Resistance Stacking Experimental Analysis: Is it viable at 70?

Yatsa

Legend
The experimental viability of resistance gear via Void Sphere gem slots for 70 twinks in Patch 5.4.7


Method:
I farmed a second set of gem slot gear specifically for these tests and slotted it completely with void spheres, and with the help of the combat log and a calculator, determined the ranges of percent damage resisted as well as counted the number of attacks completely resisted for several different amounts of stacked resistance.

Conclusion:
The end result is a working theory, so far only tested with mage spells used on a blood DK:
1) 32 resistance has the same effect as 44 resistance. At both of these amounts, all resistible attacks do a range of 10% to 33% less damage.
2) At this cap, roughly 8% of all spells are completely resisted, dealing no damage whatsoever.
32 resistance would mitigate between 10 to 33 percent of all damage from resistable spells AND completely negate 8% of all those spells cast. Whether or not this is worth the cost (currently 8 gem slots of any color, with void spheres) is debatable, though in limited use (such as flag carrying in rated battlegrounds) I would consider this a viable option.


Experimentation (Trials that led to my conclusions):
For these tests, I took a dual-boxing account with a recently leveled mage in 70 pvp gear (no gems) and dueled a twinked blood dk with a mix of BC raid gear and pvp gear. The blood DK did nothing during the duels, while the mage launched the same attack repeatedly. The logs were analyzed thereafter.

Trial 1: Control test (No resistance on the blood dk. 50 ice lances were cast by the mage)
No damage was resisted, 1 attack missed.

Trial 2: 44 resistance via void sphere gem slots. 100 ice lances were cast by the mage.
Damage was completely negated due to resistance 7 times out of 100. Misses were not counted towards the tally. Between 10% and 32.22% of every cast was resisted.

Trial 3: Frostfire bolt cast 20 times, 44 resistance on the DK. Tested whether or not resistance would proc twice, as the spell was both frost and fire:
2 completely negated attacks, damage mitigated between 10% and 32.25%
Note: No change in effect from trial 2, suggesting resistance is calculated for dual-school spells in the same manner as single-school spells.

Trial 4: Frostfire bolt cast 20 times, DK swapped gear to lower resistance to 32. Hypothesized that the damage mitigated would be reduced:
2 completely negated attacks, damage mitigated between 10% and 32.25%.
Note: No change whatsoever from Trial 3, suggesting that a cap on resistance has already been exceeded. Hypothesis - the amount of damage resisted is 33% rounded down, accounting for the consistent 32.25% for Frostfire bolt and 32.22% for ice lance.

Trial 5: Casting ice lance 20 times at a blood dk with 20 resistance (more gear swapped): Hypothesized that no change would be apparent.
Resistance ranged from 0% (nothing resisted) to 21.72% (consistently 21.something over 5 on largest resists). No full resistances recorded.
Note: Hypothesis incorrect, amounts of resistance appear to affect both the amount of damage per attack resisted and the chance for attacks to be negated altogether (more trials needed to confirm the negation chance)

Trial 6: Casting ice lance 20 times at a blood dk with 28 resistance (gear swaps)
Resistance ranged from 0% (nothing resisted) to 21.82%. No attacks completely negated.
Final Notes: No change - the extra 8 resistance over the last trial has no effect whatsoever. I thought resistance might only demonstrate an effect in tens (for example, 10 resist might give <11% max reduction in damage, 20 gives <22%, 30 gives <33%?), but trial 2, 3, and 4 demonstrated no advantage of having 44 resistance over 32 resistance. As trial 5 and 6 suggest no difference in 20 and 28 resistance, resistance appears to have set values you need to exceed to attain improved results. Due to the limitations of my available gem slots, 32 resistance yields the maximum possible effect at level 70 within my means of achieving through DK gem slots alone. It IS possible that 48+ resistance would yield increased results, and based on these trials I would speculate further results would yield just under 44% maximum damage mitigated if another tier of resistance exists.


