What of Resistance?


Aett_Thorn

 

Posted

Quote:
Originally Posted by Blood Spectre View Post
No it isn't. There exists and upper level of difficulty in the game. It is there for people who can play it. As long as there exists more difficult options, then there should be builds that can survive at that difficulty. I think it would be better to make more builds capable of hitting the greater challenges, as opposed to the proposition that there should be less. The only real reasons to disagree with me are apathy and selfishness, neither of which do I consider a valid argument.
I am selfish. I want Weave to be better on my blaster than it currently is. I have zero problems admitting it. I don't care how many soft-cap builds have to die (including my own) in order to achieve that dream.

A "busted" mechanic being used well by the player base is not a good argument against change, IMO. I have zero problems with what soft-capped builds can do, despite the fact that it is not truly intended behavior. I'd have zero problems if those feats were still very possible after the defense mechanic was done properly. As a matter of fact, I'd hope those feats were now possible by substantially more builds, done in a wider variety of ways.


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

Posted

Did not read the whole thread, but was looking at some of this the other night myself and I came to the opposite conclusion.

1.) Any AT can pretty much softcap through pool powers, APPs (alot of squishies get a basic armour), and set bonuses. So resistance characters have a advantage.

My Invul scrapper has 25-30% defenses (BEFORE Invincibilty). Also has 70% SL and 30-40% energy and element resists. Jumping into a big mob will softcap my defense AND what little does get through, gets reduced further my resists. With Siphon life (dark melee) and the heal globals in health, health, and regen bonuses, he heals back good too. He is a good all-around.

Defenese based sets are one-trick wonders, and have no way to mitigate the 5% that will still come in when soft capped.


 

Posted

Quote:
Originally Posted by CaptSammy View Post
Did not read the whole thread, but was looking at some of this the other night myself and I came to the opposite conclusion.

1.) Any AT can pretty much softcap through pool powers, APPs (alot of squishies get a basic armour), and set bonuses. So resistance characters have a advantage.
Which squishies are resistance based and yet get a basic APP armor that grants defense? Sonic Resonance characters with Tough are the only ones I can think of, and most of them would choose an APP that can stack resistances.

Quote:
Originally Posted by CaptSammy View Post
My Invul scrapper has 25-30% defenses (BEFORE Invincibilty). Also has 70% SL and 30-40% energy and element resists. Jumping into a big mob will softcap my defense AND what little does get through, gets reduced further my resists. With Siphon life (dark melee) and the heal globals in health, health, and regen bonuses, he heals back good too. He is a good all-around.

Defenese based sets are one-trick wonders, and have no way to mitigate the 5% that will still come in when soft capped.
Invuln is one of the sets that is "unfairly" benefited because it can soft-cap pretty easily. The fact that is has layered mitigation is indeed its primary strength. The only set that might fit the one-trick wonder definition is SR. And even it has the best defense debuff resistance so its "one trick" works better for it than others, but it also has +speed, +recharge, and scaling resists.


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

Posted

Quote:
Originally Posted by Blood Spectre View Post
No it isn't. There exists and upper level of difficulty in the game. It is there for people who can play it. As long as there exists more difficult options, then there should be builds that can survive at that difficulty. I think it would be better to make more builds capable of hitting the greater challenges, as opposed to the proposition that there should be less. The only real reasons to disagree with me are apathy and selfishness, neither of which do I consider a valid argument.
No, there are other reasons. Neither of which deal with apathy or selfishness. Bumping everything up, or even most things up, leads to power creep. Basically, the bulk of the game becomes too easy, and then needs to be bumped up itself to maintain some sort of challenge. Thus, you've just created a new baseline, but at the expense of all of the work involved to do so. Meanwhile, bumping a few things down to bring them closer to what other sets can do is much, much easier, and takes much less time.

That does not mean that nothing should be bumped up, just that a trend of ONLY bumping things up is a bad idea, as it's a neverending cycle.


