Resilience is NOT useless if you receive heals!

Ran through this thread and realized (correct me if wrong) that theres just the discussion stam vs. res - in this case the great trinket-battle.
I understand we´re talking about the first 8 res. But as a healer its usually all or nothing so I´m missing the other stats I gain in switching to pve gear completely (e.g. crit).

PS: I miss Res as much as anyone here but life goes on :) just accept it.

.........or dont if MM isn´t dropping for god only knows how many chests for gods sakes u stupid item i hate u %&?!§$% of a $&%!" when i ever meet your parents wizardzzmantle and sorceressmantle i will rip their cloth off and make a girdle out of them!!11
 
What you forgot to account for was that since stamina adds to displayed health, someone who gets capped 10 times saves about 1300hp in terms of efficiency. Overheals also mean a lot more with higher displayed health.

The actual equation should be:

x/0.5835=(x+(130*q)/0.6

q being the number of times they get capped.

If you get capped or overheal 10 times, the healing done has to be greater than 46k for resilience to be better than stamina. Most healers don't do 46k healing IN A GAME. I know for a fact that we cap ourselves off or overheal at least 10 times in a game though. Sorry to break it to you but the days of stacking resilience are over.

Wolfram alpha calculations:

x/0.5835=(x+130*10)/0.6 - Wolfram|Alpha

Damn was looking forward to bursting his bubble but some one beat me to it ;/
 
EVEN if 8 resilience decreased the damage taken by 4% (which is way more than pre 5.3), assuming the same parameters, i.e., you cap your health 10 times, you would still need to heal yourself over 18k to justify choosing resilience over stamina:

x/0.56=(x+130*10)/0.6

Why have you increased the resilience for this equation?

Would be 130x11 if you capped 10 times, and you don't need to cap; just heal to any amount greater than your max health minus 130
 
First of all, this patch really brought down the value of resilience. But it is still a very useful stat.

Since resilience doesn't scale linearly, we will only compare the first 8 points of resilience vs 13 stamina. But keep in mind that each point of resilience is worth more, especially at the beginning because the scaling is almost linear but the return is close to exponential. Judging by this armory, the first 7 points of resilience gives 1.47% extra reduction, so it is safe to say that 8 resilience from this or this should give more than 1.65% of reduction.

Let's see what the break-even point is for 8 resilience vs 13 stamina:

x/0.5835=(x+130)/0.6

solving for x, we get x = 4597

So basically, if it takes someone more than 4597 of damage to kill you, then you are still better off with 8 resilience than 13 stamina from AGM.

Well, good healers can usually heal themselves for over 10k before they are taken down, and even if you are not a healer, if you get priest bubble/druid HoT, or even use bandage/potion, they all benefit from resilience.

Again, stamina increases your effective health if you just stand there and do nothing, but resilience increases your longevity, which is extremely important in PvP.

You have to use level 24 scaling values to calculate resilience in BGs.

8 resil @ 24 = 1.16% reduction.
My 24 rogue has 1958 base HP.
EHP from MoT = 3327.
EHP without it = 3263, so a gain of 64 HP from MoT.
AGM gives 120 HP (130 for level 20s), therefore AgM is better than MoT.

1 point of stamina gives more EHP than 1 point of resil.

Resilience lost 60% of it's value in 5.3, now it's no longer worth stacking over stamina.
 
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But at the moment, I have a feeling that resilience is still superior under certain conditions.

This is the key point here. There are situations where resil will technically be more valuable than stamina now but imo it's not worth gearing for those situations.

If I'm theorycrafting my survivability as/with a healer, I'm looking at it from the perspective of surviving multiple kill attempts. Most kills are the result of some combination of burst and CC. Resil will pull ahead when you don't really need the survivability (i.e. consistent damage that isn't really putting out huge pressure). The times where I need survivability are when I can't heal. You need to get through stuns/silences/interrupts or have enough leeway to not always worry about healing yourself (like if you get swapped to while your FC still needs heals). PvP is about burst. Effective health measures your ability to survive burst.

Mark of Tyranny is still a good trinket, the cooldown is really solid (and rivals AGM's on-use, which melts now with battle fatigue so high). But with the gear available to us, stam > resil for pvp survivability now.
 
This is the key point here. There are situations where resil will technically be more valuable than stamina now but imo it's not worth gearing for those situations.

If I'm theorycrafting my survivability as/with a healer, I'm looking at it from the perspective of surviving multiple kill attempts. Most kills are the result of some combination of burst and CC. Resil will pull ahead when you don't really need the survivability (i.e. consistent damage that isn't really putting out huge pressure). The times where I need survivability are when I can't heal. You need to get through stuns/silences/interrupts or have enough leeway to not always worry about healing yourself (like if you get swapped to while your FC still needs heals). PvP is about burst. Effective health measures your ability to survive burst.

Mark of Tyranny is still a good trinket, the cooldown is really solid (and rivals AGM's on-use, which melts now with battle fatigue so high). But with the gear available to us, stam > resil for pvp survivability now.

Ah, fair enough! I stand corrected.
 

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