Spell penetration always has and will likely always remain a highly misunderstood statistic on peoples equipment. Before WotLK pretty much nobody deliberately sought it out, treating it as the red headed stepchild of itemization that seemed to have no use.

With WotLK however things seem to have changed as many classes have come to realise just how important it is for them in PvP; a movement that has mostly been spearheaded by the Death Knights unique mechanics making certain things stand out. To understand just how important spell penetration is though you need to have an understanding of how spell resistances work.

Every spell and melee strike in PvP has a basic 4% chance to miss completely, this can then be further increased by racial traits to 6% or even further with a few classes talents. This basic miss rate works exactly like your chance to miss in PvE content and can be countered with hit rating; for a death knight, a missed attack does not fully consume a rune but instead puts it on a 1.5 second cooldown only.

Separate to this basic miss chance is a spell resistance check which can work in one of two ways depending upon the skill used. Damaging spells or elemental melee attacks that only deal damage come under the rules of “partial resistance” while spells with non damage based effects such as polymorph, entangling roots and chains of ice come under the resist rules of “binary resist”.

Attacks which fall under the rules of partial resistance have a chance to have anything from 0-100% of their damage resisted; increasing in 10% increments. The chances for this damage mitigation are dependent on how much resistance the target has; the highest effective level of resistance against a level 80 target is 400 which will yield average mitigation of 75%.

A class such as a Paladin is able to activate an aura which will grant them and their allies 130 shadow resistance which gives a proportional amount of average damage mitigation against partially resistible spells that works out around a 24% damage reduction. This amount of damage mitigation is very significant and can be crippling when attempting to burst down a target.

Far more crippling however is spell resistances effects upon binary spells. Since a binary spell generally does little or no damage a partial resist would do little to protect you from its effects; instead what happens is the average damage reduction that would have applied to a partially resistible spell gets added as additional miss chance.

Taking the example above a binary shadow spell would have an extra 24% chance to miss its target completely should it be under the effects of a Paladins aura. For classes such as Priests who rely on long cooldown abilities such as psychic scream landing for their survival a resist of this nature can be catastrophic as they cannot simply cast the spell again if it does not work. Similarly a spell cast by a Death Knight that is resisted in this manner will fully consume its runes placing them on a full 10 second cooldown, making resists fully capable of completely crippling their rotation.

Considering the damage such low amounts of spell resistance can do it is well worth gathering around 130 spell penetration should you decide to seriously PvP; especially for classes that are reliant on binary spells with cooldowns.