Resist capped Brute vs Def Capped Bruts
iirc, Electric Armor is the only one that can reliably cap resistance to more than one type and that's only in Power Surge (so, 3 minutes at a time with a massive hp/end crash at the end). It's still not capped on Toxic or Psi, and you need to use one of the slots in Power Surge for resistance to get Negative bumped enough to be at 90% instead of the mid-80s.
Every positional defense armor set in the game can permanently softcap all positions with IOs. Energy Aura can permanently softcap defense to everything except for Psi and Toxic.
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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Trust me though, in this game: Capped Defense >>>> Capped Res
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For fighting hard-hitting mob, it might be better to have resistance. The hard-hitting mobs don't necessarily mean EB or AV, red or purple bosses can hit pretty hard. Very often, I take my soft-capped EA brute to the northern part of Rikti War Zone to solo groups of level 52-54 Rikti spawns, I can only take 2-3 hits from those Chief soldiers. A spawn there have a few bosses, you don't really need to be Unlucky Pete to face plant there.
I guess there is a personal preference here. Some people enjoy getting out of a tough spawn unscratched. Some like the incoming damage to be more predictable.
Actually, I really want to try out a melee with capped resistance for most damage types. Apart from psionic resistance, it is pretty hard to get sizable IO bonus for resistance in general.
Personal preference: Having both with a lean towards more resistance (when resistance is easier to build); more defense (when defense is easier to build)
My SS/WP is a resistance/regen/HP build: It just takes less effort and sacrifice to build her this way... and it works.
Does this mean that she has no defense? No. She does get a little from CJ, IW and RttC. She also takes the GW Patron Pool and gets DO, Gloom and Darkest Night (which offers both).
Pumped up, she's looking at about 79% 'resis' from S/L; 62% from Psi and about 40% from everything else; before debuffs. Against ranged mobs, she gets about 28% 'def' (with DN; 34% +DO and about 40% against her designated single target when using gloom); again, before debuffs.
When things get hairy; Demonic Aura and/or a few purple shields cover the gaps.
Would I build my Dark/SR the same way? No.
Apparently, I play "City of Shakespeare"
*Arc #95278-Gathering the Four Winds -3 step arc; challenging - 5 Ratings/3 Stars (still working out the kinks)
*Arc #177826-Lights, Camera, Scream! - 3 step arc, camp horror; try out in 1st person POV - 35 Ratings/4 Stars
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She does get a little from CJ, IW and RttC.
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You don't have Heightened Senses? And I don't remember RttC being a source of Def.
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She does get a little from CJ, IW and RttC.
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You don't have Heightened Senses? And I don't remember RttC being a source of Def.
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RttC has the -ToHit component and no, I did not take HS; didn't need it for my build.
Apparently, I play "City of Shakespeare"
*Arc #95278-Gathering the Four Winds -3 step arc; challenging - 5 Ratings/3 Stars (still working out the kinks)
*Arc #177826-Lights, Camera, Scream! - 3 step arc, camp horror; try out in 1st person POV - 35 Ratings/4 Stars
Ah yes, the -3.75% tohit from RttC.
If you don't mind me asking...why did you not take HS?
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Ah yes, the -3.75% tohit from RttC.
If you don't mind me asking...why did you not take HS?
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w/o factoring in the +Per, the Def bonus that HS offered was too small, IMO, to be effective in this particular build and was easily replaceable by purple shields, DA and Steadfast's +Def Unique.
And WP lends itself to better Resistance building the Defense building, also, IMO.
Apparently, I play "City of Shakespeare"
*Arc #95278-Gathering the Four Winds -3 step arc; challenging - 5 Ratings/3 Stars (still working out the kinks)
*Arc #177826-Lights, Camera, Scream! - 3 step arc, camp horror; try out in 1st person POV - 35 Ratings/4 Stars
Being able to create different builds is one of the pros of this game, IOs and the WP set. I have a pretty stout Def build on my brute (can't remember the numbers offhand). I think WP lends itself to be good at either def or res.
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I think WP lends itself to be good at either def or res.
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WP benefits from more of either, but is best with more of both. Extra res/def amplifies your regeneration, allowing you to take more sustained damage while simultaneously stabilizing it against burst damage.
Granted my WP experience comes from a Tank, I'll say the difference between low/moderate def and high def is night and day. I can't see myself ever building WP to skip HS. (Even if HS's value seems low by itself, the stacking potential it allows is very important to maximize survivability.)
