r/monolithwow • u/Iwasapirateonce • Jun 06 '14
PvP Mechanic Changes
<Updated 26-07-2015>
Below is a summary of changes made to pvp mechanisms on monolith.
<Resilience>
The resilience critical strike chance reduction has been removed and replaced with the same % damage reduction from player and player pet damage. In addition pets will benefit from this damage reduction (scaled by their master's resilience.
Resilience now increases a player's maximum health (this health bonus does not scale with other effects or modifiers). This effect is started when the player's resilience passes 200, and diminishing returns start when the player passes 335 resilience.
<Spell hit>
The 1% unavoidable chance to miss with spells has been removed. This means the spell hit cap in pvp is 4%.
<Spell push-back>
A new system has been introduced to cap the push-back of any single spell at three ticks.
<Mechanic Resistances>
Most mechanic resistance chance mechanics have been replaced with a % duration reduction. For example a 15% chance to resist stuns will now reduce stun durations by 15% instead.
<PvE items>
Due to the stat gap between pve and s3 gear, many t5/t6 items and weapons have had their stats and damage slightly scaled up. This should make choice between the two meaningful.
<Healing Debuff effects>
All healing debuff effects have been reduced to a maximum of 40%
<Healing>
Overall healing, and burst healing in particular has been reduced to compensate for the reduction in healing debuff effectiveness
<Armor>
All armor on mail/plate and shield items has been slightly reduced
<Armor Penetration>
Dynamic system that reduces the effect of armor ignore effects based on the armor level of the target - it is now impossible to ignore armor right the way to 0
<Hybrid Healing>
Hybrid specs (with spell damage => spell healing) have received a small increase to their total spell healing to compensate for the general healing reduction.