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

Quote:
Originally Posted by Aett_Thorn View Post
That does not mean that nothing should be bumped up, just that a trend of ONLY bumping things up is a bad idea, as it's a neverending cycle.
I had a big post with some analogies explaining why this concept is bad if you want to go look for it.

EDIT: Here you go, I found it for you. http://boards.cityofheroes.com/showp...3&postcount=34


Quote:
Originally Posted by PRAF68_EU View Post
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.

 

Posted

Quote:
Originally Posted by Aett_Thorn View Post
No, there are other reasons. Neither of which deal with apathy or selfishness. Bumping everything up, or even most things up, leads to power creep. Basically, the bulk of the game becomes too easy, and then needs to be bumped up itself to maintain some sort of challenge. Thus, you've just created a new baseline, but at the expense of all of the work involved to do so. Meanwhile, bumping a few things down to bring them closer to what other sets can do is much, much easier, and takes much less time.

That does not mean that nothing should be bumped up, just that a trend of ONLY bumping things up is a bad idea, as it's a neverending cycle.
There are more builds that can not run at the upper tiers of difficulty now (with the advent of additional difficulty options in I-16) than there are ones that can. So I think a general boost would be in order.



Paragon Unleashed, Unleash Yourself!

 

Posted

Quote:
Originally Posted by Blood Spectre View Post
There are more builds that can not run at the upper tiers of difficulty now (with the advent of additional difficulty options in I-16) than there are ones that can.
Mmhm.
Quote:
So I think a general boost would be in order.
You would think that, yes.

I think that the new difficulty options are throwing certain enormous performance disparities from a relatively small number of builds into sharp relief. I think that calling for across-the-board buffs so that everybody performs on the level of a few outliers is not likely to get you the result you intend, for exactly the reasons Aett laid out.

And as mentioned above, I think that if the devs had it to do all over again, they never would have built the defense/resistance model around additive scaling toward an exponentially increasing benefit. I think that they continually weigh the costs and benefits of revisiting that early decision.


@SPTrashcan
Avatar by Toxic_Shia
Why MA ratings should be changed from stars to "like" or "dislike"
A better algorithm for ordering MA arcs

 

Posted

Quote:
Originally Posted by Blood Spectre View Post
There are more builds that can not run at the upper tiers of difficulty now (with the advent of additional difficulty options in I-16) than there are ones that can. So I think a general boost would be in order.
If you think that the new benchmark for a character to be at is running at +4/+8, then I think we've got bigger problems on our hands.

If characters get bumped up to that new level, people are going to be able to increase themselves to make that not much of a challenge. Then, you need additional difficulty levels. Then, you need new ways for characters to be able to handle those difficulty levels, then you need to bump up whatever ATs can't get there, and then you do everything over, and over, and over again.


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

Quote:
Originally Posted by Aett_Thorn View Post
If you think that the new benchmark for a character to be at is running at +4/+8, then I think we've got bigger problems on our hands.
Yeah, since if everyone could handle +4/x8, there would be no possible way to make content challenging for even 2-man teams, much less 8-man.


Quote:
Originally Posted by PRAF68_EU View Post
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.

 

Posted

For clarity's sake I am not calling for across the board buffs. I'm just saying that would be preferable to what was suggested earlier, which was reworking the entire defense system we have. If we were starting from zero, maybe it could be done better. But take a long hard look at PVP if you want to see what happens when we decide to build anew something that basically works already. Not that I mind new PvP. I didn't mind old PvP either. But I can't find anyone who thinks the changes have grown the PvP audiance. I'm not looking to repeat that sort of thing in regulal game play.

I'm just saying look, we enjoy a wonderful diversity of options in this game. I can't think of an MMO that has such variety in it's classes. But if you start smashing down the outliers, then you sort of push people who want to perform at the peak of the game's challenges down very narrow roads. It's a path just as harmful to our wonderfully diverse game as power creep would be.

Obviously, the decisions about Defense were well thought out, and have been for a long time. If they weren't, there is just no way they would have made VEATS the way they are, for example. A couple of them can soft cap an entire team without even using IOs. Clearly, defense is working the way they want it to. And again, there are more than a few enemies that just utterly ignore it, so I think it's okay if it is very good aside from those kryptonite mobs.

