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.