Resistance bonuses and Defense bonuses


Bionic_Flea

 

Posted

Just a quick question, why is it easier to maximize defense with IOs, than it is to maximize resisitance?


"Yes, winning all the time can be boring."
-Knight_Chill

"It's amazing how well you can put up with endurance issues if you hide them under a large enough pile of bodies."

-Spiritchaser speaking on Dom Revamp

 

Posted

Only have to hit 45% to max defense and only to the three positions (ranged, melee, AoE) for fairly godlike performance.

Resistance caps at 75 - 90% and you need to have it to each type (s/l/f/c/e/n/p/t) to get similar performance.


50s: Inv/SS PB Emp/Dark Grav/FF DM/Regen TA/A Sonic/Elec MA/Regen Fire/Kin Sonic/Rad Ice/Kin Crab Fire/Cold NW Merc/Dark Emp/Sonic Rad/Psy Emp/Ice WP/DB FA/SM

Overlord of Dream Team and Nightmare Squad

 

Posted

Exactly and it is far easier to hit 45% for all three positionals with defense than it is to hit even 20% resistance with one


"Yes, winning all the time can be boring."
-Knight_Chill

"It's amazing how well you can put up with endurance issues if you hide them under a large enough pile of bodies."

-Spiritchaser speaking on Dom Revamp

 

Posted

[ QUOTE ]
Resistance caps at 75 - 90% and you need to have it to each type (s/l/f/c/e/n/p/t) to get similar performance.

[/ QUOTE ]S/L are always paired with set bonuses, as are F/C and E/N. P/T are sometimes paired, sometimes separate, but (especially Toxic) are comparatively minor to the other types. So really you only "need" to cap 3 types for Resistance: S/L, F/C, and E/N.

The main problem is getting to 75, 85, or 90% (depending on AT), rather than the number of things you need to cap. Adding to the disparity is the fact that there are more defense bonuses available to use.

One advantage for working on resistance rather than Defense is that you can focus on common damage types (S/L), whereas just about every enemy will have a melee and ranged attack, and just about every spawn of enemies will have an AoE attack; so if you're working on defense, you must have all types covered.


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

Posted

[ QUOTE ]
[ QUOTE ]
Resistance caps at 75 - 90% and you need to have it to each type (s/l/f/c/e/n/p/t) to get similar performance.

[/ QUOTE ]S/L are always paired with set bonuses, as are F/C and E/N. P/T are sometimes paired, sometimes separate, but (especially Toxic) are comparatively minor to the other types. So really you only "need" to cap 3 types for Resistance: S/L, F/C, and E/N.

[/ QUOTE ]

They're paired for Defense, but not always for Resistance.
Smashing, Lethal, Fire, Cold, Energy and Negative Resistances can all be found in set bonuses of their own.


 

Posted

[QR]

Defense bonuses are everywhere, Resistance bonuses are nowhere, or so piddly that you cant stack them to any useful degree. Why, I do not know. With every new IO set they seem to add more +def.


 

Posted

[ QUOTE ]
Why, I do not know.

[/ QUOTE ]Because they thought stacking resistance would be too beneficial to players


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

Posted

I think it's because Arcanaville likes SR . . .


50s: Inv/SS PB Emp/Dark Grav/FF DM/Regen TA/A Sonic/Elec MA/Regen Fire/Kin Sonic/Rad Ice/Kin Crab Fire/Cold NW Merc/Dark Emp/Sonic Rad/Psy Emp/Ice WP/DB FA/SM

Overlord of Dream Team and Nightmare Squad

 

Posted

[ QUOTE ]
[ QUOTE ]
Why, I do not know.

[/ QUOTE ]Because they thought stacking resistance would be too beneficial to players

[/ QUOTE ]

Yeah, my guess is that Defence bonuses can be debuffed (whereas resistance resists Resistance debuffs) and always allow a lucky shot through, so leaving a little bit of risk for the user.

I still think all resistance set bonuses could be doubled without introducing any exploit.


 

Posted

[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
Why, I do not know.

[/ QUOTE ]Because they thought stacking resistance would be too beneficial to players

[/ QUOTE ]

Yeah, my guess is that Defence bonuses can be debuffed (whereas resistance resists Resistance debuffs) and always allow a lucky shot through, so leaving a little bit of risk for the user.

I still think all resistance set bonuses could be doubled without introducing any exploit.

[/ QUOTE ]

Defense sets have def debuff resistance. Does this debuff resistance not apply to the set bonuses? I don't know if the game can tell them apart in practical terms. Also, those debuffs still have to hit you. :P

Another thought. Resistance is typed, so there's really no threat of stacking an additional "30% res to all" like there is with ranged/melee/aoe defense bonuses. Perhaps they worry about pushing Invuln to 90% s/l resistance.

Yet, you can cap its defense fairly easily...


 

Posted

I would like to start off by saying thank you all for your input.
This seems to be the most reasonable answer

[ QUOTE ]
[ QUOTE ]
Why, I do not know.

[/ QUOTE ]Because they thought stacking resistance would be too beneficial to players

[/ QUOTE ]

[ QUOTE ]
Yeah, my guess is that Defence bonuses can be debuffed (whereas resistance resists Resistance debuffs) and always allow a lucky shot through, so leaving a little bit of risk for the user.

[/ QUOTE ]

This makes sense also.

[ QUOTE ]
I still think all resistance set bonuses could be doubled without introducing any exploit.

[/ QUOTE ]

Me too, I atleast think the resistance unique IO should be 10% to all

[ QUOTE ]
Defense sets have def debuff resistance. Does this debuff resistance not apply to the set bonuses? I don't know if the game can tell them apart in practical terms. Also, those debuffs still have to hit you. :P

[/ QUOTE ]

defense debuff resistance is not a bonus offered by IOs and there are very few sets that offer def debuff resistance.


"Yes, winning all the time can be boring."
-Knight_Chill

"It's amazing how well you can put up with endurance issues if you hide them under a large enough pile of bodies."

-Spiritchaser speaking on Dom Revamp