The real problem is that it's so much easier to cover yourself when only dealing with three positions for defense, rather than having to use typed resistance, which requires a much broader amount of protection, and has less options. I agree with people's assesments that in general, resistance is undervalued. I'd like to see it made better regardless of what happens to defense. I think that way back when this was all designed there was the thought that since resistance was less vulnerable to the vagaries of the RNG, that it's consistancy would balance it out against the randomness that defense offers. I don't believe however that it played out that way, just that someone thought it would.

I really think in this specific scenario a boost to resistance is called for. Or at least far more called for than a nerf to defense. And I should point out that I have and play characters at the far outliers of both types of protection, and I do enjoy and do well with both of them.



Paragon Unleashed, Unleash Yourself!

 

Posted

Quote:
Originally Posted by Dispari View Post
Yeah, since if everyone could handle +4/x8, there would be no possible way to make content challenging for even 2-man teams, much less 8-man.

That's not what I am asking for.



Paragon Unleashed, Unleash Yourself!

 

Posted

I'd like to start by reaffirming that I doubt that the devs wish to revisit defensive scaling at this point in time, and that there are compelling reasons for them not to do so. However, there's something in what you said that kind of poked me right in the eye.

Quote:
Originally Posted by Blood Spectre View Post
But if you start smashing down the outliers, then you sort of push people who want to perform at the peak of the game's challenges down very narrow roads.
Isn't an outlier, by definition, a narrow road to a performance peak? Hammering down outliers creates a broad, flat performance band that doesn't privilege one particular choice above others.

Let me be clear that I don't have any objection to optimizing play, and I don't have a problem with performance disparities created by intelligent choices. What I do think is unhealthy is when certain choices lock you completely out of certain bands of performance, no matter what choices you make from then on, especially if those choices are irrevocable and frequently made in a state of ignorance as to their consequences. Since the alternative to this basically amounts to "you should have read the forums before you rolled your first character" and/or "you should never roll this combo, even if you like the sets, because it will always suck", I don't think it's an unreasonable line to draw.

(I also note that this line does not translate to "everybody should be able to solo at +4/x8 or nobody should". What it does mean is that any AT/set combo should have some route into a high performance band, whether that be via soloing, teams, or some other context. There are several ways in which this goal is arguably undermined - a few that spring immediately to mind are the supremacy of AoE over ST, the ongoing issues with offense/defense/assist specialist ATs who may or may not be overpaying for their specialties, the design of the Mastermind AT as a complete team in miniature, etcetera.)


@SPTrashcan
Avatar by Toxic_Shia
Why MA ratings should be changed from stars to "like" or "dislike"
A better algorithm for ordering MA arcs

 

Posted

The only way I think they could make Defense less effective without hampering gameplay to a huge degree is to cap defense to 40% (though, let the extra beyond that eat up debuffs) on Scrappers and Brutes and 35% on everything else while simultaneous introducing a lot more and bigger resistance bonuses into sets. This would allow current build tweakers to get the same levels of mitigation by layering defense and offer different paths for other toons. I don't think increasing Scrappers' resistance cap would hurt either. In fact, I wouldn't be opposed to Tanks getting theirs bumped up to 95% to match the mitigation of 45% defense.


 

Posted

Quote:
Originally Posted by BlackBellatrix View Post
The only way I think they could make Defense less effective without hampering gameplay to a huge degree is to cap defense to 40% (though, let the extra beyond that eat up debuffs) on Scrappers and Brutes and 35% on everything else while simultaneous introducing a lot more and bigger resistance bonuses into sets. This would allow current build tweakers to get the same levels of mitigation by layering defense and offer different paths for other toons. I don't think increasing Scrappers' resistance cap would hurt either. In fact, I wouldn't be opposed to Tanks getting theirs bumped up to 95% to match the mitigation of 45% defense.
(*) Woah, full stop. That would have a gigantic ripple effect. Any character that is currently softcapped would end up taking 2-3 times as much damage as before. I'm not just counting IOs, either. The simplest example is lucks. A very squishy character like a Blaster could not eat 4 lucks to get through a hard fight, for example. There are a lot of situations like that, too. Force Field, Cold Dom, Arctic Air, VEATs, Maneuvers, etc.

