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#3512939 Anticipated Resilience Gains in 4.3/S11

Posted Eldacar on 10 October 2011 - 03:26 PM

Eldacar's Guide to Anticipated Resilience Gains for Season 11

Hello everyone! I was curious as I am sure many of you have been about how much resilience I would gain by upgrading to full Season 11 gear in Patch 4.3. Rather than continue to wonder I decided to do the math and figure it out. Now I am here to share my findings with all of you in what has become the second in a series of guides about resilience. Please enjoy it and if you have any comments, questions, feedback, or error corrections please post them, I will do my best to respond to everything. You can view the first guide of the series titled "How Resilience Scales in 4.2.2" here: http://www.arenajunk...nce-scales-422/

TLDR: See the pretty graphs below!

Table of Contents:
Section 1 - General Information
Section 2 - General Graphs
Section 3 - Specific Configuration Information
Section 4 - Specific Configuration Graph
Section 5 - Closing Thoughts and Remarks

Section 1 - General Information

Let me start with a disclaimer: All information on season 11 gear and epic gems is based on data from the current PTR version and is subject to change. Now that we have that out of the way lets dive right in. In patch 4.3 you will have two ways to increase your resilience, by upgrading to the new season 11 gear, and by upgrading your rare gems to the new epic gems. Upgrading from any given season 10 gear set to the equivalent season 11 gear set will net you about 722 additional resilience. It doesn't matter if you are going from the 371 honor set to the 390 honor set, or if you are going from the 384 conquest set to the 403 conquest set, you will gain about 722 resilience either way. The amount of resilience you will gain from upgrading your gems depends on how many resilience gems you currently have. In 4.3 the +40 resil rare gem will have a +50 resil epic upgrade, and the +20 resil hybrids will have +25 resil epic upgrades. Based on current info the epic gems will only be available from raiding, so if you are strictly a PVP player don't count on getting your hands on them quickly unless you have a TON of gold to throw around.

Now before we jump into the graphs let me give you a brief rundown of what is going on in them. Different weapon configurations give slightly different amounts of resilience, however the differences are relatively insignificant when looking at total resilience. To make this first graph simpler and easier to read I have averaged all the different weapon configurations together. If you are interested in more precise data for your specific weapon configuration please skip ahead to sections 3 & 4.

In this first graph you will see three different lines, a Baseline, a Normal line, and a Max line. The Baseline represents the total resilience from JUST gear and the 2-piece set bonus. The Normal line represents the Baseline plus the chest, shoulder, and helm resil enchants as well as +70 resil from socket bonuses (some classes get 60 some get 80 I just picked a midpoint). The Max line represents what is approximately the maximum achievable resilience with a given gear set, it is the Normal line plus Blacksmithing, Jewelcrafting, a relic slot, and ALL resilience gems (S10 sets assume rare gems, S11 assume epic). The second graph should be fairly straightforward, it is just a look at the maximum possible resilience from rare and epic gems based on professions and ranged item vs relic (relics have a socket, ranged items don't).

Section 2 - General Graphs

Posted Image

Posted Image

Section 3 - Specific Configuration Information

As I stated earlier, different weapon configurations have slightly different resilience values, generally speaking using a two-hander gives you the most, and dual-wielding one-handers gives you the least. Having a ranged item vs a relic also changes things because ranged items use weapon ilvl's while relics use armor ilvl's.

By fully upgrading from S10 gear to the corresponding S11 gear you will gain the following resil amounts:
Relic + 2H = 728
Relic + MH/OH = 727
Relic + Two 1H = 720
Ranged Item + 2H = 722
Ranged Item + MH/OH = 721
Ranged Item + Two 1H = 714

In the next graph you will find the data for the increases in resilience over the different gear sets based on weapon configuration. Please note this data only includes the gear and the +400 resil 2pc bonus, NOTHING ELSE!

Section 4 - Specific Configuration Graph

Posted Image

Section 5 - Closing Thoughts and Remarks

I want to stress again that all of this is based on data from the current version of the PTR, I don't believe it will change between now and release but you never know. Season 11 looks to be rewarding players with a pretty substantial gain in resilience, even players that don't gem for it will be rocking around 5k resil once they have full S11 conquest gear which is more than is even possible to get at the moment. Resil maxed players will have around 5700 resil which will put them at around 50% damage reduction (200% effective health!!). I truly pity the fresh 85's that are trying to kill players with that much resil. However it remains to be seen if player damage will scale faster or slower than effective health with this new gear. It is quite possible that even with 5k resil it will feel like we are dying faster against equally geared opponents, only time will tell.

