PvP Trinket > AGM for FC druids

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Guys in theory 100% resil would mean you take no damage but as of 4.1 resil drs so that is not possible. Can someone Plz touch on the interaction between stam and resil and at what point stam becomes better again? To clarify every point of resil actually makes stamina/hp more attractive, I would like to know that number.
 
Well at around 2300 health, 6 resi becomes more useful than 12 stamina from AGM trinket if i'm not mistaken.

This changes for Prot Warriors, Prot Palas, and Bear Druids since they benefit more from stamina (until a certain breaking point).
 
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I honestly can't tell if Willix and Scarlet are trolling or just skipped math since 4th or 5th grade.

Basic math class here:

Player 1:
Health: 1000
Damage reduction: 0%

Player 2:
Health: 1000
Damage reduction: 50%

We inflict 1000 damage to player 1.
Player 1's health pool hits exactly zero, player 1 dies.

Now we inflict the 1000 damage that killed player 1 to player 2.
Due to 50% mitigation player 2 takes only 500 damage which leaves him with another 500 health.
Now we inflict those 1000 damage again.
Due to 50% mitigation player 2 takes only 500 damage, again.
Player 2's health pool hits exactly zero, player 2 dies.

You obviously have no idea how math works, let alone how damage reduction works in Wow. This is 5th grade math, btw.

If I have 10% damage reduction, I am basically adding 10% of my hp onto my total health. If I have 48.33% damage reduction, I am adding 48.33% of my hp onto my total health. That's what effective health is - the sum total of damage reduction and your base hp. Therefore the formula must be additive, and not multiplicative. Your damage reduction would have to be 100% in order for your effective health to be 2x your base health.

And still, multiplying to get that solution would be incorrect, even if the answer was still the same.
This would be true if the mitigation only affected your base health which is wrong. It also affects the health you effectively gain and therefore has to be multiplicative.
Your example with 10% mitigation:
1000 health --> 100 extra health through mitigation --> 10 extra health through mitigation --> 1 extra health through mitigation, and so on.
Your effective health would be 1111,11.. health.
 
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LOL? are you saying that if I have 100% resilience my health will be doubled? Good job failing 5th grade math

Let's say for a moment that you were correct. Please explain to me how using a number that isn't representative of anything gives you an accurate solution to this problem? He says 'subtract the amount of damage reduction you have from 100 and then use the REMAINDER to divide into your HP.' if I have 45% reduction and I subtract that from 100.... I'm left with 55, which isn't how much damage reduction I have.

No matter how you slice it, that's incorrect. Flat out wrong. That's like saying I rented 5 movies, so to find out how much I paid for them in total, I'm going to divide by the number of movies I didn't rent. Has nothing to do with anything.

But I can do one better. You're basically using words like half and double to figure out raw numerical values for something that is statistically represented by actual numbers and not words. It's tripping you up, and here's why:

Let's take 2000 hp and say that a player has 100% damage reduction on 2000 hp. Mechanically, that means he takes zero damage and might as well have infinite health. So let's say that he only has 99% damage reduction on 2k hp. 99% of 2000 is 1980. So the difference between having 99% and 100% damage reduction is about 20 hp. Well, if we stick to your bad math and logic, we are left to assume that the difference between 20 and infinity is 1%. That is factually and mathematically not the case, even though mechanically it is.

So here's the true math: A player's damage reduction cannot exceed their hp. This means that for a player with 2k hp, their reduction cannot exceed 2k damage. You can't reduce damage taken by more than 100% of a players health because that would mean they are being healed on every hit instead of taking damage. Therefore, the cap on effective health is going to be 200% of the players hp, or 4k for a player with 2k hp.

This is why 100% damage reduction doubles a players HP and not 50%. To figure out effective health, you take your 2000 hp figure, multiply it by the amount of damage reduction you have, and then add that number to your 2000 hp. It's simple, 5th grade math and understanding of percentages and fractions.

