Phase 1 of this fight is 2-3 weeks long and involves farming trash for heart of darknesses. Phase 2 of this fight is 1 week long and involves attuning a leatherworker to Black temple so that you can craft leather Shadow Resist Gear. Phase 3 of this Fight has been Intentionally Left Blank. Phase 4 of this fight requires players to equip their shadow resist gear and turn their spell detail level all the way down. Phase 5: ????? Phase 6: Profit
so from what i understand its like this
If your under the breakpoint of a 5% marker your gain is like this example
if you have 290 resistance and you get attacked your range will be 10-14 percent off a magic attack then if you go to 300 its 10-14.5 percent off a magic attack but if you get to 311 its 15 percent minimum every time. so having 320 is 15-15.3 or so. obviously the math is just for an example but that's how I think it works.
At 290 you can get resists from 10% to ... I think around 30% max
As you get more (300) it's a lower chance on 10% and say a very small chance on 35%
At 311 you will no longer get 10%, but always atleast 15% and a slightly higher chance to resist 35%
Goes on untill you hit the res cap, at which point you resist an average of 75%, with resists ranging from 60% to 90% (iirc)
And the 5% break points are purely empirical?Quote:
At a Cr of 724 for lvl88 spells, you get following table:
Min reduction > resistance required
5% > 181
10% > 242
15% > 311
20% > 390
25% > 483
30% > 593
35% > 724
40% > 885
45% > 1086
50% > 1345
55% > 1690
60% > 2172 (=75% average cap)
All rounded up to nearest integerer)
EDIT: I guess my question is: when did this change from the 10% steps we saw in wrath?
I thought there were 5% breakpoint, but I could be wrong, honestly don't look at my resists a lot, just happy about them, but if it's still per 10%, then they are empirical (and only 242 & 390 res caps actually matter), but hey, they're there just in case they changed it to 5% :)
I thought that, like armor, more resistance always reduced your magical armor taken.
Sure, the actual numbers are always in 5% increments, but the average goes up - each point of resistance makes that lowest number less likely and the highest number more likely. Once your lowest number drops off, you add a new higher number.
And if that's the case, then more resistance is always good, and the breakpoints mean next to nothing.
In the case of burning wound, where you're resisting over the course of an entire fight: Average resistance makes a lot more sense than the guaranteed reduction. Especially since the TB trinket is up for every magma trap.
I was wondering how often the 20 extra resistance would bump you up 1 tier. The 'next' column lists how much resistance is needed to get into the next tier. Blue marked values are under 20. At 88 it's only when special CD's are used.
Interesting to see is that using an elixir seldom has effect on your tier, though it does bump you 1 tier when only res-aura is up, and that should be most of the times.