Why is reaching the soft-cap so important?
Very nice post. I've been looking for this for awhile now, as I didn't really understand what you just explained very well. Thanks!
I have a WP brute with 37% defense to Fire/Cold/Energy/Neg Energy, and was planning on spending 600million on a PvP IO for an extra 3% defense to all. Now I'm thinking the difference between 37% and 40% isn't worth 600 million Inf. :P
I love the math in the post.
That said, My wife primarly plays her lvl 50 Kat/SR scrapper. She solos invin mishs, or heroic 8 person mishes. She never rests, never takes a breather during a mish. She just pushes forward at non super speeded 58 mi/hr (she slotted quickness, swift, and sprint for speed so she doesnt suffer suppression). Its like watching a blender. She doesn't use elude because the crash slows her down. Before Sets her def was at about +35% and face planted a bit too often. With each 5% she lasts quite a bit longer. At +40% she still died, even with insp, at +45% she doesnt die unless she is soloing an AV.
Also soft cap is important bacuse of def cascade. The higher your def, the more you can lose before always getting hit. For her SR toon, this is somewhat important.
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/binaryftw
Very nice post. I've been looking for this for awhile now, as I didn't really understand what you just explained very well. Thanks!
I have a WP brute with 37% defense to Fire/Cold/Energy/Neg Energy, and was planning on spending 600million on a PvP IO for an extra 3% defense to all. Now I'm thinking the difference between 37% and 40% isn't worth 600 million Inf. :P |
Remember, the closer you get to the soft cap, the more effect each 1% of defense adds. The difference between 37% and 40% is noticeable. 40% to 43% would be even more so.
Very informative. However, at what cost does the defense come? Are you sacrificing your own dps to achieve survivability? For tanks and scrappers, I'm sure it is useful to hit soft cap, but as a defender/controller/blaster, there are other forms of damage mitigation which can just as effectively be used to survive.
Sleep a whole spawn and you don't have to defend as much. Mez/Debuff a boss, and his dps will drop. Team with a (good) aggro holder and your soft capped defense will be redundant/unnecessary. While I think that defense is important, it is more important to consider the tradeoff. The original post did a lot to show the effectiveness of the last 5%. For some archetypes, it makes me think that if you can't reach soft cap, don't go out of your way to increase your defense because the gain will be so marginal. |
One thing that nobody seems to have touched on yet, is that high defence values do more than just stop your health dropping.
A lot of those red numbers come with a special added bonus, free of charge - debuffs and mezzes. High defence values can, at a pinch almost substitute for mez protection, or make existing mez protection far more potent. ... I do, however appreciate the running of the numbers, and fully endorse the conclusion that the last 5% defence approaching the softcap gives as much mitigation as the rest. Nice mini-guide-ette |
And again, thanks for the compliment. It makes me feel all warm and fuzzy that people have read and liked my little numbers experiment.
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It's surprisingly often true that people are willing to spend large amounts of in-game currency to improve their performance by very little. |
I have a WP brute with 37% defense to Fire/Cold/Energy/Neg Energy, and was planning on spending 600million on a PvP IO for an extra 3% defense to all. Now I'm thinking the difference between 37% and 40% isn't worth 600 million Inf. :P |
3% resistance is a joke |
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It might be harder to build resistance than defense because everyone and thier mom debuffs defense, while resistance debuffers are somewhat rare.Just a thought.
Great job OP on a well written post. I think you explained that much better than the Queen O' Maths (Arcanaville) has in the past. I shall now hide before she smites me from her tropical island lair.
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Excellent guide, just proves "close enough" just doesn't cut it.
Now put one together on whether it is more beneficial to soft-cap positional vs typed defense. And not pure theory, but based on how prevalent the damage types are to the game.
Seriously, I wanna see this, and well, my ADD says I can't do it myself or all the shinies will get away.
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I would like to thank whoever moved this to the guides section! I expected to see a redname post so I'd know who to give my thanks to, but regardless, thank you!
Excellent guide, just proves "close enough" just doesn't cut it.
Now put one together on whether it is more beneficial to soft-cap positional vs typed defense. And not pure theory, but based on how prevalent the damage types are to the game. Seriously, I wanna see this, and well, my ADD says I can't do it myself or all the shinies will get away. |
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Interestingly, I disagree with one point, at least in regards to my experience with my Shields tank.
The last 3% was Not the most noticeable. I was already almost completely unkillable at 42%. The most noticeable 3% was the 3% from 37% to 40%, iirc.
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Interestingly, I disagree with one point, at least in regards to my experience with my Shields tank.
The last 3% was Not the most noticeable. I was already almost completely unkillable at 42%. The most noticeable 3% was the 3% from 37% to 40%, iirc. |
Worded another way: I feel my math proves that 42%-45% adds more benefit than 37%-40%, just at your point, more benefit wasn't needed.
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Anyone happen to know how much defense the day job accolade provides? I'm wondering if I spend the money on that 3% defense to all PvP IO, and keep the Day Job Accolade charged, if I can get my current 37.9% defense to 45.
Anyone happen to know how much defense the day job accolade provides? I'm wondering if I spend the money on that 3% defense to all PvP IO, and keep the Day Job Accolade charged, if I can get my current 37.9% defense to 45.
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NVM, couldn't even come close on positional.
