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(Demon Armor doesn't give resistance anymore.)
(→‎Miss Chance: Removed a paragraph that is no longer accurate.)
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{{Merge|Resist}}
 
 
{{Outdated|reason=As of 3.0, resists are done in 10% intervals, not 25%. The damage range is also tighter.}}
 
{{Outdated|reason=As of 3.0, resists are done in 10% intervals, not 25%. The damage range is also tighter.}}
[[File:UI-Character-ResistanceIcons.png|right]]
 
'''Resistance''' is a combat statistic that mitigates incoming [[magic]] damage and effects. Magic spells from the following five [[Magic_schools_(WoW)|school]]s can be resisted from magical resistance: [[Fire]], [[Frost]], [[Arcane]], [[Nature]], and [[Shadow]]. There is no resistance stat for [[Holy]], and as such no players nor NPCs can resist Holy spells. A character's current resistance score to each school is advertised on the character sheet.
 
   
 
== Miss Chance ==
In [[PvE]], resistance is highly situational and is typically only needed for certain [[boss]] encounters. The first one of this type was [[Ragnaros]], famous for requiring significant fire resistance on all raid members. Most recently, in Wrath of the Lich King, [[Sapphiron]] is made much easier with Frost resistance gear (although this is not necessary).
 
In [[PvP]], resistance is helpful against spellcasters, although [[Resilience]] is generally considered to be a more useful stat when choosing between the two.
 
   
 
{| class="darktable"
== Effective Resistance and Average Mitigation ==
 
  +
|+From Blizzard:
The effective resistance rating of the target is calculated as follows:
 
  +
! Level !! PvE !! PvP
effective resistance rating = Rb + max((Lt - Lc) * 5, 0) - min(P, Rb)
 
 
|-
 
  +
| Vs. +0 level (same level)|| 4% || 4%
Rb - target base resistance (as advertised on the character sheet)
 
 
|-
Lt - target level
 
Lc - caster level
+
| Vs. +1 level|| 5% || 5%
 
|-
P - caster spell penetration
 
  +
| Vs. +2 level|| 6% || 6%
 
|-
  +
| Vs. +3 level|| 17% || 13%
 
|-
  +
| Vs. +4 level|| 28% || 20%
  +
|-
  +
| Each additional level || +11% || +7%
  +
|}
   
  +
When an offensive spell is cast, the target has two separate chances to resist the attack.
In PvE boss fights, the player level is usually equal to or less than the boss level, and no [[spell penetration]] is in effect. Therefore, in this situation, it's safe to assume that the player's effective resistance is the same as the base resistance (from the character sheet).
 
   
  +
First, there is a check based purely on <i>the level difference between the caster and the target</i>. This is referred to as the spell miss chance, and is affected by any Spell Hit Rating equipment that the caster is wearing. Talents that reduce the enemies' chances to resist spells, such as [[Arcane Focus]], are also taken into account by this check.
Note that this formula renders level 83 bosses as having 15 magical resistance against level 80 player attacks. Unlike all other magical resistance in the game, this resistance from level difference cannot be overcome by spell penetration.
 
   
  +
If the target is of a significantly higher level, the spell will usually fail completely. If the target is significantly lower level, the spell will very rarely fail. This first check is why spell-casting players have such a hard time landing spells consistently on all monsters a few levels higher. In PvP combat, however, this is less of a factor; a level 10 Mage can land polymorph on a level 70 player with some regularity.
The percentage of magical damage that is mitigated on average is calculated by the following equation (note that this has changed in Wrath):
 
Damage reduction percentage = 100% * effective resistance rating / ( K + effective resistance rating )
 
   
  +
<br style="clear:both;">
For level 80 mobs this constant K is 400. For level 83 boss mobs K is believed to be 510. <ref name="resist">{{ref web
 
|url=http://elitistjerks.com/f15/t44675-resistance_mechanics_wotlk/
 
|title=Resistance Mechanics in WotLK - Elitist Jerks
 
|author=Elitist Jerks
 
|accessdate=2009-12-15}}</ref>
 
   
  +
''Note'': Level-based resistance (not to be confused with level-based miss) can play a factor in total resists. For every level that a mob has over the player, there is 8 resist (believed; the exact number may be higher) added. For boss fights, this means there is 15-24 resistance added. This extra resistance means there will be partial resists on non-binary spells from the added resistance. However, this resistance has been shown to not apply to binary spells at all.
==Binary Resist and Non-Binary Resist==
 
Spell resistance is the second of two rolls to determine whether or not a spell is resisted. ([[Spell hit]] is the first roll.) The spell resistance roll will calculate in one of two different ways: one way for [[Binary Spell]]s, another way for non-Binary spells. Non-binary spells are spells which only deal damage (like [[Fireball]] or [[Shadow Bolt]]). Binary spells are spells which deal a [[debuff]] (like [[Frost Nova]] or [[Vampiric Embrace]]) or, for some other reason, must take full effect or no effect at all.
 
