Invuln brutes: Can they cap any resist?
Nope, you pretty much nailed it. They could push their s/l res up to 73% if you have a bottomless wallet to spend on a +3% res PvP IO, but that's about it.
It's not new for people to complain about low availability/size of +res from IOs. (I think some forms of +def are too easy to get, but that's another story.) My guess why defense is more prominent is because it's more variable and easier to bypass. If Castle wants mobs to be very accurate, he has many methods to do so:
*) tohit
*) def debuffs
*) auto hit
That's not to mention that even at the softcap you can get unlucky. With res, it's far harder to bypass (unresistible damage is pretty much it) and it's more stable (no unlucky deaths).
Again, that's just my best guess at why it is as it is, but I could be completely off base.
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Nope, you pretty much nailed it. They could push their s/l res up to 73% if you have a bottomless wallet to spend on a +3% res PvP IO, but that's about it.
It's not new for people to complain about low availability/size of +res from IOs. (I think some forms of +def are too easy to get, but that's another story.) My guess why defense is more prominent is because it's more variable and easier to bypass. If Castle wants mobs to be very accurate, he has many methods to do so:
*) tohit
*) def debuffs
*) auto hit
That's not to mention that even at the softcap you can get unlucky. With res, it's far harder to bypass (unresistible damage is pretty much it) and it's more stable (no unlucky deaths).
Again, that's just my best guess at why it is as it is, but I could be completely off base.
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Makes sense to me. I do think it would be nice though, if one or two more sets existed that gave something like 3% smashing/lethal resist. That would at least open the door for someone doing something interesting, and maybe ending up with like 85% on a brute.
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Nope, you pretty much nailed it. They could push their s/l res up to 73% if you have a bottomless wallet to spend on a +3% res PvP IO, but that's about it.
It's not new for people to complain about low availability/size of +res from IOs. (I think some forms of +def are too easy to get, but that's another story.) My guess why defense is more prominent is because it's more variable and easier to bypass. If Castle wants mobs to be very accurate, he has many methods to do so:
*) tohit
*) def debuffs
*) auto hit
That's not to mention that even at the softcap you can get unlucky. With res, it's far harder to bypass (unresistible damage is pretty much it) and it's more stable (no unlucky deaths).
Again, that's just my best guess at why it is as it is, but I could be completely off base.
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well this is true and not true about the resists.
you see...villains fight a lot of longbow. i would say a good 90% of what we fight 40+ is longbow
and longbow have longbow nullifiers.
nullifiers pop an aoe auto-hit -40% resist to all grenade thing.
so capping a resist based brute villain side matters little when fighting our most commonly-fought group.
You might not know this...but you can avoid the -res grenades by moving out of the area of effect. When I fight longbow, I let them shoot their silly grenades and simply move to a new location. Just watch your buff/debuff icons.
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well this is true and not true about the resists.
you see...villains fight a lot of longbow. i would say a good 90% of what we fight 40+ is longbow
and longbow have longbow nullifiers.
nullifiers pop an aoe auto-hit -40% resist to all grenade thing.
so capping a resist based brute villain side matters little when fighting our most commonly-fought group.
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Nullifier Sonic Grenades have been changed so they're resistible now. Before, if you had 90% res, you'd be dropped to 50%. Now you'd be dropped to 86%. (I know the discussion is on s/l, but the grenades are only -30% to f/c/e/ne/tox/psi.)
Go ahead and test it with your Elec Brute in Power Surge.
The big problem is that even an ELA brute is running around with an ideal of 41% debuff resistance to most types. A Sonic Grenade still guts you to the high teens in Smashing/Lethal resistance, which is what LB do, too often causing a faceplant if you are lead Brute on a large team. You're also most often fightning +2 or greater opponents, which make that -40% far more potent.
41% debuff protection, from the set with the highest resistance values, is a fraction of what's available to the defense sets. Compare that to Super Reflexes or Shields that can receive debuff protection of 95% in both cases, or Energy Aura that still receives 51.6% outside of Overload.
The nature of resistance lessening debuffs is a double edged sword. One gets it regardless of AT, but the cap is limited to either 90%/85%/75% based upon AT (compared to 95% for defense). It's also tied to a value that is extremely limited outside of g-d modes and has been largely stepped over in the IO system in favor of defense. Fire, Dark, and Electric certainly recieve less debuff protection than SR, Shields, and Energy Aura do.
Limiting the amount of ressit bonuses in the IO system due to the nature of resstance is moot when SR and Shields are soft capping with 95% debuff protection.
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Compare that to Super Reflexes or Shields that can receive debuff protection of 95% in both cases
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SR, yes. SD can only hit the 80s with perma-doublestacked AD which, if I recall, took 233% total recharge reduction.
There's also a lot more defense debuffs in the game than dam-res debuffs.
Be well, people of CoH.
Defense/Recharge/ToHit HOs and SHOs effictively add up to 55% defense debuff protection allowing SD to hit the cap.
(Note: that would be +55% in Ative Defense, and does require stacking. Yes, it's not easy to achieve, but SD is pretty much broken when you get it there.)
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Defense/Recharge/ToHit HOs and SHOs effictively add up to 55% defense debuff protection allowing SD to hit the cap.
(Note: that would be +55% in Ative Defense, and does require stacking. Yes, it's not easy to achieve, but SD is pretty much broken when you get it there.)
