Why is reaching the soft-cap so important?
Excellent thread, thank you for the theorycraft.
Very good info I use this in all my builds
1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives
Defense shouldn't be considered the be all end all though, as many enemies in the game have really cheesie counters to defense. Earth mages from the CoTs come to mind, as those stupid quick sand patches are at least -20%ish defense, and Malta Gunslingers basically ignore defense for all intents and purposes. Getting an unlucky dark ring mistress debuff can ruin your day as those are -50%(!!) defense, anything with radiation will eat your defense numbers alive, gun fire (and those roman spears...) have -def to them, and the list goes on and on... And of course, there's always that 5% probability that an AV will just non challantly smush you in a single shot. |
Countering to_hit buffs (Nemesis Colonels come to mind) on the other hand are harder to counter, and are also applied directly against your defense.
The other thing to note is the "RNG"....I put it in quotes because it isn't wholely random. Well we're told it is. But there have been many tests done and showed that it isn't fully random, you will get times where a boss will hit you 5times in a row, and you'll miss it 8times in a row, when you have a 95% chance to hit them, and they have a roughly 7.5% chance to hit you. Granted there is a statistical probability of it happening (in this case about one in a trillion), but it happens far to often. The best all of us have come up with is that the PvE enemies have their own version of a streak breaker, but we haven't found an algorithm for it yet, but something to take into account.
Overall though, very good guide, kudos.
Good is the Enemy of Great
Hey Dechs, not sure you're checking in on your own thread anymore, but, if so, I have a couple questions about DEF which perhaps you'd be able to answer.
The first is pretty basic, and I'm reasonably confident I know the answer - but just to be certain - if your DEF exceeds the soft-cap, does that mean that any DEF debuffs are applied to the ACTUAL number, not the effective number? In other words, if I have DEF of 46.5%, effectively that's going to be 45%, of course, but when hit by a debuff, it comes off of the total of 46.5% - correct?
The second question is: what exactly are the effects of PvP on defense? When I go into Recluse's Victory, for example, my DEF numbers drop dramatically. Not being hip to all the particulars of PvP, I have no idea exactly what's going on there - is there a universal DEF reduction in PvP zones, is it due to some "which side is winning" buff/debuff thing, or something else entirely? Thanks in advance if you can answer this question!
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In other words, if I have DEF of 46.5%, effectively that's going to be 45%, of course, but when hit by a debuff, it comes off of the total of 46.5% - correct?
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The second question is: what exactly are the effects of PvP on defense?
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Suffice to say, PvP CoH is a different game than PvE CoH.
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Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
You are correct. This is why it is called a soft cap. Defense can be added after 45%, but it offers no practical benefit until other things start to interact with it (defense debuffs or tohit buffs). If it were a hard cap, any bonus above 45% would offer no benefit at all.
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In any case, thanks for the answers!
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Correct me if I'm wrong, but I'd been led to believe there was another reason it was called a soft-cap - that it was the maximum amount achievable by a character's OWN buffs. Buffs applied from OTHER sources can exceed the soft-cap amount (there is a hard-cap amount which cannot be exceeded by anything, I am told). Is that correct?
In any case, thanks for the answers! |
s
Correct me if I'm wrong, but I'd been led to believe there was another reason it was called a soft-cap - that it was the maximum amount achievable by a character's OWN buffs.
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(there is a hard-cap amount which cannot be exceeded by anything, I am told). |
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Correct me if I'm wrong, but I'd been led to believe there was another reason it was called a soft-cap - that it was the maximum amount achievable by a character's OWN buffs.
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It has nothing to do with where the buffs come from, and everything to do with the point at which the majority of the benefits disappear.
Edit: Damn do I feel slow.
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
Just roll up a super reflexes scrapper and pop an enhanced elude, and you'll see numbers much higher than 45%.
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I always knew that the Combat Attributes numbers don't go blue until you hit the hard cap. I do know a LITTLE about this game!
Anyway, thanks for clearing up how it REALLY is!
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Out of curiousity, what would be the minimum amount of Defense needed to acheive nigh soft-cap like survival when you combine the Defense with other kinds of Migitation?
It's easiest to answer that with regards to Def vs. Resistance. One point of defense mitigates the same amount of damage as 2 points of resistance, but only when both actually apply to the attack. For example, a tank capped at 90% smashing resist is going to take full damage from the energy portion of an energy blast and 10% of the smashing portion. He'll take full damage from most electric blasts. The character with 45% ranged OR energy defense will only be hit 5% of the time from those same attacks though, and therefore will average 5% of the damage at all times.
And of course that ignores the fact that no amount of damage resistance will ever stop debuffs or mezzes, while an attack that misses won't do any damage or secondary effects.
Other forms of mitigation, such as regeneration, knockdown, or holds are nearly impossible to gauge a "relative equivalency" to defense, because there are too many variables, and changing the accuracy or recharge of an AoE hold (for example) can drastically change how effective it is at stopping damage.
@Roderick
Where this gets really mean is if you take a tanker build that already has pretty decent resistances, than throw on some extra defense for good measure. A tank running granite armor who has been "tricked out" with 25% m/r/a defense is statistically twice as tough as one without. My ninja/ninja stalker, who's only notable weakness is not quite being capped on AOE, is neigh unkillable in most of the PVE content in the game. That is until she gets that unlucky hit streak, which in that case I aggro dump and flee.
Defense shouldn't be considered the be all end all though, as many enemies in the game have really cheesie counters to defense. Earth mages from the CoTs come to mind, as those stupid quick sand patches are at least -20%ish defense, and Malta Gunslingers basically ignore defense for all intents and purposes. Getting an unlucky dark ring mistress debuff can ruin your day as those are -50%(!!) defense, anything with radiation will eat your defense numbers alive, gun fire (and those roman spears...) have -def to them, and the list goes on and on...
And of course, there's always that 5% probability that an AV will just non challantly smush you in a single shot.
The truth is the solution from an equation of lies. ~Maileah Kirel