   
  +
This level based resistance cannot be reduced by any means, not even Spell Penetration.
===For binary spells===
 
Resistance reduces the chance for the binary spell to land by a certain percentage. Spell hit will not reduce this chance. It is assumed that this percentage is exactly the damage reduction percentage given above.
 
   
 
== Magical Resistances ==
===For non-binary spells===
 
  +
[[Image:Magicdamagereduction.gif|frame]]
Resistance increases the chance to suffer only a fraction of the spell's normal damage. In The Burning Crusade, the percent resisted had a chance to be 0%, 25%, 50%, 75%, or 100%.<ref name="resist">{{ref web
 
|url=http://www.worldofwarcraft.com/info/basics/resistances.html
 
|title=Resistances
 
|author={{Blizz}} Blizzard Official US site
 
|accessdate=2007-09-05}}</ref> The probabilities were weighted such that the average damage mitigated worked out to the same percentage as with binary spells. In Wrath of the Lich King, however, the possible percentages of damage resisted are weighted in sections of 0%, 10%, 20%, ..., 100% averaging to the same overall damage mitigation. However only the closest three or four sections will ever occur at a given resistance value. This allows a sufficiently high resistance to guarantee a certain resist percentage, even in the worst case. [[DoT]] spells are now considered non-binary and the partial resistance calculation is applied on each tick.
 
   
  +
In addition to the miss chance, there is a roll based on <i>the level of the caster and the resistance stat of the target</i>. As with [[armor]], the level of the target is not a factor in this roll.
The probability of an x% resistance is given by the following formula (AR is the average resistance calculated above):
 
   
  +
{| style="background-color:#222; border:1px solid white; padding:10px"
P(x) = 50% - 250%*|x - AR|
 
  +
|-
  +
| <tt>Average Resistance = (Target's Resistance / (Caster's Level * 5)) * 0.75</tt>
  +
|}
   
  +
Average resistance may be no higher than 75%. Of course, what it takes to reach 75% average resistance depends on the spellcaster's level. One quirk here is that casters below level 20 are treated as if they were level 20 for purposes of calculating the resistance scaling here. So against a spellcaster of level 20 or below, it would take a resistance stat of 100 to get 75% resistance; level 30 would take 150 resistance; level 50 would take 250; level 60 would take 300; and level 63 would take 315.
If the probability is less than 0, it cannot occur.
 
   
  +
Why is it called "average resistance"? For spells that have a non-damage effect&#151;such as slow, root, stun&#151;you'll either take the hit or avoid the hit altogether; these are examples of binary spells. The average resistance is the chance you'll totally avoid the hit. Adding the word "average" is a little redundant in this case.
== Sources of Resistance ==
 
  +
{| class="darktable" style="text-align: center; float:right;"
 
  +
However, when spells do only damage, it's not just a full hit or full miss situation. Pure damage spells can be resisted for 0%, 25%, 50%, 75%, or 100% of their regular damage. Your average resistance can still be anywhere betweeen 0% and 75%. If your average resistance is maxed out, then there's a really good chance of having 75% of the spell's damage be resisted. There's also a fairly good chance of having 100% of the spell's damage be resisted, a slightly lower chance of 50% of its damage being resisted, a small chances of only 25%, or even 0% of the damage being resisted. It's a weighted average. Visualize it as a bell curve around your average resistance.
  +
  +
<br style="clear:both;">
  +
  +
== Damage Absorbed ==
  +
[[Image:Magicdamagesoak.gif|frame]]
  +
  +
Unlike with armor, each extra point of magical resistance becomes more effective the more a character has. For example, going from 0 to 200 resistance halves the amount of damage a level 60 character takes, but to halve it again (to 25%) the character only needs 100 more resistance.
  +
  +
Similar to how [[damage reduction|melee damage reduction]] works, it is possible to calculate how much magical damage a character can take with a certain amount of health.
  +
  +
{| style="background-color:#222; border:1px solid white; padding:10px"
 