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Being able to create different builds is one of the pros of this game, IOs and the WP set. I have a pretty stout Def build on my brute (can't remember the numbers offhand). I think WP lends itself to be good at either def or res.
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I do use Zephyr sets on my CJ and SS as well
Apparently, I play "City of Shakespeare"
*Arc #95278-Gathering the Four Winds -3 step arc; challenging - 5 Ratings/3 Stars (still working out the kinks)
*Arc #177826-Lights, Camera, Scream! - 3 step arc, camp horror; try out in 1st person POV - 35 Ratings/4 Stars
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Being able to create different builds is one of the pros of this game, IOs and the WP set. I have a pretty stout Def build on my brute (can't remember the numbers offhand). I think WP lends itself to be good at either def or res.
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I do use Zephyr sets on my CJ and SS as well
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That would make HS's defense even more effective.
For example, going from 0% def to 10% def would allow you to survive 25% more damage. Going from 10% def to 20% def would allow you to survive 33% more damage than with 10% (or 66.67% more than having no defense at all). (Unslotted HS is 9.75%, or roughly 10%.)
Another example, going from 0% def to 15% def would allow you to survive ~42.857% more damage. Going from 15% def to 30% def would allow you to take 75% more damage than with 15% (or 150% more than with 0%). (Slotted, HS gives 15.21% def, or roughly 15%.)
Note: HS gives far less def vs s/l, the above is to the exotics (f/c/e/ne).
As your defense base increases, each additional point of def starts having a larger and larger impact on your survivability.
I'm not saying you have to change your build or anything, mind you. If you're having fun and it works for you, then you're fine. I'm just explaining why HS isn't worthless - especially for min/maxed builds. So I hope you don't take this as me attacking you or your build, it's not my intent.
[edit: Oh, sorry for the slight thread-jack.]
I just don't like to gamble with my SMASH.
@Mechaniker
Official Old Angry German Guy of CoV.
My Characters: http://boards.cityofheroes.com/showthread.php?t=247787
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Being able to create different builds is one of the pros of this game, IOs and the WP set. I have a pretty stout Def build on my brute (can't remember the numbers offhand). I think WP lends itself to be good at either def or res.
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I do use Zephyr sets on my CJ and SS as well
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That would make HS's defense even more effective.
For example, going from 0% def to 10% def would allow you to survive 25% more damage. Going from 10% def to 20% def would allow you to survive 33% more damage than with 10% (or 66.67% more than having no defense at all). (Unslotted HS is 9.75%, or roughly 10%.)
Another example, going from 0% def to 15% def would allow you to survive ~42.857% more damage. Going from 15% def to 30% def would allow you to take 75% more damage than with 15% (or 150% more than with 0%). (Slotted, HS gives 15.21% def, or roughly 15%.)
Note: HS gives far less def vs s/l, the above is to the exotics (f/c/e/ne).
As your defense base increases, each additional point of def starts having a larger and larger impact on your survivability.
I'm not saying you have to change your build or anything, mind you. If you're having fun and it works for you, then you're fine. I'm just explaining why HS isn't worthless - especially for min/maxed builds. So I hope you don't take this as me attacking you or your build, it's not my intent.
[edit: Oh, sorry for the slight thread-jack.]
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No worries, I understand Def (somewhat) and my build has a decent degree of Def-styled mitigation, so I'm covered fairly well...
the only thing I think I might be kicking myself over is not taking Taunt
Apparently, I play "City of Shakespeare"
*Arc #95278-Gathering the Four Winds -3 step arc; challenging - 5 Ratings/3 Stars (still working out the kinks)
*Arc #177826-Lights, Camera, Scream! - 3 step arc, camp horror; try out in 1st person POV - 35 Ratings/4 Stars
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But how hard is it to cap resistance on a brute without granite?
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This. The only brute I have at 50 is my Elec Armor and the only resist he can cap is Energy... even with Power Surge.
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Really? You may want to re check your numbers. With no resistance slotted in Power Surge, and three Resistance SOs each in Charged Armor and Conductive Shield, I'm able to hit 90% resistance to Smashing, Lethal, Energy (obviously), Fire and Cold. Negative Energy is at 75.9, Toxic at 52.5, and Psi isn't increased by Power Surge.
