You are saying that formula for pvp damage modifiers would be..

PvP Power: [1 + (Ppow)/400/100]

PvP Resil: [1 - .72 - (Resil)/1125/100]

Which effectively makes the PvP Modifier to be..

[1 + (Ppow)/400/100][1 - .72 - (Resil)/1125/100]

Brewskie, the PVP Power formula you posted is effectively the same as the one I normally use (Damage increase % = x/400) although it returns results in a different format. However that Resilience formula you posted seems to be off by a small but notable amount when I tested it and I am not sure how you derived it. The formula I use to calculate damage reduction from resilience is Reduction % = ((28900*0.72)+x)/(28900+x) where x is resilience rating, which has been accurate at every test value I have tried.

So if you wanted to calculate the full damage modification in PVP it would be the attacking players normal damage increased by their PVP power multiplier, then that value would be reduced by the target player's damage reduction. So in excel format it would look something like this:

Damage done = (AttackDmg*(1+((PVPPwr/400)/100))*(1-(((28900*0.72)+Resil)/(28900+Resil)/100))

I hope that helps.

Also, not entirely sure why you changed % based to % based for the resil. I got the same modifier by just using a coefficient.

The wording of this question is a bit confusing to me, but I use percentage based numbers IE 150% instead of *1.5 because they are generally easier for people to read and quickly understand. I hope that answers your question, if not please reword it and ill take another stab at it.