|-
 
|-
  +
| <tt>Damage absorbed / Actual damage taken</tt>
! colspan="2" | Race !! School !! Value
 
 
|-
 
|-
  +
| <tt>= 1 / (1 - damage reduction ) - 1</tt>
|| {{horde}} || [[Blood Elf]] || All || + 2% miss
 
|-class="alt"
 
|| {{alliance}} || [[Draenei]] || Shadow || + 2% miss
 
 
|-
 
|-
  +
| <tt>= 1 / (1 - (resistance / (5 * caster level)) * 0.75) - 1</tt>
|| {{alliance}} || [[Dwarf]] || Frost || + 2% miss
 
|-class="alt"
 
|| {{alliance}} || [[Gnome]] || Arcane || + 2% miss
 
|-
 
|| {{alliance}} || [[Human]] || -- || --
 
|-
 
|| {{alliance}} || [[Night Elf]] || Nature || + 2% miss
 
|-class="alt"
 
|| {{horde}} || [[Orc]] || -- || --
 
|-
 
|| {{horde}} || [[Tauren]] || Nature || + 2% miss
 
|-
 
|| {{horde}} || [[Troll]] || -- || --
 
|-
 
|| {{horde}} || [[Forsaken]] || Shadow || + 2% miss
 
 
|}
 
|}
   
  +
This is the measure of how much damage a character can soak per point of health they have. Against a level 60 caster, a character with 200 resistance will resist 1000 damage for every 1000 damage they take, whereas with 240 resistance they will resist 1500 for every 1000 they take.
Resistance can be obtained from [[buff]]s, [[potions]], certain class [[talents]], and gear. Racial abilities no longer grant magical resistance and instead grant a percentage chance to miss, as indicated by the table to the right. This chance to miss is added to the spell hit roll, and will not contribute to the non-binary damage mitigation.
 
 
===Stacking===
 
The following list contains sources of resistance and stacking information. Each line will stack with other lines.
 
* Self-only buffs, such as [[Mage Armor]] stack freely;
 
* Equipped items and enchants stack freely;
 
* [[Aura]]s, [[Shaman totem]]s, raid buffs (e.g. [[Gift of the Wild]], [[Prayer of Shadow Protection]]), and {{item|Magic Resistance Potion}} do not stack with themselves - only the highest single effect of these will apply;
 
* [[Elixir]]s and [[Flask]]s providing resistance do not stack with themselves.
 
   
  +
So for an example, if there are two mages in a fight against Ragnaros (boss level mobs are calculated as 3 levels higher then your current level), both with 3000 health, but one (Mage A) has just the 15 fire resist from mage armor, while the other (mage B) has 150 and is in a group with a paladin/shaman, so has an actual 210 resistance.
Example:
 
In a group where [[Mark of the Wild]], [[Aspect of the Wild]], and [[Nature Resistance Totem]] is active, the group will only receive 130 Nature Resistance (either from the aspect or totem).
 
   
  +
Mage A will resist, on average, 111 damage before his 3k HP are gone and he dies.
== Effectiveness of Resistance ==
 
The damage absorbed per point of damage/healing/tanking stat lost now decreases as resistance is gained, similar to armor. However guaranteeing a certain resistance percentage can be valuable, especially in fights with a large spike of elemental damage.
 
   
  +
Mage B will resist, on average, 3000 damage before his 3k HP are gone and will likely have enough time to use a potion or something.
== See also ==
 
  +
<br style="clear:both;">
*[[Formulas:Magical_resistance]]
 
*[[Resistance equipment]]
 
   
==References==
+
== See Also ==
 
* [http://www.worldofwarcraft.com/info/basics/resistances.html Blizzard's Page on Resistances]
{{reflist}}
 
  +
* [[Spell hit]]
 
* [[Resistance]]
   
  +
[[Category:Formulas and game mechanics]]
{{Attack table}}
 
{{Resistance}}
 
{{:Resistance_equipment/Nav}}
 
[[Category:Attributes]]
 
[[Category:Combat]]
 
[[Category:Game terms]]
 
[[Category:Gameplay]]
 
[[Category:Magic schools| ]]
 
[[Category:Resistances| ]]
 
[[Category:Tanking]]
 

Revision as of 14:04, 30 July 2010


Miss Chance

From Blizzard:
Level PvE PvP
Vs. +0 level (same level) 4% 4%
Vs. +1 level 5% 5%
Vs. +2 level 6% 6%
Vs. +3 level 17% 13%
Vs. +4 level 28% 20%
Each additional level +11% +7%

When an offensive spell is cast, the target has two separate chances to resist the attack.