I'm not sure exactly how the game stores its variables, but such a low hard cap on def could bring up another problem - mobs with +tohit / -def. Currently, players can get extra def above the softcap to act as a buffer against +tohit / -def. If they were hardcapped at 35% / 40% def, they wouldn't be able to raise their def higher to act as a buffer.

I know you mentioned adding more / higher magnitude res bonuses, but that's not the same thing. A character going from 45% def to 40% def would need 50% res to make up the difference. Dropping from 45% def to 35% def would necessitate 75% res (current cap for most ATs) to have the same mitigation.

(*) First, 90% res offers as much mitigation as 45% def already, raising the res cap from 90% to 95% would be the equivalent of having a def soft cap of 47.5%. As mentioned by others, current mitigation curves don't increase linearly. That "small" 5% increase in the res cap would be doubling the effective max mitigation. For example, instead of a tower buffed Lord Recluse hitting a tank for 580 dmg with Energy Smash (KO Blow), it would only hit for 290 dmg. Keep in mind the raw damage of that attack (with the Red Tower up) is 5800.

For similar (but less extreme) reasons, I think that raising the res cap for Scrappers would be a good idea.

---

I'm not saying a change in def/res mechanics will never take place, but there is no way I'd call it minor. I'd consider it a huge change that I wouldn't make without thinking it through very thoroughly... several times over.


 

Posted

Quote:
Originally Posted by Sarrate View Post
I'm not saying a change in def/res mechanics will never take place, but there is no way I'd call it minor. I'd consider it a huge change that I wouldn't make without thinking it through very thoroughly... several times over.
Absolutely. Every power, PC and NPC, that buffs or debuffs Defense and To-hit (and maybe even Accuracy) would have to be looked at and most would need some kind of change. It is a big undertaking and there is no quick fix. Slowly introducing the Elusivity mechanic with new powers and some changes like were made to Focused Accuracy are probably how we will be weaned off the current Defense/To-hit mechanics. I have time.

Power Customization. Server-less environment. Weave is useful without a lot of other +Defense. I can wait.


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

Posted

Quote:
Originally Posted by Sarrate View Post
(*) Woah, full stop. That would have a gigantic ripple effect. Any character that is currently softcapped would end up taking 2-3 times as much damage as before. I'm not just counting IOs, either. The simplest example is lucks. A very squishy character like a Blaster could not eat 4 lucks to get through a hard fight, for example. There are a lot of situations like that, too. Force Field, Cold Dom, Arctic Air, VEATs, Maneuvers, etc.

I'm not sure exactly how the game stores its variables, but such a low hard cap on def could bring up another problem - mobs with +tohit / -def. Currently, players can get extra def above the softcap to act as a buffer against +tohit / -def. If they were hardcapped at 35% / 40% def, they wouldn't be able to raise their def higher to act as a buffer.
I know that with Adrenalin Boost and the RAs, on my Empathy duo, I get past the recovery cap but when I Nuke, it treats as if it takes the amount of recovery off my whole buff amount rather than just my Cap.

Quote:
Originally Posted by Sarrate View Post
I know you mentioned adding more / higher magnitude res bonuses, but that's not the same thing. A character going from 45% def to 40% def would need 50% res to make up the difference. Dropping from 45% def to 35% def would necessitate 75% res (current cap for most ATs) to have the same mitigation.
I'm not sure that's neccessarily a bad thing but I could be wrong in terms of what the new expansion will bring for challenging content. I know releases has said that our end game characters will be able to get even MORE powerful so hopefully they come out with my challenge. My Fire/Kin with soft-capped S/L defense is much more sturdy than I think his role as a 'support' character would neccessitate.

I know my Archery/MM Blaster will have little to worry about when I soft cap his Ranged Defense as well.