-Yatsa

Addendum: Trial 7, 8, and 9: All Casting Ice Lance on a Blood DK with Varying Levels of Resistance
**All percentages rounded down to the tenth decimal place

Trial 7
At 62 Resistance
(13 void spheres, 1 band of many prisms)
On non-critical hits:
Highest: 43.2% (6 of 30 strikes ranged from 42-43% resisted)
Lowest: 11.1% (6 of the 30 strikes ranged from 11-13% resisted)
Critical resists: 3 (3 of 30 strikes 100% resisted)

On a critical hit by the attacker with ice lance, the lowest percentage dove under the
previously demonstrated 'low cap' for one particular strike:
Lowest: 5.8%
All other crits stayed within the 11-43% range.


Trial 8
At 52 resistance
(13 void spheres)
Out of 30 strikes:

Highest: 43.1% resisted
Lowest: 11.0% resisted
Critical resists: 5 (5 of 30 strikes 100% resisted)

Critical Hits:
Highest: 19.6%
Lowest: 5.8% resisted

Trial 9
At 48 resistance
(12 void spheres)

Highest: 32.7% resisted
Lowest: 11.1% resisted
Critical Resists: 4 (4 of 30 strikes 100% resisted)

Critical Hits:
Highest: 19.5% resisted
Lowest: 5.8% resisted

Updated Conclusions:
1) Resistance upgrades appear to happen at hard caps. There is no difference in 32 and 48 resistance, but having 52 resistance will increase the maximum effective mitigation by 10%. No further gains are demonstrable between 52 and 62 resistance, suggesting that the next hard cap is greater than 62.
2) It is possible for an attacker to halve the mitigation from resistance on a critical hit. This effect halved the mitigation below the resitance low-cap only three times during 90 attacks over varying levels of resistance. (Speculation: these three outliers halved a perfectly low resistance roll. If the resistance on the defender was 48, normally giving 11-32% mitigation, then a lower end random 11% after being halved would give the 5.8% demonstrated in both of these two 'critical-critical hits').
 
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Very nice analysis. Me and some guildies had been talking about doing some experiments with resistance, but I'm glad to see someone else did it for us :D

So the question is if it's worth giving up 8 stam gems (1200 health, or 1320 with priest buff) for 10-33% reduced spell damage against spell damage based comps.

My hunter has 17874 health (19661 with priest buff). With 8 resistance gems I would have 16674 (18341 with priest buff).
The difference is 1200 (1320) which is 6,71% less health. And since the resistance gems give a minimum of 10% reduced damage, it should be well worth it using them against pretty much every comp that relies on spell damage.

Right?
 
Only exception is holy damage, which afaik can't be resisted :)
There is no holy resistance on any gear, that's true. But are you sure that it can't be resisted with the +all resist gems?
I'm assuming that the +all resist gems does give holy resistance as well. Because when you search for items with holy resistance on wowhead, it shows items with +all resist.

xelEhgM.png
 
OP tested with a DK(hence, no holy damage). Feel free to try it, I recall from somewhere that holy just isn't resistable. No doubt ingame testing will prove it.

It's also worth mentioning that resistance is an rng-reliant system. The more you get, the higher chance of resisting in a range you get to, which means finding thresholds. ~32 resistance sounds awfully low (since our arcane resist tank on kalcegos a month or so ago used every single crafted piece) to get a decent survivability number.
 
Yup just tested it ingame. Holy damage can't be resisted :/
But the gems might still be worth using against elemental shamans, mages, DKs and surv hunters.
 
I'd suggest looking at the resistance pieces first, since they offer about as much per piece as the entire set of gems. Will likely be less of a stamina loss, if you're going for all-out survival (JWC made rings, black temple shadow resist gear, badge bought fire resist gear etc)
 
My hunter has 17874 health (19661 with priest buff). With 8 resistance gems I would have 16674 (18341 with priest buff).
The difference is 1200 (1320) which is 6,71% less health. And since the resistance gems give a minimum of 10% reduced damage, it should be well worth it using them against pretty much every comp that relies on spell damage.

Right?

Makes sense to me. It seems to be well worth the trade if you know you're facing spell damage comps, especially since you have the 8% chance to completely negate the attack in addition to the 10-30% mitigation. Whether or not it's a good trade-off when you don't know the enemy composition is still debatable...