According to your formula, if a player has 99% damage reduction on 2k hp, their effective health is 200,000, and that just isn't correct. I can guarantee you that if you took a character with 99% damage reduction and let a level 90 hit them, they would still get one shotted, without the lvl 90 doing 200k damage. That's why your formula is wrong and not useful for figuring out actual effective health values.

Even setting that aside, the only reason why it works out that 2000 divided by .5 = 4k is pure coincidence, and has nothing to do with actual values. Either way if your damage reduction is 50%, 100 - 50 = 50, so you're further confusing the issue here by trying to divide by the remainder when this is the only example where the remainder and the amount you subtracted are the exact same.

Let's say for a second you're damage reduction was 49% on 2k HP. If you divide 2000 by .49 you get 4081.63. If you divide 2000 by .51 you get 3921.56. Which means that the further you go in either direction the wackier your numbers for effective health are going to be.

Not correct, not sound math.
 
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I have felt his mathematics skills to be suspect ever since he claimed that Foreman's Gloves do not lower your chance to be dodged.
I must've missed that one. Clearly too many weird numbers going through too many weird people's heads on this site.
 
Let's say for a moment that you were correct. Please explain to me how using a number that isn't representative of anything gives you an accurate solution to this problem? He says 'subtract the amount of damage reduction you have from 100 and then use the REMAINDER to divide into your HP.' if I have 45% reduction and I subtract that from 100.... I'm left with 55, which isn't how much damage reduction I have.

No matter how you slice it, that's incorrect. Flat out wrong. That's like saying I rented 5 movies, so to find out how much I paid for them in total, I'm going to divide by the number of movies I didn't rent. Has nothing to do with anything.
.

I laughed pretty hard when I read this, poor kid.

Just stop picking on him guys he obviously didn't pass highschool math, no need to beat on a dead horse


edit- sad part is it looks like he actually tried with his last post
 
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I have felt his mathematics skills to be suspect ever since he claimed that Foreman's Gloves do not lower your chance to be dodged.

Foreman's do not completely negate your chance to be dodged, leaving you open to be dodged at the worst possible time, and therefore are not worth mentioning.

Especially since a good rogue only attacks the back and you no longer have any reason to attack from the front (no gouge). You're better off trading that shit amount of expertise for some stam or crit rating.

Yo willy go narrow nastay's skill append account. Their is probably a video breakdown for you there.

I don't need to visit a website to know how damage reduction works in the game I've played for 8 years. It's not my problem if you kids refuse to use basic math to understand things.
 
I sometimes ask myself if Willy is just trolling, but that always leads me to the question, what self-respecting troll would make himself look that bad?
 
. Please explain to me how using a number that isn't representative of anything gives you an accurate solution to this problem? He says 'subtract the amount of damage reduction you have from 100 and then use the REMAINDER to divide into your HP.' if I have 45% reduction and I subtract that from 100.... I'm left with 55, which isn't how much damage reduction I have.

I don't need to visit a website to know how damage reduction works in the game I've played for 8 years. It's not my problem if you kids refuse to use basic math to understand things.

I think this sums up everything about Willix , please just move on now
 
If you can't even see that the 55% is the amount of damage you receive then you should stop doing math before you hurt yourself. Your effective health is directly affected by the amount of damage you take and not by the amount of damage you do not take. You can, however, calculate the amount of damage you take by substracting the amount you do not take from the damage you would take without mitigation.

Basic math class 2:

Health: 3000
Damage per hit: 3000

Hits needed to kill the target: health / damage per hit = amount of hits
---> 3000 / 3000 = 1.

Now we add 45% damage reduction:

Damage done per hit after mitigation: damage per hit - damage absorbed = actual damage per hit
---> 3000 - (3000 * 0.45) = 3000 - 1350 = 1650 (This result equals 55% of the base value)

Now we calculate how many hits we need after mitigation kicks in:

Hits needed to kill the target: Health / damage per hit = amount of hits
---> 3000 / 1650 = 1,82

Last step, calculating the amount of damage the hits would have done if there was no mitigation (also known as effective health):
Amount of hits * Damage per hit = total, unmitigated damage (---> effective health)
---> 1,82 * 3000 = 5454,55

5454,55 is your effective health.

