If you have exactly 3094 resilience, you will notice no change.
If you have over 3094 resilience, you will lose survivability with 4.1.
If you have less than 3094 resilience, you will gain survivability with 4.1.
Just to clarify, the 4.1 change does not add any "sweet spot," "soft cap," or anything of the sort for resilience. It simply changes how resilience scales.
In general, this means that you will need to stack more resilience. Resilience is still really good.
Specifically, this is the change:
4.06 Resil Reduction:
Reduction % = Resilience / 95.21492
4.1 Resil Reduction:
Reduction % = (1 - (1/(Resilience Rating*0.000155576 + 1))) * 100
This is the key graph. It shows your life expectancy post patch compared to pre-patch. At 100%, you will live just as long post-patch as you did pre-patch. At 90%, you will die in 90% of the time that it took you to die pre-patch. In other words, if you lived for 10 seconds in a particular situation, you will now live for 9.
Essentially, the change is that your "effective health" scales linearly with resilience (similar to armor). Effective health is the amount of damage you can live through. For example, if you have 20% reduction from resilience, you will take 80% damage. This means that an enemy has to do 125% of your health in unmodified damage to kill you. Below are graphs that compare the changes in damage reduction and effective health.
Finally, here's a chart showing how much extra resilience you'll need to add to retain your current damage reduction. For example, if you are at 3500 resil, you have 36.76% reduction. If you want to stay at 36.76 reduction in 4.1, you will need to add an additional 236 resilience.
Edited by Literacola, 20 April 2011 - 10:53 AM.