Edit: Personally, I think this would be most viable as a flag carry. I don't play classes that do holy damage, but a paladin is the first thing that comes to mind....and they usually carry. So if you're carrying, hopefully enemy paladins will be busy carrying for the other team rather than attacking you. And since you're running rather than fighting, enemy attacks might tend to be ranged, which typically have spell damage. No math to support those assumptions, though :p
 
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I'd suggest looking at the resistance pieces first, since they offer about as much per piece as the entire set of gems. Will likely be less of a stamina loss, if you're going for all-out survival (JWC made rings, black temple shadow resist gear, badge bought fire resist gear etc)
Yes I was thinking about these items too. The thing is, most classes that you'd want resistances against use two different schools of magic. (Hunter:arcane+nature, Shaman:fire+nature, etc)
But we now know that there is a resistance "breakpoint" somewhere between 28 and 32 (I'm guessing it's 30?) so you wouldn't need to get an entire resistance set.
Some of the items that comes to mind is:
The Natural Ward
Violet Badge
Phoenix-Fire Band

So let's say I queue up for a game of 2s and the enemy comp is disc/surv hunt. Obviously I'd want nature and arcane resistance.
As I said in my previous thread, I'd sacrifice 120 stamina to reach both resistance breakpoints using the void spheres.
If I wanted to reach both breakpoints without using the spheres, I'd use The Natural Ward and Violet Badge.
I would replace my Sonic Booster (as I wanna keep my pvp trinket, obviously) and my Band of the Eternal Champion (some would probably prefer to replace Hard Khorium Band instead, but that's subjective)

PpAtq6O.png


As you can see, I would sacrifice 83 (91) stamina, 30 agility and of course the two procs from the trinket and ring in order to reach the same breakpoints.
Personally I would rather use the spheres. But this was a very specific example and it might very well be different against other classes, or maybe even with some different items.
 
there is a +7 resist all shoulder enchant sold by vendor outside karazahn, requires rep to purchase

i remember years ago, a druid with the +15 nature resist on cloak, and just racial was aggravating in getting crippling poison to apply, not sure how that would go having alot of +resist all stats

the BE racial that was +5 resist all, years ago, supposedly resisted holy also
 
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there is a +7 resist all shoulder enchant sold by vendor outside karazahn, requires rep to purchase
Good point. Although it'd be useful to know where exactly the resistance breakpoint is. It's somewhere between 28 and 32, but the shoulder enchant would only be worth using if the breakpoint is 31 or lower.
Could someone do some more testing to find out exactly where it is? [MENTION=22861]Yatsa[/MENTION]? [MENTION=9944]Splosion[/MENTION]? :D
 
Would likely be calculatable, but without exact ingame info I can't check, and I can't login for another ~week or so. Need a script to output resistance values as the character sheet used to, and a large amount of resistance gear to get a step-by-step increase of resistance.

Will see what I can do.
 
Command to check how much resistance you have (change the last number for: 1=Holy, 2=Fire, 3=Nature, 4=Frost, 5=Shadow, 6=Arcane)
Code:
/run print((select(2,UnitResistance("PLAYER",1))))

Command to convert resistance rating into percent (300 is the rating, 70 is the character level)
Code:
/run print(ResistancePercent(300,70))

Simplified command that combines the above 2
Code:
/run for i=1,6 do local r=select(2,UnitResistance("PLAYER",i)) print(SCHOOL_STRINGS[i+1]..": "..r.." ("..string.format("%.2f",ResistancePercent(r,UnitLevel("PLAYER"))).."%)") end
 
Resistance works fine at 70, and nice analysys. Only problem using it is that the bracket is going to get ruined and mages has to reroll other classes (prolly rogues and prots). This also do affect the activity of the 70 bracket. All because they can't win without and has to tryhard with it to not loose. Sounds pretty retarded imo. We've already seen it affected the bracket, people resisting novas, deeps and so on. People have already quitted playing mages, doubt you'll see any high rated frost mage above 2.4 anymore.

So if you don't mind, try to not use it.
 
Resistance works fine at 70, and nice analysys. Only problem using it is that the bracket is going to get ruined and mages has to reroll other classes (prolly rogues and prots). This also do affect the activity of the 70 bracket. All because they can't win without and has to tryhard with it to not loose. Sounds pretty retarded imo. We've already seen it affected the bracket, people resisting novas, deeps and so on. People have already quitted playing mages, doubt you'll see any high rated frost mage above 2.4 anymore.

So if you don't mind, try to not use it.

lolwhat
 

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