% damage reduction, 100-35,88= 64,12 % damage on player
    Crit 240686/100*64,12 = 154327 (mine 66976)
    Normal hit 114722/100*64,12 = 73560 (mine 32665)"

    and the damage on my friend can confirm resilience is working well and my calculations are right

    PS: wheu u say: "This means any damage reduction (resilience, armor etc.) is added AFTER the damage bonus of pvp power got applied to your base pve damage" it's false because in math exist Commutative property of multiplication (" This property means that factors can be multiplied in any order and the product is always the same") in fact u can try with your calculator to add resi for first and then pvp power or pvp power for first and then resil, the result it's the same.
    Edited: February 1, 2016

  2. Noo, you're doing the math wrong.
    You multiply not subtract.

    And yes, it does not matter in which order you do multiplication.

  3. Am i the only one who likes it better this way? Finally not getting 2-shotted by mages and hunters.

  4. ... With all due respect, i don't think forum moderators should answer to people like that :/

  5. Am i the only one who likes it better this way? Finally not getting 2-shotted by mages and hunters.
    k but today a mage hit me with 150k and 150k and 100k and i die, 3 shout

  6. k but today a mage hit me with 150k and 150k and 100k and i die, 3 shout
    let me quess arcane?

  7. 40k max crit with my hunter, rip BM pvp


  8. Noo, you're doing the math wrong.
    You multiply not subtract.

    And yes, it does not matter in which order you do multiplication.
    So can you tell us what would be the effective dmg reduction for standard 522 PVP gear (no res gem) compared to the previous patch? 21.6%?

  9. Like i said in some posts before, pls nerf mages. Vote for it.

  10. Like i said in some posts before, pls nerf mages. Vote for it.
    Which one? Kappa

  11. Noo, you're doing the math wrong.
    You multiply not subtract.

    And yes, it does not matter in which order you do multiplication.
    While this is true the engine decides damage by base + (base *pvp power ) multiplied by (1- pvp resil). Take damage 100, pvp power .50, pvp resil .50. So base 100 damage +( (damage*.5) )*(1-.5 pvp) resil = (100 + 50) *(1- .5) = 75. Percentage point by percentage point resilience far outweighs pvp power.

    My MM hunter is very weak now since haste was nerfed in 5.4.8 for the class in grievous since Focus regen now is very , very slow for the spec. It might be totally different with prideful gear, hence the nerf.
    Edited: February 3, 2016

  12. I did some tests with my 522 boomkin "Diopiccione" 29251 spell power, 44,12% PvP power always selfbuffed without any procs (no jade spirit, no trinket) I have registered some starsurge hits and crits on a dummy and on my friend

    Dummy:
    Normal hit: 113810; 115393; 114963 (average value = 114722)
    Crit: 237862; 248081; 236114 ( 240686)

    My friend (feral druid without any defensive cds in cat form)
    Normal hit: 32635, 32545, 32817 (32665)
    Crit: 67314, 66965, 66650 (66976)

    Let's calculate now: idk if I have to add pvp power with resil (for example 80% - 44,12% pvp power = 35,88% damage reduction on player, I think it's wrong but not sure at all) or apply these in two different moments, I will try the second way for first, it seems better.

    Average crit on dummy 240686, now i apply resil so (240686/100*20) = 48137,2, and now i apply pvp power [(48137,2/100*44,12)+ 48137,2] = 69375. Mine was 66978
    Normal hit on dummy 114722 and after all calculations became 33067. Mine was 32665

    Now I try the first way so 80%-44,12% pvp power = 35,88% damage reduction, 100-35,88= 64,12 % damage on player
    Crit 240686/100*64,12 = 154327 (mine 66976)
    Normal hit 114722/100*64,12 = 73560 (mine 32665)
    those who suck at math should really stay away from ANY calculations, tests or damage complaints and get away from these kinds of threads/topics as far as humanly possible. your post doesn't make any sense at all. your "first way" isn't logical in any way possible. no mechanic ever in wow worked like this, cuz it's plain stupidity.

    to get values for pvp, you need to MULTIPLY your damage with pvp power (1.3588 in this example) and resilience (which is 80%, so multiply by 0.2, or simply divide with 5).......

    and no, it does not matter when you take which calculation by order as long as they have the same priority operators - calculating pvp power before resilience == calculating resilience before pvp power.

    on topic, i also think that they ****ed things up really bad by doing this without releasing, or even announcing prideful.... the current game state sucks even more than getting 1shot by mages, warrs, rogues or hunts and they should at least give us an approximation for prideful or people will just quit. i tried looking for a release date, but had no success, so if anyone can link it to me, i would appreciate it.
    Edited: February 4, 2016

  13. Idk why, but now (almost All) damn Mages play with healers in 2s, they do a lot of damage and seem to not take any damage... something is terribly wrong.

    Same for Healers, they became even more OP than before, the pvp atm is verry unbalanced.
    Edited: February 4, 2016

  14. Idk why, but now (almost All) damn Mages play with healers in 2s, they do a lot of damage and seem to not take any damage... something is terribly wrong.

    Same for Healers, they became even more OP than before, the pvp atm is verry unbalanced.
    blizzard logic " we have dampening system so lets make healers absolute gods in arena that never die until 70% dampening"

    btw as for mages well at 2014 blizzcon almost all teams had a mage :D they are simple really OP class.

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