Blood Pact: Changing resilience to weaken DoTs
Perhaps you've heard about the planned change to modify the resilience stat to effect DoTs? When I first read about it, I can't say I understood it. Resilience is an anti-crit stat, which reduces the chance that you'll take a critical strike and reduces the damage done by a critical strike if you take it. Specifically, each point of resilience (and at level 70, it takes 39.4 resilience rating to equal one point of resilience) reduces your chance to be crit by 1% and reduces crit damage by 2%.But the main downside to using DoTs as a damage source is that they're incapable of critting. So what in the world do DoTs have to do with resilience? Eyonix explains it for us:
As it currently stands, each new tier of equipment adds to the amount of damage DoT abilities have, yet that damage is not mitigated through combat ratings found on typical equipment. This change will help ensure that DoT effects do not scale too well compared to other damage mechanics. The amount of damage reduced will be equal to the critical chance reduction effect that resilience grants.
If you're as confused as I was about why this was being done, not to mention how it was going to work, read on.
DoTs are unusual spells -- as the name suggests, they do their damage slowly, over time. And while several classes have DoTs that can supplement their regular damage (Priest's Shadow Word: Pain, Rogue's Deadly Poison, Warrior's Rend, Druid's Insect Swarm, etc), Warlocks are the only class who can use DoTs as a viable primary damage source. A single DoT's damage can be shrugged off, but when a Warlock throws all available DoT's on you, their tiny ticks of damage start to add up to some major hurt.
A problem seems to have arisen in part because Warlocks are capable of relying entirely on their arsenal of DoTs and in part because DoTs scale very well with damage gear. A Warlock's ability to cause massive, and deadly, amounts of damage that takes them only several seconds to cast (most DoTs are instant-cast, though their damage is spread out over a longer period of time) to a target that's perhaps moved entirely out of range. Blizzard seems to think that Warlock damage is simply too high (this change does hurt others as well, but as I've explained, Warlocks are the only class that are capable of fully relying on DoTs for their damage), and needs to be toned down a bit.
But to Eyonix's claim that "each new tier of equipment adds to the amount of damage DoT abilities have, yet that damage is not mitigated through combat ratings found on typical equipment," I argue that each new tier of equipment also doesn't mitigate the damage caused by all of the Frostbolts that don't crit or the 70% of the time that a Rogue isn't critically striking me. While I could understand an argument that said Warlocks are simply doing a bit too much damage right now and need to be brought into balance with the other classes, this phrasing doesn't make much sense sense to me. All non-crit attacks scale with gear of some sort (be it attack power or spell damage), and none of those attacks are modified by resilience.
So why is resilience being brought in to fix this problem? If DoTs themselves are the issue, it seems to make more sense to alter the DoTs themselves instead of changing an anti-crit ability into an anti-crit, anti-DoT ability. Blizzard certainly hasn't explained their motivations here, but despite that, I have a guess at what's going on here:
Blizzard wants to moderate Warlock damage in high-level PvP encounters without hurting their PvE abilities.
And that's exactly what a chance to resilience will do. Monsters don't have resilience. Low-level PvPers don't have resilience. By not altering the DoTs themselves, Blizzard maintains Warlocks' current strengths in PvE and lower-end PvP. If this is, in truth, what they wanted to do, perhaps it's not such an inappropriate solution.
