Is Lethal resistance really that bad?


Beldoman

 

Posted

I've heard in passing, many times, that powersets that rely on lethal damage (and to a lesser extent, smashing) end up struggling in the later game.

I'm new to the game so I'm wondering if taking Nin/*, DB/*, MA/* or Claws/* is going to result in major frustration down the line.


 

Posted

Some lethal resistance is common (generally between 15-25%), but never so bad that it's exceedingly frustrating, except maybe on ghosts and robots.

To be honest, I'm not sure if you'd even notice whether you're doing less damage or not unless fighting those two types of enemies.


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Posted

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It is noticeable at times but I wouldn't let it keep you from playing a set you'd otherwise enjoy. Nowadays Stalkers do enough damage that even resistant enemies are manageable, they just take a little longer.

If you find that it bothers you, you can choose which enemy groups you fight for the most part. Choose enemy groups with low or no lethal resistance. I prefer Carnies over most other enemies on my lethal-based Stalkers.


 

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My DB scrapper recently started working on RWZ content. Rikti bosses can be obnoxious, and lieuts are also moderately resistant. Crey missions have become a pain as well, as I'm at the point where minions are spawning as tanks. Fortunately you encounter Crey a lot less as a villain.


 

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It's kind of a downer to do an LGTF on my nin/nin stalker honestly. That's where I notice it the most and is the main reason I've done so many more ITFs.


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Posted

I had forgotten about the preponderance of Longbow villainside. Much like Rikti, the lieuts are moderately resistant, and bosses highly. Ballista are a particular pain in the backside. Just played my nin/nin and soloing the ballista in one of my missions was long and painful. To illustrate, my soaring dragon was hitting him for 66. On a standard non-resistant (or low resist) mob (security guard), it hits for 133.


 

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Quote:
Originally Posted by Dark_Impact View Post
I had forgotten about the preponderance of Longbow villainside. Much like Rikti, the lieuts are moderately resistant, and bosses highly. Ballista are a particular pain in the backside. Just played my nin/nin and soloing the ballista in one of my missions was long and painful. To illustrate, my soaring dragon was hitting him for 66. On a standard non-resistant (or low resist) mob (security guard), it hits for 133.
This is where I'd highly recommend an achillies heel proc wherever it'll fit. Although this may not affect Ninj/, most lethal (or low DPS) reliant sets benefit from it in the long run (Crab spiders, Merc/ MMs, my DB/SR brute etc...).

Not a massive fix, but it eases the pain somewhat


 

Posted

Thanks for the input everyone.

It sounds to me like lethal dependant pools are at an unfair disadvantage, if you consider the game as a whole.

Then again, I'm guessing that most damage types have certain groups or at least specific mobs that cause them problems.

It's a shame though, as I'm not overly fond of the aesthetics of fire or electricity. Or energy melee come to that!


 

Posted

Quote:
Originally Posted by Xemulas View Post
This is where I'd highly recommend an achillies heel proc wherever it'll fit. Although this may not affect Ninj/, most lethal (or low DPS) reliant sets benefit from it in the long run (Crab spiders, Merc/ MMs, my DB/SR brute etc...).

Not a massive fix, but it eases the pain somewhat
While the proc is indeed one way to ameliorate the problem (somewhat), I really think the devs should re-evaluate their stance on npc damage resistances. No highly common enemy group should make players of a specific damage type want to pull their hair out.


 

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Yes to me it is that bad. To the point where I avoid certain content because I know its going to take alot longer than it should just because I picked a different powerset than FoTM. Seriously it needs addressing. People swear up and down that the resists of all critter factions are about even when totaled together but then they fail to realize most of the lethal resists kick in at the 40s during the time when you need your damage the most. Same deal with psionics. Thats why I dread the day we get psi melee because I know they arent going to do it right to accomadate for resistances. If they dont make the attacks psionic/smashing damage we will have all kinds of hell killing with even the simplest of stuff especially villainside.


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Posted

It is mildly annoying. I'd recomend slotting damage procs that do fire/psy/energy damage. It helps alot, especially when your fighting enemies with carzy lethal resistance.


 

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Lethal resistance can get aggravating on redside at 40+, but it isn't insurmountable. You may want to consider not soloing missions full of Crey Power Suits or werewolves though, just to save yourself some headache.

For the most part though, it isn't anything that some Achilles Heel procs and a boatload of +dam set bonuses can't fix.


 

Posted

It's not THAT bad doing lethal damage. It's similar (in my experience) to neg energy. Most of the time you won't really notice it, the resists aren't too bad. Sure it may take an extra hit, but it's not bad. Then you fight a robot (zombie for neg) and you realize you're doing half damage. As long as you can avoid the handful of enemies with stupid high res, you'll be fine.

And yes I know numerically Neg is better off then lethal, but as far as the feel goes it's been similar.


 

Posted

Quote:
Originally Posted by rootbiscuit View Post
I've heard in passing, many times, that powersets that rely on lethal damage (and to a lesser extent, smashing) end up struggling in the later game.

I'm new to the game so I'm wondering if taking Nin/*, DB/*, MA/* or Claws/* is going to result in major frustration down the line.
Well, Lethal damage is still playable but you will encounter mobs that have huge lethal resistance. Some are just annoying like Longbows. All LBs have at least 14-15% lethal resistance.

Robots, Malta, Crey Tankers and Ritki bosses have extremely high lethal resistance. Oh, and Ghosts too. Of all the enemy group, Malta has the most lethal resistance.


Overall, Lethal is the most resisted in the game and it's a fact but I've made a lvl 50 Claw, 50 Dual Blade and 50 Spines and a 45 Ninja Blade.


My only complaint is that Longbow is one of the enemy groups that fight starting from level 1. LB is a huge part of story arc. If you mainly do story arcs, you are constantly at disadvantage. That's one difference between Hero and Villain because Hero faces Arachno and your lethal can really hurt Mu and Fortunata and Widows. Not that we don't face Arachno enemies but LB is just too common. I say if they lower LB's lethal resistance down to 7-8%, I'll feel a lot better.


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

Posted

Quote:
Originally Posted by Elaith View Post
It's not THAT bad doing lethal damage. It's similar (in my experience) to neg energy. Most of the time you won't really notice it, the resists aren't too bad. Sure it may take an extra hit, but it's not bad. Then you fight a robot (zombie for neg) and you realize you're doing half damage. As long as you can avoid the handful of enemies with stupid high res, you'll be fine.

And yes I know numerically Neg is better off then lethal, but as far as the feel goes it's been similar.
Negative Energy is the 2nd least resisted damage in the game, just a bit behind Fire damage. It could be the mob you are fighting all the time. Most don't have much neg resist at all except for the obvious ghosts and Mu (Mu also has excellent resistance to Energy, Cold and Fire). Dark Melee has quite a bit smashing damage as well so it's not pure neg.


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.