Resilience Being Changed for Level 10's?

Blackout

Greatest of all Time
A friend im on skype with has just hosted his screen to me while he is talking to a GM about level 10 with resilience, and the GM said that they intend to change the scaling of the stat at lower levels as that was not intended to be that way!



Also check out my recruitment thread for EU players only! This maybe in the interest of many 19 players who have experience in premades! http://www.twinkinfo.com/forums/gui...334-recruitment-cataclysm-eu-only-thread.html
 
Could you atleast provide the screen or something to prove this is something other than just more advertising for your "elite squad"?
 
Isnt 60% more then the max twinks are abusing now? I thought the most they had was 54%. Wouldnt it have said a 60% reduction on resilience as opposed to 60% resi cap?



I dont think these are the droids your looking for.
 
no twink had more then 54%

The reason is that the buff they applied was a hotfix of 50% and as such the tooltip was never fixed.

The 54% was in fact actually 54*1.5=81% if it had been 54% the problem would have been a lot lower.



And reading that post it says nowhere there will be a cap of 60%.

The original buff of 50% will be lowered to 25%

So a lvl 10 with 81% damage reduction before will have 54*1.25=67.5% damage reduction after this fix (don't know if it is already active)



This is only a 13.5% nerf however I think this is enough to make lvl 10's killable again. (remember that the original 81%+armor is what made is so OP with 67.5%+armor it's actually a lot lower)
 
Trespasser said:
no twink had more then 54%

The reason is that the buff they applied was a hotfix of 50% and as such the tooltip was never fixed.

The 54% was in fact actually 54*1.5=81% if it had been 54% the problem would have been a lot lower.



And reading that post it says nowhere there will be a cap of 60%.

The original buff of 50% will be lowered to 25%

So a lvl 10 with 81% damage reduction before will have 54*1.25=67.5% damage reduction after this fix (don't know if it is already active)



This is only a 13.5% nerf however I think this is enough to make lvl 10's killable again. (remember that the original 81%+armor is what made is so OP with 67.5%+armor it's actually a lot lower)



Thanks for clarifying that for me, I figured since resilience only showed as 54% then that was all they were receiving including the hotfix bonuses. So I guess with 67% things should start dying now. Hope it works that way anyhow. I still think rogues are a bigger threat to the bracket in the long term, as this will be changed but rogue damage might take a while longer.
 
Well I just made a quick calculation so you can see the difference

Say a rogue would ambush me for 1k without any resilience and already including my damage reduction from armor.

Now if I have 81% damage reduction I would take:

1000*(1-0.81)=190damage

However with the reduction to 67.5% I would now take:

1000*(1-0.675)=325 damage



So this means that the 13.5% less damage reduction causes me to take

325/190=171% of the damage I took before the fix



In case someone has the max available resilience (26)

He would have had 94.06% damage reduction (pretty insane :p)



Now with the change he would only have 78.38% damage reduction



In his case with the rogue ambush

Before:

1000*(1-0.9406)=59.4 damage

after

1000*(1-0.7838)=216.2 damage



So someone with max resilience would now take

216.2/59.4=364% of the damage he took before



I think this will make enough of a difference to no longer have immortal lvl 10's however I do think they will still have a very high survivability.
 
Originally Posted by Ghostcrawler (Source)

We are going to take the resilience buff down a little.



It should end up as a 25% buff from where it stood originally, not a 50% buff. For point of comparison, maxing out resilience before our first hotfix reduced damage by ~50%. After out hotfix, the damage reduction with max resilience was 80%. With this most recent change, damage reduction with max resilience will go down to 60%.



Part of what is going on here is that we don't want newly leveled characters to explode in PvP, while still making sure that well-geared characters aren't invulnerable. The current resilience curve makes that a tricky thing to balance. Perhaps in the future resilience needs diminishing returns so that it doesn't keep getting better and better the more you have.



While we don't have any additional announcements to make at this time, there are some additional balance tweaks we're working on. Some of our adjustments at level 80 ended up causing certain classes to be overpowered or underpowered at level 85.
 

Users who are viewing this thread

Top