Quote:
Originally Posted by Sarrate View Post
(*) First, 90% res offers as much mitigation as 45% def already, raising the res cap from 90% to 95% would be the equivalent of having a def soft cap of 47.5%. As mentioned by others, current mitigation curves don't increase linearly. That "small" 5% increase in the res cap would be doubling the effective max mitigation. For example, instead of a tower buffed Lord Recluse hitting a tank for 580 dmg with Energy Smash (KO Blow), it would only hit for 290 dmg. Keep in mind the raw damage of that attack (with the Red Tower up) is 5800.
Doesn't 45% Defense floor mobs chance of hitting you at %5, effectively giving you 95% mitigation (on most circumstances). That would make it just as effective as a 95% res cap as well, would it not?


Quote:
Originally Posted by Sarrate View Post
For similar (but less extreme) reasons, I think that raising the res cap for Scrappers would be a good idea.

---

I'm not saying a change in def/res mechanics will never take place, but there is no way I'd call it minor. I'd consider it a huge change that I wouldn't make without thinking it through very thoroughly... several times over.
I just consider it more minor than other potential changes like removing/reducing IO set bonuses or raising the native hit chance of mobs.

I do think Res caps for the ATs should be more like 95% for Tankers, the current 90% or even 85% for Brutes and 85% for Scrappers, if they do add more Res bonuses.


 

Posted

Quote:
Originally Posted by BlackBellatrix View Post
Doesn't 45% Defense floor mobs chance of hitting you at %5, effectively giving you 95% mitigation (on most circumstances). That would make it just as effective as a 95% res cap as well, would it not?
No, there's a subtle trick here. 95% evasion means you only get hit 5% of the time, meaning incoming damage is reduced by 95%. But that's because all enemies only hit 50% of the time to start with. That's why you only need +45% to cap.

A character with 90% RES reduces all incoming damage by 90%. But also dodges half the time because of the base accuracy of enemies. So 90% only getting hit half the time is 95% mitigation.


Quote:
Originally Posted by PRAF68_EU View Post
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.

 

Posted

Quote:
Originally Posted by Dispari View Post
No, there's a subtle trick here. 95% evasion means you only get hit 5% of the time, meaning incoming damage is reduced by 95%. But that's because all enemies only hit 50% of the time to start with. That's why you only need +45% to cap.

A character with 90% RES reduces all incoming damage by 90%. But also dodges half the time because of the base accuracy of enemies. So 90% only getting hit half the time is 95% mitigation.
Doh! I feel so retarded.


 

Posted

I was 90% done writing this post and I hit Back, losing all of it. Grrr... Let's try this again... this time, with Notepad!


Quote:
Originally Posted by BlackBellatrix View Post
I know that with Adrenalin Boost and the RAs, on my Empathy duo, I get past the recovery cap but when I Nuke, it treats as if it takes the amount of recovery off my whole buff amount rather than just my Cap.
I said could to emphasize that I could be wrong. Since I don't know how it is implemented, it could go either way. Until this knowledge is made available to us, we can't jump to conclusions about how it would work. It's a very real concern.

(I just thought of a way to test it, followed by the realization it wouldn't work due to diminishing returns in PvP. D'oh!)

Quote:
Originally Posted by BlackBellatrix View Post
I'm not sure that's neccessarily a bad thing but I could be wrong in terms of what the new expansion will bring for challenging content. I know releases has said that our end game characters will be able to get even MORE powerful so hopefully they come out with my challenge. My Fire/Kin with soft-capped S/L defense is much more sturdy than I think his role as a 'support' character would neccessitate.

I know my Archery/MM Blaster will have little to worry about when I soft cap his Ranged Defense as well.
As I mentioned before, a character dropping from 45% def to 40% def would require 50% res to achieve the same mitigation as before. That means for the cost of 1 power (CJ) and 1 IO (Steadfast) you'd need to get +50% res. I highly doubt the devs would ever make it that easy to stack that much resistance. Remember, characters dropping from 45% to 35% would need 75% res. (To make things worse, it would make some sets unable to attain the same mitigation. Invuln, for example, would be pretty badly hit by this. It could require as much as 85% s/l res.)