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Wait, what...? Hamis add defense debuff protection.... how?
Edit: looking at mids it shows no change by slotting those.
If you notice, defense buffs enhances the debuff protection in every other kill in the set. It's the same mechanic for Active Defense. Socket a Defense/Recharge/ToHit SHO or HO in Active Defense and watch the value of your debuff resistance increase accordingly.
Mids and especially CoD are not that reliable.
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Defense/Recharge/ToHit HOs and SHOs effictively add up to 55% defense debuff protection allowing SD to hit the cap.
(Note: that would be +55% in Ative Defense, and does require stacking. Yes, it's not easy to achieve, but SD is pretty much broken when you get it there.)
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Wait, what...? Hamis add defense debuff protection.... how?
Edit: looking at mids it shows no change by slotting those.
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mids also only shows sr with 62.5% defense debuff protection, when in fact you have 95%, as /sr
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Defense/Recharge/ToHit HOs and SHOs effictively add up to 55% defense debuff protection allowing SD to hit the cap.
(Note: that would be +55% in Ative Defense, and does require stacking. Yes, it's not easy to achieve, but SD is pretty much broken when you get it there.)
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Wait, what...? Hamis add defense debuff protection.... how?
Edit: looking at mids it shows no change by slotting those.
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mids also only shows sr with 62.5% defense debuff protection, when in fact you have 95%, as /sr
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Exactly. As JuliusSeizure says, MIDs isn't always entirely correct. It's a great tool, but by no means authoritative. I find CoD to be far more reliable - if you know how to interpret it. (The last bit is not always easy, especially since not all data for a power is listed there.)
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If you notice, defense buffs enhances the debuff protection in every other kill in the set. It's the same mechanic for Active Defense. Socket a Defense/Recharge/ToHit SHO or HO in Active Defense and watch the value of your debuff resistance increase accordingly.
Mids and especially CoD are not that reliable.
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By how much specifically would slotting 1 hami in active defense add to the defense debuff protection?
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If you notice, defense buffs enhances the debuff protection in every other kill in the set. It's the same mechanic for Active Defense. Socket a Defense/Recharge/ToHit SHO or HO in Active Defense and watch the value of your debuff resistance increase accordingly.
Mids and especially CoD are not that reliable.
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By how much specifically would slotting 1 hami in active defense add to the defense debuff protection?
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Because the defense portion of the HO will buff the defense debuff protection regardless of the fact that you can't slot defense buff enhancements in AD.
Be well, people of CoH.
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If you notice, defense buffs enhances the debuff protection in every other kill in the set. It's the same mechanic for Active Defense. Socket a Defense/Recharge/ToHit SHO or HO in Active Defense and watch the value of your debuff resistance increase accordingly.
Mids and especially CoD are not that reliable.
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By how much specifically would slotting 1 hami in active defense add to the defense debuff protection?
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Active Defense is 17.3% def resistance, and Membranes are 20% enhancement, or ~3.46% each. (The last one is slightly less due to ED.) So adding 3 would yield 9.688% def resistance. Also, since the def resistance is stackable, you can double that number if you have enough recharge.
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If you notice, defense buffs enhances the debuff protection in every other kill in the set. It's the same mechanic for Active Defense. Socket a Defense/Recharge/ToHit SHO or HO in Active Defense and watch the value of your debuff resistance increase accordingly.
Mids and especially CoD are not that reliable.
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By how much specifically would slotting 1 hami in active defense add to the defense debuff protection?
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Active Defense is 17.3% def resistance, and Membranes are 20% enhancement, or ~3.46% each. (The last one is slightly less due to ED.) So adding 3 would yield 9.688% def resistance. Also, since the def resistance is stackable, you can double that number if you have enough recharge.
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Interesting, this is good to know.
I knew that hamis could add to powers that were not supposed to add to certain attributes (hi mindlink), just didn't know it worked for def debuff resistance. I guess the same way micros can enhance slows as well as movement buffs.
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I knew that hamis could add to powers that were not supposed to add to certain attributes (hi mindlink), just didn't know it worked for def debuff resistance.
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Keep in mind that most def resistance is unenhanceable, meaning it ignores def enhancers. For example, check out Heightened Sesnses; its def resistance has the flag "[Ignores Enhancements & Buffs]". If you want to make sure def resistance will be boosted, check it in CoD for that flag first.
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I guess the same way micros can enhance slows as well as movement buffs.
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Again, assuming the slow isn't set to ignore enhancers, yep. (I fiddled with the idea of putting Micros into Increased Density for kicks and giggles, but the slow ignores enhancers. )
you can get 73 resist leathal/smashing by heavy enhancing Temp invul, Tough and physical resist, then up to 75 with shield wall enhancement, then 77.25 with Cirmoria day job, finally vet pet can get you to 82.25. there is a few enhancement set bonus you can get your smashing up to 90 with. I am not sure on leathal though. If you really focused on it with enhancement set bonuses you could get close. There is always that one minute Demonic aura hehe
Just a random question.. Ive been using Mids for the longest time.. what program is CoD and where can i find it?
Invulnerability is all about resisting physical and lethal damage. It's fairly easy for a tanker to cap it at 90%. But what is the closest that a Brute can get it without unstoppable, while also taking tough? It seems to me, that it might be only 70%. Which is interesting, since Brutes can much more easily get their defense to tanker like levels.
Thoughts?