It's active all the time, whenever you're wearing your PvP gear. PvP Power increases your damage against other players. Your damage hit now hits another player for damage.
Of course, these values are not correct in-game, but we're getting to that. They're just for illustration! All products recommended by Engadget are selected by our editorial team, independent of our parent company. Some of our stories include affiliate links. Currently at lvl 90 the rate at which the returns from resilience rating diminish is slower than the rate at which the relative value of damage reduction increases, as a result the net effect of resilience has increasing returns.
Simply put the diminishing returns on resilience rating is not intense enough to cancel out the exponential returns of damage reduction. What this has effectively done is significantly shrink the damage reduction gap between under geared players and fully geared players compared to Cataclysm. In Cataclysm the damage reduction range on gear before gems was roughly In Mists that range shrinks to With a full gear set providing such a relatively small increase in damage reduction as compared to Cataclysm it may seem like gemming for more resilience would be ineffective in Mists, however that is not the case.
Clearly gemming for resilience to increase your survival is still viable, arguably more so than before. Section 1D - Effective Health Before you can understand most of the graphs in this guide you need to understand what effective health is. Effective health is essentially how much pre-mitigated damage it takes to kill you. It is also important to note that more than just increasing the size of your effective health pool, that damage reduction also increases the relative effectiveness of heals on you.
Because effective health is such a great indicator of survivability it is also a great metric to use for evaluating the overall effectiveness of resilience, which is why I used it in these graphs. It is really the stat that best indicates the value you are getting from resilience and the stat you need to be paying attention to in the graphs.
When you factor in other effects like armor and damage reduction from talents your EH is higher but we are just looking at resilience by itself here Section 1E - Resilience Graphs and Independent Scaling Now that we have gone through all of the critical factors at work it is time to get into the graphs. These graphs display the scaling of damage reduction and effective health based on resilience rating at level 90 in Mists of Pandaria.
The first graph shows the full attainable resilience rating range for S12 from 0 to 10, with markers in rating increments. The second graph focuses on the range most fully geared PVP'ers will play in from 6, to 10, with markers in rating increments.
Keep in mind these graphs show the scaling of resilience before the effects of PVP power are factored in, so it is effectively your damage reduction and effective health vs a player in full PVE gear. Make note of the fact that there is NO resilience cap, you are only limited by the amount of resilience you can actually manage to get on your gear which for S12 is approximately Because of the substantial benefits of PVP power it is likely most PVP'ers will stick primarily to PVP gear over PVE gear in Mists, as a result the only most differences in the resilience of fully geared players should come from gemming, and as this graph shows gemming can make a noticeable difference in effective health.
There has been a lot of confusion on the forums as to how PVP power works and particularly how it interacts with resilience, hopefully I can clear some of that up here. However I have seen some players around the forums describing PVP Power as having diminishing returns, and they are correct to an extent. This is a valid way of evaluating the data mathematically, but it is not very useful in practice.
The reality is that in order for a stat to offer you consistent relative gains as you gear up the stat would need to have increasing absolute returns, in other words it would need to give you more and more damage the more of it you got. Humans and Warriors can get their PVP Power higher than the max for everyone else, but rather than skew the graphs for the majority of players I decided to add an extra graph with a higher range for these players which you can find in Appendix B.
PVP Power increases your damage by the percentage shown in your stat pane, it always increases it by that same amount regardless of how much resilience the target has. The target's resilience then mitigates that incoming damage based on how much damage reduction that target has. Take for example a warrior who's swing always does damage per swing in PVE. This warrior has now decided to attack a paladin that looked at him the wrong way.
First they show how much effective damage you will do to targets that have a few different levels of resilience baseline, fully geared, and maximum , based on how much PVP power you have. Second, they show the effective health of the target player with the listed damage reduction vs the full range of PVP Power for a typical player in S Looking back at season 11 this is about the same kind of mitigation max resilience players were seeing then as well. Keep in mind however this is just the first season of the expansion and resilience scales better than PVP power, so it is likely that max resilience prot spec players will be walking fortresses by the end of Mists unless Blizzard changes something.
In addition keep in mind that healing will be significantly boosted in battlegrounds by PVP power as well, which in turn will increase player survivability even further. The metrics represent the effective damage and effective health of two players with roughly equivalent gear fighting each other across the entire gear scale. At the left end it shows a player with no PVP power vs a player with baseline resilience.
This way you would sacrifice too much of both your defensive and offensive PvP-stat for it to be worth it or at least to make it overpowered as it is now. Only by placing the majority of the total PvP stats in these slots will Blizzard be able to balance PvE items in arena. Last edited by Mykeene; at AM. Making players grind in PVE and then grind again in PVP to be able to compete with anyone who does either exclusively is why players don't do both.
It's not because they can't understand that strength and haste is mitigated by resilience in PVP and need the stats renamed. So let me get this right, you want Blizz to do away with pvp gear and have pvpers grind out pve raids and such for gear to pvp in? Originally Posted by Fanciful.
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