I hope you have enjoyed this guide, if you have any comments, feedback, questions, or error corrections please post them, I will do my best to respond to everything. Once again you can check out part one of the guide series here: http://www.arenajunk...nce-scales-422/

#3512583 Does this look legit mejts

Posted Easiestsap on 10 October 2011 - 04:46 AM

what a bunch of pieces of shit.

#3506059 Talbadars glasses?

Posted ayraqt on 03 October 2011 - 07:30 PM

View PostSethir, on 03 October 2011 - 03:55 PM, said:

Good cuz horrid

Hows account buying going for you sethir mejty
Oh sorry didnt want everyone to know you bought the account?

#3505971 Talbadars glasses?

Posted Guest on 03 October 2011 - 06:13 PM

They help!
Although you may be slightly thrown off by the different color at first it makes staring at your screen for awhile a lot more bearable. In games where there's insane spell animations or bright lights it makes it easier on the eyes. Definitely NOT just for show.

#3496200 With reckful and woundman gone...

Posted Filovirus on 24 September 2011 - 03:29 AM

View PostEncisive, on 23 September 2011 - 04:38 PM, said:

he was a rank 1 try-hard.
...what is a rank 1 try-hard

#3466329 Done with the game (Banned?)

Posted kiblett on 01 September 2011 - 07:04 PM

i guess blizzard did keep their word when they said they would ban all the people who purchased glad

#3462537 Is it just me

Posted Elraen on 30 August 2011 - 01:42 PM

I think Blizzard has reached a point of just discontinuing major PvP/class changes-at least in the middle of a patch/season.  It sorta reminds me of BC-we never really saw major balancing changes in the middle of a season.  At least back then, they had the excuse that arena was new and wanted to let things play out to see how thing worked.

There was a glimmer of hope when they immediately nerfed rogue/priest early in s6, and we saw various changes being made throughout Wrath during the seasons-heck, even early in S9, we saw SOME balancing.  But since the end of S9, it looks like they've pretty much given up.

They left frost DKs in a stupid state until the end of the season, they threw half a bandaid on the MMR problem by hiding them from players (which didn't fix the problem), and they changed unheeded warning.  That's about it.  Between the MMR problems, resto shaman/lock, feral druids, and casters in general, S10 is a giant mess, and they haven't even come out and said "yeah-we get it-we'll do something about it 'soon.'"  We got a blue post in the PvP forum to give us the impression they care, but that's it.

S10 is probably Blizzard's most apathetic yet.  It appears Blizzard has just gone into "salvage" mode.  They know the game is hemorrhaging customers, and they're seemingly trying to keep as many players around as they can with the least amount of effort.  They know Diablo III will be big.  They've certainly got a lot of resources dedicated to "Titan."  And I the next xpac is slated for next year, so I would imagine a lot of resources are already dedicated to the expansion (given the Blizzcon is just a few months off).  Before you know it, we'll be in beta AGAIN.

tl;dr-Blizzard knows there are balance problems, but I suspect the only time we'll see balance changes from here on out are in 4.3.  After that, we may see some bug fix or PvE balance patches, but, assuming they're set to follow their expansion timeline, many resources are probably already dedicated to the next x-pac-so GG S10 and 11.

I still have fun playing with friends, going back and soloing old content, and playing a new toon every now and then, but I think that's the most we can expect from the game at this point-new dragons and nostalgia.

#3416837 This is how you know the RBG mmr system is good

Posted Cerebral on 06 August 2011 - 01:40 PM

The RBG crowd is more annoying than the pve crowd.

#3385260 Penis

Posted Housington on 21 July 2011 - 04:50 PM

sounds gay

#3307590 More MMR exploiters to report

Posted ragzdog on 17 June 2011 - 07:10 AM

the end of the season is my favorite time of year

#3273451 Dave's Great Transformation

Posted Nordmo on 31 May 2011 - 08:39 PM

ah man holy shit im dying

#3273460 Dave's Great Transformation

Posted Xct on 31 May 2011 - 08:43 PM

View PostNordmo, on 31 May 2011 - 08:39 PM, said:

ah man holy shit im dying

That's probably because you eat raw potatoes with copious amounts of salt.