Further, just because you'd have the same mitigation doesn't mean it would be identical in gameplay. One big example I can think of off the top of my head is debuff admitance. A character would be looking to soak up two to three times as many end drains, slows, etc. The worst of all of them would be def debuffs (which would make cascade failure much more of a problem) and mezzes (that would normally be deflected).

(There was something else, but I can't remember what it is. )

Quote:
Originally Posted by BlackBellatrix View Post
I just consider it more minor than other potential changes like removing/reducing IO set bonuses or raising the native hit chance of mobs.

I do think Res caps for the ATs should be more like 95% for Tankers, the current 90% or even 85% for Brutes and 85% for Scrappers, if they do add more Res bonuses.
Okay, it would be a minor change to make, but the implications on gameplay would be anything but minor.

Again, I vehemently disagree with raising the res caps due to the non-linear way def/res scale in this game. It's just asking for trouble.

Quote:
Originally Posted by BlackBellatrix View Post
Doh! I feel so retarded.
Don't worry about it - defense mechanics aren't exactly intuitive.


 

Posted

Quote:
Originally Posted by Sarrate View Post

As I mentioned before, a character dropping from 45% def to 40% def would require 50% res to achieve the same mitigation as before. That means for the cost of 1 power (CJ) and 1 IO (Steadfast) you'd need to get +50% res. I highly doubt the devs would ever make it that easy to stack that much resistance. Remember, characters dropping from 45% to 35% would need 75% res. (To make things worse, it would make some sets unable to attain the same mitigation. Invuln, for example, would be pretty badly hit by this. It could require as much as 85% s/l res.)
75% and not 66 2/3%? Since it's non-linear, do we know how to predict res/def equivolence? I tried looking on Wiki and Arcana's old guild but there is nothing helpful.


Miss Arc #147491: Rise of Bedlam
AKA Iron Smoke @Champion Server

 

Posted

Quote:
Originally Posted by Dispari View Post
No, there's a subtle trick here. 95% evasion means you only get hit 5% of the time, meaning incoming damage is reduced by 95%. But that's because all enemies only hit 50% of the time to start with. That's why you only need +45% to cap.

A character with 90% RES reduces all incoming damage by 90%. But also dodges half the time because of the base accuracy of enemies. So 90% only getting hit half the time is 95% mitigation.
45% Defense reduces incoming damage by 90%, not 95%. That's why, with the soft cap in place, against even-level minions, 1% Defense = 2% Resistance.

Reducing it to include the 50% hit rate of the mobs is a bit weird. With 90% Resistance, you are going to take 10% of the damage you would have with 0% Resistance. You are not taking 95% less damage, but 90% less damage. Thus, you have 90% mitigation to the damage you'd otherwise be taking.


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

Yeah, I've never been a fan of including the mob 50% base hit chance. I consider their miss rate as baked into their average damage delivery. I like to express damage mitigation as how much of what is delivered you actually mitigate or cancel, which means it doesn't include that 50% chance, because that's part of the delivery.


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

 

Posted

Quote:
Originally Posted by Aett_Thorn View Post
45% Defense reduces incoming damage by 90%, not 95%. That's why, with the soft cap in place, against even-level minions, 1% Defense = 2% Resistance.

Reducing it to include the 50% hit rate of the mobs is a bit weird. With 90% Resistance, you are going to take 10% of the damage you would have with 0% Resistance. You are not taking 95% less damage, but 90% less damage. Thus, you have 90% mitigation to the damage you'd otherwise be taking.
I know. Perhaps I didn't explain it very well. But you and I are both saying the same thing.

+45% DEF = 95% mitigation BECAUSE enemies miss 50% of the time to start with.

+90% RES = 95% mitigation BECAUSE enemies miss 50% of the time to start with.

EVERYONE starts off with 50% mitigation simply because base hit rate is only 50%.

