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Resilience vs. DefenseFollow

#1 Feb 07 2008 at 4:30 PM Rating: Decent
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The title of this thread brings back the feeling of deja vu. Did we discuss this before?

Anyway, I've now gathered enough S1 gear to put my resilience level at around 200, which reduces my chance to be critically hit by 4% or so. With 3/3 in Survival of the Fittest, I'm now crit-immune to most bosses, right?

So there's no reason to run around with my Heavy Clefthoof set anymore? Or is defense still preferred over resilience for tanking?

Edited, Feb 8th 2008 1:30am by Mazra
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#2 Feb 07 2008 at 4:53 PM Rating: Decent
To put it simply:

Resilience is a character attribute that reduces the chance to receive critical strikes or spell critical strikes, reduces the damage taken from critical strikes and spell critical strikes, and reduces the damage taken from damage over time effects.

Defense is a skill that helps prevent physical damage by reducing the chance to be hit or critically hit. Additionally, it also increases block, dodge and parry. Each point of +Defense skill adds 0.04% to the chance to be Missed, to Block, to Dodge and to Parry for players. At L70 you need 14.75 of defense rating to get 0.25% increases to each of miss/dodge/parry and block for a total increase in avoidance of 1%

Defense is more beneficial overall as it will help your dodge rating too. Resilience helps with dot damage but less significant than increasing your dodge rate.

The real question for this is whether survival of the fittest adds to defense or bypasses and just reduces chance of crit attacks by 3%. If so - that 3% in itself is also 3% dodge. That I cannot answer for you i'm afraid :<

#3 Feb 07 2008 at 4:55 PM Rating: Good
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Resilience is a nice fill-in for defence but the added avoidance given by defence still makes it the prefered method to be crit immune. Usually though, when you start getting higher armor peices to replace heavy clefthoof it becomes nessisary to use resilience to make up the difference. I prefer to use belt/bracer slots for resilience since they have fewer high armor tanking options.

200 resiliance is overkill though. You have much more -crit then is required for even raid bosses and every point of resilience added beyond the crit immune point is a waste. It's a balancing act, use as much defence to get as close as you can, then add just enough resilience to hit the cap and work your other slots to maximise armor, stamina and avoidance.

Edited, Feb 7th 2008 5:55pm by SirJac
#4 Feb 07 2008 at 5:32 PM Rating: Decent
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This is a nice article about mixing and matching defense and resillience.

The key section states

Quote:
It is important to realize that, although 39.4 resilience provides the same reduction in crit chance as 60 defense rating, you lose 1% dodge and 1% miss in the process. To make these up you need to ensure that you add gear that grants these benefits along with the desired resilience. Agility is the stat that you will have to use to cover the difference:


14.7 agility = +1% dodge, +29.4 armor

It is generally accepted that +2% dodge is equivalent to +1% miss and +1% dodge, so 29.4 agility in addition to the 39.4 resilience is equivalent (in fact, superior due to the armor increase) to 60 defense rating.


I'm not at the point yet of being picky with my crit immunity - I'll take it wherever I can get it, but it seems to me that resillience coupled with agility is a fair replacement for defense, though a solid mixture of both is probably best.

Along these lines, does anyone know of an add-on/download/web spreadsheet that helps determine immunity (the critical calculations of critical immunity, so to speak)?
#5 Feb 07 2008 at 5:32 PM Rating: Decent
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Okay, I'll gather some more defense gear then.

Thanks for the help.
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#6 Feb 08 2008 at 12:00 AM Rating: Good
103 resilience is requred for crit immunmity with SotF.

Any resilience over and above the cap does nothing in PvE (maybe reduces DoT's - not sure).

#7 Feb 09 2008 at 2:10 PM Rating: Decent
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The +def and +resil can both be used to become crit immune. When you are starting out getting a crit immune tanking set together, the +resil adds to the crit immunity faster than +def does. In the long run the +def is better due to the bit it adds to your dodge %.

You say with your S1 gear you have around 200 resil. If the mitigation stats (stam, agil, etc.) are higher on the S1 gear than the other gear you have, then keep wearing them and dont worry about having the "wasted" -crit%. However if you have the S1 gemmed for PVP, the heavy clefthoof set may still be better for tanking.

The thing I tell my guildies with up and coming tank druids is to get crit immunity first by +def or +resil, and then worry about the other stats.

my $0.02
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