First, there is a check based purely on the level difference between the caster and the target. This is referred to as the spell miss chance, and is affected by any Spell Hit Rating equipment that the caster is wearing. Talents that reduce the enemies' chances to resist spells, such as Spell holy devotion [Arcane Focus], are also taken into account by this check.

If the target is of a significantly higher level, the spell will usually fail completely. If the target is significantly lower level, the spell will very rarely fail. This first check is why spell-casting players have such a hard time landing spells consistently on all monsters a few levels higher. In PvP combat, however, this is less of a factor; a level 10 Mage can land polymorph on a level 70 player with some regularity.


Note: Level-based resistance (not to be confused with level-based miss) can play a factor in total resists. For every level that a mob has over the player, there is 8 resist (believed; the exact number may be higher) added. For boss fights, this means there is 15-24 resistance added. This extra resistance means there will be partial resists on non-binary spells from the added resistance. However, this resistance has been shown to not apply to binary spells at all.

This level based resistance cannot be reduced by any means, not even Spell Penetration.

Magical Resistances

Magicdamagereduction

In addition to the miss chance, there is a roll based on the level of the caster and the resistance stat of the target. As with armor, the level of the target is not a factor in this roll.

Average Resistance = (Target's Resistance / (Caster's Level * 5)) * 0.75

Average resistance may be no higher than 75%. Of course, what it takes to reach 75% average resistance depends on the spellcaster's level. One quirk here is that casters below level 20 are treated as if they were level 20 for purposes of calculating the resistance scaling here. So against a spellcaster of level 20 or below, it would take a resistance stat of 100 to get 75% resistance; level 30 would take 150 resistance; level 50 would take 250; level 60 would take 300; and level 63 would take 315.

Why is it called "average resistance"? For spells that have a non-damage effect&#151;such as slow, root, stun&#151;you'll either take the hit or avoid the hit altogether; these are examples of binary spells. The average resistance is the chance you'll totally avoid the hit. Adding the word "average" is a little redundant in this case.

However, when spells do only damage, it's not just a full hit or full miss situation. Pure damage spells can be resisted for 0%, 25%, 50%, 75%, or 100% of their regular damage. Your average resistance can still be anywhere betweeen 0% and 75%. If your average resistance is maxed out, then there's a really good chance of having 75% of the spell's damage be resisted. There's also a fairly good chance of having 100% of the spell's damage be resisted, a slightly lower chance of 50% of its damage being resisted, a small chances of only 25%, or even 0% of the damage being resisted. It's a weighted average. Visualize it as a bell curve around your average resistance.


Damage Absorbed

File:Magicdamagesoak.gif

Unlike with armor, each extra point of magical resistance becomes more effective the more a character has. For example, going from 0 to 200 resistance halves the amount of damage a level 60 character takes, but to halve it again (to 25%) the character only needs 100 more resistance.

Similar to how melee damage reduction works, it is possible to calculate how much magical damage a character can take with a certain amount of health.

Damage absorbed / Actual damage taken
= 1 / (1 - damage reduction ) - 1
= 1 / (1 - (resistance / (5 * caster level)) * 0.75) - 1

This is the measure of how much damage a character can soak per point of health they have. Against a level 60 caster, a character with 200 resistance will resist 1000 damage for every 1000 damage they take, whereas with 240 resistance they will resist 1500 for every 1000 they take.

So for an example, if there are two mages in a fight against Ragnaros (boss level mobs are calculated as 3 levels higher then your current level), both with 3000 health, but one (Mage A) has just the 15 fire resist from mage armor, while the other (mage B) has 150 and is in a group with a paladin/shaman, so has an actual 210 resistance.

Mage A will resist, on average, 111 damage before his 3k HP are gone and he dies.

Mage B will resist, on average, 3000 damage before his 3k HP are gone and will likely have enough time to use a potion or something.

See Also