Softcapped (well almost softcapped, will get that last 3 percent with my last Kinetic Combat) def to S/L has done amazingly well on my DA/DM tank. That said, the damage seems to be varied up a bit more redside, so I am not sure how well it will do.
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Omg!!! This is wonderful! You've given me the inspiration to IO out my super reflexes scrapper. I've noticed that with the approximate 25% he has now I'm still hurting alot so this has given me hope for his future. thank you, my friend.
Quick Question: when expecting to soft cap defense, can I count tohit debuffs I can expect to have (like, for instance, RttC) in most cases when deciding whether I've soft-capped or not?
Quick Question: when expecting to soft cap defense, can I count tohit debuffs I can expect to have (like, for instance, RttC) in most cases when deciding whether I've soft-capped or not?
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Look at the equation on Paragon Wiki for proof. To-hit modifiers are in the same spot as defense modifiers, except that defense is treated as negative for the hit chance.
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Does anything other than AVs have to-hit debuff resistance?
I was more alluding to the fact that some enemies may dodge the to-hit debuff. I don't know if RttC is auto hit.
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It is, except for the taunt portion on EBs/AVs.
One thing I'd like to point out is that not all squishies are devoid of +def. Electric Armor underperforms (hence the new heal to help) due to being a pure +res set.
I am hoping after reading this guide that getting a good 20% def or so on my electric brute and new tank will help survival immeasurably.
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One thing I'd like to point out is that not all squishies are devoid of +def. Electric Armor underperforms (hence the new heal to help) due to being a pure +res set.
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I am hoping after reading this guide that getting a good 20% def or so on my electric brute and new tank will help survival immeasurably.
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Adding 20% defense compounds with that in the same manner as my case explaining a squishy in a team getting that defense. You're already taking half damage, and the 20% defense, while far from phenomenal, is going to make you get hit a lot less often. Now you're taking on average 15% of the damage of everything that gets thrown at you. Doesn't seem like much of a difference, until you realize that it's almost half of what you were taking.
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don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
Thanks for the reply. Yes I suppose a better way to say it is that not only are squishies the only ones devoid of defense
Roughly for brutes its about 40% resist to all and 90% vs energy. For tanks its about 55% resists to all and 90% vs energy.
I'm seeing that I can get about 18% defense (all positions) on my tank/brute without much trouble and perhaps a bit more if I juggle slots around. Glad that it'll make a difference
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This is one of the main reasons to prefer +Defense over -toHit. After all, a significant number of people play the game against over-level foes, at least in the 40+ game.
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Yeah, at 40% you've gone from 50% to 10%, a full fivefold decrease, as you've said. But at 45%, you've gone from 50% to 5%, a full tenfold decrease. So yeah, that last 5% blocks as much as the first 40%.
Or was it a different math problem you were having trouble with? |
The problem here, that was somewhat mentioned before. Is going from 40% defense to 45% defense reduces the incoming damage from half OF WHAT YOU ARE TAKING IN AT 40% DEFENSE. Not to fly off the handle, or say its incorrect. But what needs to be seen here, is to not forget just how much that 40% defense is.
For example when building my elec/shield scrapper, i'm quite happy with his 39% defense.
Why? Because its enough to do what i need to do, and defense isn't the ONLY thing you should be trying to go for in the build. There are other things to focus on, like more HP, resistance, recharge, accuracy, damage. You can't kill a mob just by avoiding its attacks.
So while yes, softcapping defense is helpful for survival, its not the only thing to consider.
Going for as much defense as you can, while rounding out other stats and powers is the way to go IMO. As a general rule in PVE, 35% defense when you are fully using your toon to the best of your ability should be enough for most things in the game. 40% is the number i use as a pseudo soft capped, as going for the last 5% usually means sacrificing other stats and powers that i don't want to part with.
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Here's a really easy example.
ie
If I have 1000 hp and 40% def I die when 10,000 incoming damage has been delt.
If I have 1000 hp and 45% def I die when 20,000 incoming damage has been delt.
*Well in both cases you could die after 1001 damage, but I mean over enough samples that is what it would come out to be.
Other factors* because damage generally occurs over a time frame adding in regeneration and resistance extends the timeframe longer for the 45% than it does for the 40%. Meaning that softcap can even exceed being twice as good as 40%.
Many toons find it unnecessary to reach softcap for their play experience, while others still have it as their main goal for a build.
Regarding positional vs typed: I good guideline to follow is build whatever is easier for your toon to hit high levels with. ie if you have frozen armor as an epic choice that already gets you ~half way to 45% s/l maybe take a look at that rather than building for positions from scratch.
Lastly, teams often easily offer ways to go far beyond softcap for many builds and also don't be afraid of inspirations. For instance, being at about 32.5% def is 1 small purple away from softcap, don't be afraid to use it. My fire/sr scrap is currently in that boat, so I'll pop an insp and can tank +2's for a full team. ya it will be softcapped on his own eventually, but for now use the tools available.
But we all know that the RNG can be a cruel mistress. Def can be streaky, resistance on the other hand is always steady and consistent in its performance. I don't think the devs overvalue resistance, it is very good. I think they undervalue defense personally and that's why it is so much easier to boost defense
Numbers over twelve are witchcraft. Nobody I know has that many fingers.
But I agree, this ought to be a guide. The thing about defense is that, at least before the soft cap, adding even a little adds a large benefit. 3% defense is worth pursuing. 3% resistance is a joke.
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