Yeah I was looking changing MR as total absorption is stupid, and its hard to balance when x% of the time you take 0 damage.
Damage reduction from MR makes sense.
PR can still be prevent or just lowers duration by a % as well.
Using Agility like that would be an interesting concept, again if you cap a certain point then it has diminishing returns it becomes less favourable to stack agi (you can it just isn't a flat benefit) - alternatively you make agility work this way for sins, but other classes it counts as a miss Hmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm
Looking to re-introduce resilience but as a standard PvP damage reduction, but with diminishing returns, so it becomes only so useful to stack it.
TL:dr
Interesting.