Now, finally, let's look at what type of impact, precisely, this change might have on Warlocks participating in high-end PvP situations. Eyonix has told us that resilience of the future will reduce DoT damage by the same amount that it reduces critical strike chance. This means that for every one point of resilience your target has, your DoT damage will be reduced by 1%. At level 70, it takes 39.4 points of resilience rating to equal a single point of resilience -- so to do any further calculations, we'll have to have a better idea of the amount of resilience found on high-end PvP gear. For a sample, let's look at the resilience found on the Arena Gladiator sets (rounded to the nearest tenth):
- Druid: 151/160/159 resilience rating, or 3.8/4.1/4.0 resilience
- Hunter: 142 resilience rating, or 3.6 resilience
- Mage: 161 resilience rating, or 4.1 resilience
- Paladin: 161/159/35 resilience rating, or 4.1/4.0/.9 resilience
- Priest: 172/175 resilience rating, or 4.4 resilience
- Rogue: 161 resilience rating, or 4.1 resilience
- Shaman: 167/160/160 resilience rating, or 4.2/4.1 resilience
- Warlock: 160/161 resilience rating, or 4.1 resilience
- Warrior: 144 resilience rating, or 3.6 resilience
So, yes, I'm encouraging calm -- while this change doesn't help high-end PvPing Warlocks, it's not really the massive nerf it's being made out to be. And if you don't PvP (or don't PvP at high levels), the change shouldn't bother you at all.
Filed under: Warlock, Patches, PvP, (Warlock) Blood Pact
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Reader Comments (Page 2 of 2)
Paw Jul 12th 2007 11:17AM
I can't seem to find a way to avoid being stunblocked. Nerf rogues.
I can't seem to figure out how to avoid a charge. Nerf warriors.
I can't seem to figure out how to....nerf....
I want to walk on water...guess I should have rolled a shammy, then, should I have? How silly these whiners are who cry the second they lose. If their rogue stands undefeated amongst the many corpses he so deftly eliminated with his various hard/impossible-to-mitigate abilities, he /lol ! As soon as he loses, it's nerf nerf nerf...I lost...nerf my opponents so I can win always.
How ridiculous.
Apollon Jul 12th 2007 12:06PM
I just took a look at this thread again this morning and realized I misread something the first commenter said. So ignore the last paragraph about shadow resist gear on my last comment.
/feels dumb
infection Jul 12th 2007 2:43PM
I'll agree with 17.
Dots applied take a good bit of mana. Dots removed hardly take any mana. Add that to the fact that you didn't get any damage out of the dot and you don't have a real good fight on you hand at all.
I can understand where the complaint for constant nerfs are being seen now.
I think the removal of dots should be increased. If you are going to remove something that took a lot of mana to use, then why not make the mana cost for removal go up?
Instead the dot itself is still getting nerfs.
Jagoex Jul 12th 2007 9:06PM
@11
I have played another class, against a Warlock, and since I PvP'd to HWL w/ my 'lock I also know how they can be beat. Maybe everyone else should learn more about the Warlock, figure out their weaknesses, and exploit those instead of running to Bliz everytime they get Deathcoiled.
Juan Sep 7th 2007 1:40AM
Having played four classes to 70, I'd have to say this 'nerf' is deserved.
Those frostbolts that don't crit aren't really a huge deal. Hopefully, your healers can keep you up through that. I know I can heal through a bunch of non-crits.
The rogue that isn't critting you 70% of the time? Guess what.. melee has to deal with the primary form of damage mitigation that casters do not. It's called Armor. As Gladiator gear gets beefier, we're starting to see that most of the Armor values are getting buffed WAY beyond the standard. It's not uncommon to see Druids in CASTER FORM with as much armor as a Hunter or Shaman. Geared Priests with Inner Fire up make a Rogue look pathetic.
On the flip side, the only Magic mitigation that is 'universally' applied to PvP gear these days is Resilience. Not once have we seen +Resists on these gear sets. And be thankful, as #18 said.. +resists would make caster life a lot more difficult than resilience will.
Blizzard is trying to make the balanced teams with good strategy win. Gimmicks like a team of 3 min mages, stacked fears and dots or even resist gears are being phased out.
BOTTOM LINE: l2p and you'll be fine. ;D
Azzzar Sep 25th 2007 2:15PM
Its amazing to see people complain about such a small change in dot damage! Do you people realize that as a Shaman you do not have any type of Dot nor do you have any cc thats of any use in arena. Above all this a shaman cant even use thier pets in arena. Wow I think we should look at the bigger picture here and consider how other classes have been "nerfed" and then you warlocks out there will be thanking your lucky stars that they did not remove your dots all together from arena!