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Posts with tag DamageOverTime

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.

Continue reading Blood Pact: Changing resilience to weaken DoTs


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