Saturday, July 11, 2009

3.2 Resilience And You

Today's topic: 3.2 Resilience changes and what that means for you. To quote the latest PTR patch note changes: "Resilience: No longer reduces the amount of damage done by damage-over-time spells, but instead reduces the amount of all damage done by players by the same proportion. In addition, the amount of resilience needed to reduce critical strike chance, critical strike damage and overall damage has been increased by 15%." A buff, and a nerf, in other words. Which comes ahead? I borrow heavily from wowwiki's formulas here, but currently as stands, the average damage that you take from a spell is as follows:

Average damage = [(Hit*[1.0-(C-res)]) + (Hit*(1.0+B)*(C-res)*(1-2*res))]

C = the critical strike rating of the guy wailing on you,
B = the bonus damage that they get on their crits,
res = your resilience,

all as decimal percentages.

I input an 800 resilience person facing some kind of caster doing 2000 on a normal hit and a 30% crit rate. 100% bonus damage, which is usual for melee, and most casters have talents that will bring their usual offensive spells to that level as well.

Avg damage on a 0 resil person = 2600
Avg damage on an 800 resil person = 2231

which nets to (2600-2231)/(2231) = a 16.54% damage reduction. All well and good. But with 3.2 we have to make two changes to this formula:

1) a resilience nerf. You need 15% more in order to get the same result, which means your 800 resilience is really going to act like 800 * (100/115) = 695.6, or 8.48% instead of 9.76%. Psh.

2) a resilience buff. Now ALL damage, not just crit damage, is reduced. I am unclear on where exactly this is applied, but I can see 2 different scenarios:
2a) It's across *all* damage, applying doubly to crit damage which is already currently reduced. IE, 1% resilience reduces non-crit damage by 1%, and crit damage by 3.2%
2b) It extends only in it's 1% form to the non-crits, leaving the crits alone with its 2.2% current damage reduction.

First considering 2a), the formula reads, if my math is correct,

Inc. damage = ([Hit*(1.0-(c-res))] + [Hit*(1.0+b)*(c-res)(1-2.2*res)]) * (1-res)

Using that formula in my excel sheet, with the new effective resilience, means an average incoming damage of 2077.15, or a 25.17% damage reduction. An extra 8.64% damage saved over the current model, so clearly you're being buffed here.

Secondly looking at 2b), which I think is more likely but you never know, the formula then would read:

Inc. damage = [Hit*(1.0-(c-res))*(1-res)] + [Hit*(1.0+b)*(c-res)(1-2.2*res)]

In our proposed example, that turns into incoming damage of 2136.53, or a 21.69% damage reduction. This is still a buff, 5.16% extra damage is not coming your way, though (obviously) not as much as if the crits against you are getting double-nerfed.

So : YES, you are getting buffed, and fairly massively. If you believe the folks over at World of Ming, and I have no particular reason as yet not to, 2A may actually be the more likely scenario. So hooray for that, now my tree is even MORE indestructible than before.

To bring you back down to the ground: apparently the final bloom on Lifebloom has been reduced by 20%. That's gonna mess with my anti-rogue plans but every buff's got a companion nerf, I suppose.

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