My current actual Elec/Elec build manages to cap everything but Psi while using Power Surge, including Toxic... although I owe 15% total bonus Toxic Resistance to three of my four Purple sets, so that's really a bit out there. But that IS with only three slots in Power Surge, each with a Res/Recharge IO. Between that, and all my other recharge bonuses, I cap all but one resistance type and manage to have it available every 380 seconds, without Hasten. Or just a little over twice its uptime. The ultimate point being, my Brute is more consistent, but my SR with all positional defenses soft capped is still miles ahead in survival, because I was able to get him to that sort of Tier 9 Mitigation constantly, where my Brute had to spend 1.4 billion in IOs to scrape up 15% Toxic resistance and a few Negative Energy bonuses here and there. Soft Capped Defense definitely pulls ahead in practical use.
@Eisenzahn
GW2 - Melchior.2135
AIM - Euroclydon23
Email - scorpany@yahoo.com or <sameasmyAIM>@aol.com (for the sheer novelty of an almost 20 year old email address that hasn't been overwhelmed by spambots yet)
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But how hard is it to cap resistance on a brute without granite?
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This. The only brute I have at 50 is my Elec Armor and the only resist he can cap is Energy... even with Power Surge.
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Really? You may want to re check your numbers. With no resistance slotted in Power Surge, and three Resistance SOs each in Charged Armor and Conductive Shield, I'm able to hit 90% resistance to Smashing, Lethal, Energy (obviously), Fire and Cold. Negative Energy is at 75.9, Toxic at 52.5, and Psi isn't increased by Power Surge.
My current actual Elec/Elec build manages to cap everything but Psi while using Power Surge, including Toxic... although I owe 15% total bonus Toxic Resistance to three of my four Purple sets, so that's really a bit out there. But that IS with only three slots in Power Surge, each with a Res/Recharge IO. Between that, and all my other recharge bonuses, I cap all but one resistance type and manage to have it available every 380 seconds, without Hasten. Or just a little over twice its uptime. The ultimate point being, my Brute is more consistent, but my SR with all positional defenses soft capped is still miles ahead in survival, because I was able to get him to that sort of Tier 9 Mitigation constantly, where my Brute had to spend 1.4 billion in IOs to scrape up 15% Toxic resistance and a few Negative Energy bonuses here and there. Soft Capped Defense definitely pulls ahead in practical use.
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the point is to hit the cap WITHOUT relying on the tier 9 powers. the tier 9's arent always up.
as for building wp for defense - there hasnt been a single kinetic combat on red side on infinity in the last two weeks at ANY level.
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But how hard is it to cap resistance on a brute without granite?
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This. The only brute I have at 50 is my Elec Armor and the only resist he can cap is Energy... even with Power Surge.
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Really? You may want to re check your numbers. With no resistance slotted in Power Surge, and three Resistance SOs each in Charged Armor and Conductive Shield, I'm able to hit 90% resistance to Smashing, Lethal, Energy (obviously), Fire and Cold. Negative Energy is at 75.9, Toxic at 52.5, and Psi isn't increased by Power Surge.
My current actual Elec/Elec build manages to cap everything but Psi while using Power Surge, including Toxic... although I owe 15% total bonus Toxic Resistance to three of my four Purple sets, so that's really a bit out there. But that IS with only three slots in Power Surge, each with a Res/Recharge IO. Between that, and all my other recharge bonuses, I cap all but one resistance type and manage to have it available every 380 seconds, without Hasten. Or just a little over twice its uptime. The ultimate point being, my Brute is more consistent, but my SR with all positional defenses soft capped is still miles ahead in survival, because I was able to get him to that sort of Tier 9 Mitigation constantly, where my Brute had to spend 1.4 billion in IOs to scrape up 15% Toxic resistance and a few Negative Energy bonuses here and there. Soft Capped Defense definitely pulls ahead in practical use.
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Actually, I take that back. I was thinking of Powersurges numbers on it's own. I have it slotted with 1 resist IO (and 3 Recharge) and the numbers are all around 60%, I think. When tied with the other armors, it probably would cap out most of the resist types. Ugghh... i hate having to rely on that fricken power, though. Without it, all my resists (other than energy) are around 40 to 50 percent.