The short form of this formula is:
Health / (100% - damage mitigation%) = effective health
---> 3000 / (100% - 45%) = 3000 / 55% = 5454,55

If you are unable to follow this formula, refer to basic math class 1 on page 5 in this thread. It explains the same thing in a different way with less numbers and more words.

You are welcome.
 
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Base Health = 2000
Resilience = 48.5% Damage Reduction
Actual PvP Damage Taken = 51.5% from Player

So this is what I think the calculation would be:
2000 * 1.485 = 2970

So that means:
Person with 2000 HP and 48.5% Resilience = Person with 2970 HP and No Resilience

Keep in mind I am not factoring the most recent setup where a flat 40% Resilience is on most players now.

Now lets factor the difference in life:

2000 * 1.485 = 2970 (With 48.5% Resilience)

2000 * 1.400 = 2800 (With 40% Resilience)

2970 - 2800 = 170 HP difference
 
If you are unable to follow this formula, refer to basic math class 1 on page 5 in this thread. It explains the same thing in a different way with less numbers and more words.

You are welcome.

Effective health isn't how much damage you are taking. That's why it's wrong to use the amount of damage you would take on every hit as a factor to formulate effective health.

Instead, effective health represents how much damage you would have if your damage reduction was translated into actual HP. It doesn't matter what YOU say, how YOU try to worm your bad math around, YOU are wrong.

Base Health = 2000
Resilience = 48.5% Damage Reduction
Actual PvP Damage Taken = 51.5% from Player

So this is what I think the calculation would be:
2000 * 1.485 = 2970

So that means:
Person with 2000 HP and 48.5% Resilience = Person with 2970 HP and No Resilience

Keep in mind I am not factoring the most recent setup where a flat 40% Resilience is on most players now.

Now lets factor the difference in life:

2000 * 1.485 = 2970 (With 48.5% Resilience)

2000 * 1.400 = 2800 (With 40% Resilience)

2970 - 2800 = 170 HP difference

Correct. Gold star for you.
 
Base Health = 2000
Resilience = 48.5% Damage Reduction
Actual PvP Damage Taken = 51.5% from Player

So this is what I think the calculation would be:
2000 * 1.485 = 2970

So that means:
Person with 2000 HP and 48.5% Resilience = Person with 2970 HP and No Resilience

Keep in mind I am not factoring the most recent setup where a flat 40% Resilience is on most players now.

Now lets factor the difference in life:

2000 * 1.485 = 2970 (With 48.5% Resilience)

2000 * 1.400 = 2800 (With 40% Resilience)

2970 - 2800 = 170 HP difference


Just as lost as Willix. This is like 3rd grade matchematics. If you take half of normal damage, that obviously means you last double as long as usually. so 2k with 50% resilience = 4k effective HP. This has been proved like 10 times in this thread already, just read through Arkants post for example and maybe you will understand.
 
So you really can't understand how it works even though I broke it down for you, twice?

Christ, you should step away from math before someone gets hurt.
Base Health = 2000
Resilience = 48.5% Damage Reduction
Actual PvP Damage Taken = 51.5% from Player

So this is what I think the calculation would be:
2000 * 1.485 = 2970

So that means:
Person with 2000 HP and 48.5% Resilience = Person with 2970 HP and No Resilience

Keep in mind I am not factoring the most recent setup where a flat 40% Resilience is on most players now.

Now lets factor the difference in life:

2000 * 1.485 = 2970 (With 48.5% Resilience)

2000 * 1.400 = 2800 (With 40% Resilience)

2970 - 2800 = 170 HP difference

Please read through "basic math class 1&2" on this and the previous page.

If you have questions about any parts of either formula, just ask and I'll explain it (again).
 
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