Someone with capped defense only gets hit 5% of the time. They have GAINED 90% mitigation over the baseline. It's exactly the same as someone who has 90% RES. They've GAINED 90% mitigation. Both characters evade 95% of incoming damage. +45% DEF = 90% RES. I explained it with the basic 50% hit rate because a previous poster was saying RES should cap at 95%.

To explain more. An enemy attacks you, going to do 100 damage.

A normal character takes an average of 50 damage because it only hits half the time.

Someone with +45% DEF takes 5 damage because it only hits 5% of the time. 100 * 0.05 = 5. They will take 100 damage when hit, but only be hit 5% of the time.

Someone with +90% RES takes 5 damage because it only hits half the time, and they reduce it by 90%. (100 / 2) * 0.1 = 5. They will take 10 damage when hit, but only be hit 50% of the time.


Quote:
Originally Posted by PRAF68_EU View Post
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.

 

Posted

Quote:
Originally Posted by Kractis_Sky View Post
75% and not 66 2/3%? Since it's non-linear, do we know how to predict res/def equivolence? I tried looking on Wiki and Arcana's old guild but there is nothing helpful.
Ah, you are correct, it would be 66%. That's insomnia and a cold talking.

If you want to compare the mitigation you get from def and res separately, all you need to do is def*2 and you'll get the equivalent res. Now, if you want to compare them mixed together:

Mitigation = 1 - (1 - res) * (1 - (def*2))

For example, in the example above we know we have 0% res and 45% def, so how much mitigation do we have (taking the long way)?

Mitigation = 1 - (1 - res) * (1 - (def*2))
Mitigation = 1 - (1 - 0) * (1 - (0.45 * 2))
Mitigation = 1 - (1 - 0.9)
Mitigation = 1 - 0.1
Mitigation = 0.9
90%


Now we know how much mitigation we need to equal (90%), how much def we'll have (35%), so much much res will we need?

Mitigation = 1 - (1 - res) * (1 - (def*2))
0.9 = 1 - (1 - res) * (1 - (0.35 * 2))
0.9 = 1 - (1 - res) * (1 - 0.7)
0.9 = 1 - (1 - res) * 0.3
0.9 - 1 = -(1 - res) * 0.3
-0.1 = (1 - res) * -0.3
0.1 / 0.3 = 1 - res
1/3 = 1- res
1/3 - 1 = -res
-2/3 = -res
2/3 = res
0.6666... = res

Quote:
Originally Posted by Aett_Thorn View Post
45% Defense reduces incoming damage by 90%, not 95%. That's why, with the soft cap in place, against even-level minions, 1% Defense = 2% Resistance.
Note, 1% def = 2% res for any mobs +5 or lower that don't possess tohit buffs or def debuffs. This only works in isolation, once you start mixing def and res, it's not clear cut.


 

Posted

It may be worthwhile to consider the way defense and resistance scale in terms of equivalent regeneration, which scales linearly. That is, when you add +100% to your regen rate, you can hold steady against twice as much incoming damage as before, and can survive twice as long against any fixed amount of incoming damage greater than your hold-steady point. Below about 25% defense or 50% regeneration, +def and +res compare poorly with +regen; after that point, things go through the roof. Note that resistance from powers tends not to reach 50% resistance to most damage types, while defense from powers quite regularly goes well above the 25% point.

Of course, as res debuffs are resisted by resistance, resistance fails linearly while defense fails exponentially (even worse than that, in fact, as reduced defense increases your exposure to further defense debuffs).

It would be interesting if the developers had started from a position of choosing an equivalent regeneration cap and then balancing power curves around that cap. This would have had many effects on the resulting game, the most obvious of which is that it would be possible to design balanced encounters (that is, encounters that would be equally difficult to overcome via any combination of passive mitigation) that no character could possibly survive on any amount of passive mitigation, such that active mitigation through healing, mez, positioning, debuffs etcetera would be necessary in certain situations. It would surely be a very different game.


@SPTrashcan
Avatar by Toxic_Shia
Why MA ratings should be changed from stars to "like" or "dislike"
A better algorithm for ordering MA arcs