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Please read the rest of the thread before you respond next time.
personally on my stone/wp, knowing full well i can pretty much prevent a boss from ever fighting back once i have enough global recharge (stone is amazing) i have built for smashing/lethal resists (46% fully io'd) and +defense to the other types at 30%. i had tried to build for positional defense but that seemed silly with how much defense you get to typed just from heightened senses. since so far the only trouble i've had is the ss/invuln +3 longbow boss (i thought the +3 boss thing was fixed) i ran into in a mission with no io's so far - due mostly to the soft control in stone - i'm content with it.
how will it deal with a rikti pylon? no idea. it's prob not enough defense, resistance and regen to deal with those missiles. they come pretty quick.
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how will it deal with a rikti pylon? no idea. it's prob not enough defense, resistance and regen to deal with those missiles. they come pretty quick.
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My SM/WP does fine against a pylon, but I took Tough and Weave. I go through blues fairly quickly without pacing myself, though.
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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how will it deal with a rikti pylon? no idea. it's prob not enough defense, resistance and regen to deal with those missiles. they come pretty quick.
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My SM/WP does fine against a pylon, but I took Tough and Weave. I go through blues fairly quickly without pacing myself, though.
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YES...i have no global recharge. i have one force feedback recharge in fault. my attacks are slotted 2 acc 1 end (both mallets, stone fist, seismic smash - not enough slots yet for much else at 30), stamina and quick recovery 4 slots (3 end mods, 1 perf shifter), numina's regen/recovery and miracle recovery AND two piece recovery bonuses in a few bits. 3.82 recovery rate. running all 4 wp toggles alone and i have end issues when force feedback procs back to back.
i may make it more a priority to slot recovery over global recahrge and just use hasten (picked up at 49) and one to three force feedback recharges. such an end pig of a primary, but warranted with this obscene amount of soft control
Pfffft, fighting pylons is boring. If you want a real challenge on your WP, in the RWZ, grab a level 54 spawn (like the scrapper challenge) and then pull one of those Heavy EBs in the mix. Everything goes swimmingly until that damn thing debuffs your regen! Going from 80-90 hp/sec to 0 is baaaaaaad.
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But how hard is it to cap resistance on a brute without granite?
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This. The only brute I have at 50 is my Elec Armor and the only resist he can cap is Energy... even with Power Surge.
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Really? You may want to re check your numbers. With no resistance slotted in Power Surge, and three Resistance SOs each in Charged Armor and Conductive Shield, I'm able to hit 90% resistance to Smashing, Lethal, Energy (obviously), Fire and Cold. Negative Energy is at 75.9, Toxic at 52.5, and Psi isn't increased by Power Surge.
My current actual Elec/Elec build manages to cap everything but Psi while using Power Surge, including Toxic... although I owe 15% total bonus Toxic Resistance to three of my four Purple sets, so that's really a bit out there. But that IS with only three slots in Power Surge, each with a Res/Recharge IO. Between that, and all my other recharge bonuses, I cap all but one resistance type and manage to have it available every 380 seconds, without Hasten. Or just a little over twice its uptime. The ultimate point being, my Brute is more consistent, but my SR with all positional defenses soft capped is still miles ahead in survival, because I was able to get him to that sort of Tier 9 Mitigation constantly, where my Brute had to spend 1.4 billion in IOs to scrape up 15% Toxic resistance and a few Negative Energy bonuses here and there. Soft Capped Defense definitely pulls ahead in practical use.
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Isn't the resist cap 75% for brutes? It is supposed to be like scrappers which is 75%. Tankers is 90%
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Isn't the resist cap 75% for brutes? It is supposed to be like scrappers which is 75%. Tankers is 90%
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Brutes have the same resist caps as Tankers...90%
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Isn't the resist cap 75% for brutes? It is supposed to be like scrappers which is 75%. Tankers is 90%
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Brutes have the same resist caps as Tankers...90%
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More specifically, Brutes have the same resistance (90%), defense (225%), regeneration (2500% - Scrappers and Stalkers have the highest cap at 3000%), and hit point (3213) caps as Tankers.
Basically if it's factored into survivability they have lower base numbers but identical caps.
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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Overall having caped resists is about the same as caped defense. They perform the same mathmatically. Defense does better with controls/debuffs that are not auto hit since they can be avoided, while resists does not have to deal with the random number generator to survive.
The only real reason to want defense over resists I can think of is the defense is far easier to cap.
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Which always confused me. Small +defense(All) powers are everywhere, along with piles of set bonuses in recipes, especially for positional defenses. Resist seems to get so little by comparison. Has there ever been a reason given for this?
Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.
Capped Def ftw! If you played Invulverability in i3 and i4 with broken Invincibility you would understand how much better defense is.