What of Resistance?


Aett_Thorn

 

Posted

Thanks Serrate. I just wanted to be sure as I was trying to follow the thread and usually I am wrong. Thanks to all for a great thread with great explanations.


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

 

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I have a simple request. Make orange pills more effective. Barring defense debuffs, a small purple pill offers more mitigation than a large orange pill.

That's beyond stupid...


 

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Originally Posted by JuliusSeizure View Post
I have a simple request. Make orange pills more effective. Barring defense debuffs, a small purple pill offers more mitigation than a large orange pill.
That depends. Specifically, it depends on how much of each mitigation type you already have. Whichever you have more of may make a big difference in which one helps your survival more.

The devs have always seemed loathe to allow people who already have DR get a lot more. In contrast, they seem comparatively willing to let people who have no defense get a fair bit of it, and a people who have a lot of it get a lot more. All you have to do is look at defensive vs. resistance set bonuses in IOs to get a feel for that.

This is supposition, I've always figured this is because DR "always works" in the sense that there's no random behavior involved in its mitigation, while even being defense capped you can still get slapped silly if the RNG doesn't come down on your side.


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

 

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Quote:
Originally Posted by UberGuy View Post
This is supposition, I've always figured this is because DR "always works" in the sense that there's no random behavior involved in its mitigation, while even being defense capped you can still get slapped silly if the RNG doesn't come down on your side.
Not only that, but it's much easier and more frequently broken through by things like def debuffs and tohit buffs. Autohit powers(Romulous' Nictus, Chill of the Night) are more common than unresistible damage (Manticore's Teleport Arrow).


 

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Originally Posted by Bill Z Bubba View Post
Conclusion? There's far too much defense available from Set bonuses.
Agreed.

EDIT: Dangit...forgot to add the "No, there are no current plans on changing this." anti-hyteria disclaimer.


 

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Originally Posted by StratoNexus View Post
Are NPC criticals unresistable damage?
A very few are marked Ignore Resistance. The vast majority are Resisted, however.


 

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Originally Posted by Castle View Post
Agreed.

EDIT: Dangit...forgot to add the "No, there are no current plans on changing this." anti-hyteria disclaimer.
So...wait. You agree that there are far too many options for Defense from set bonuses, but aren't going to change it?

May I ask why? Or at least can you tell us why there are far fewer options for Resistance?


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

 

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Quote:
Originally Posted by Aett_Thorn View Post
So...wait. You agree that there are far too many options for Defense from set bonuses, but aren't going to change it?

May I ask why? Or at least can you tell us why there are far fewer options for Resistance?
This interests me as well.

Edit: More specifically i'm interested in why resistance options are far more limited.


Dr. Todt's theme.
i make stuff...

 

Posted

Quote:
Originally Posted by Aett_Thorn View Post
So...wait. You agree that there are far too many options for Defense from set bonuses, but aren't going to change it?

May I ask why? Or at least can you tell us why there are far fewer options for Resistance?
My guess would be that it is either his personal opinion that there are too many options for defense which is not necessarily shared by his colleagues, or that he feels that there should have been less of that sort of thing from the very beginning but now reducing those would constitute a major nerf to far too many characters.


"I reject your reality and substitute my own!" Adam Savage from Mythbusters

 

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Quote:
Originally Posted by UberGuy View Post
That depends. Specifically, it depends on how much of each mitigation type you already have. Whichever you have more of may make a big difference in which one helps your survival more.
Most certainly, which is why I'd like to see orange pills increased.

The effect of a single small purple for Ninjitsu, Energy Aura, Ice Armor, Super Reflexes, Invulnerability, Shield Defense, et. al. is far more potent than a large orange pill on ELA, Dark Armor, and Fire Armor.

Defense sets that I play are able to buy more mitigation from the store than my resist toons can get randomly from killing bosses. That's absurd.


 

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Quote:
Originally Posted by Castle View Post
A very few are marked Ignore Resistance. The vast majority are Resisted, however.
Example: Manticore's Teleport Arrow (may be wrong but I think the knockback and damage are both non-resistible)


 

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Quote:
Originally Posted by Aett_Thorn View Post
So...wait. You agree that there are far too many options for Defense from set bonuses, but aren't going to change it?

May I ask why? Or at least can you tell us why there are far fewer options for Resistance?
I think he just wanted to make sure people know he is not planning on nerfing IO defense.

I would not be so sure about GR content being loaded with ToHit and -def, though.


 

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Originally Posted by Zengar View Post
My guess would be that it is either his personal opinion that there are too many options for defense which is not necessarily shared by his colleagues, or that he feels that there should have been less of that sort of thing from the very beginning but now reducing those would constitute a major nerf to far too many characters.
A bit of both.


 

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Originally Posted by Castle View Post
A bit of both.
does this mean that there will be efforts to add pump 4 and pump 5 resist buffs to upcoming IO sets? Or will that just get a Shut up Sai?


 

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Originally Posted by JuliusSeizure View Post
Defense sets that I play are able to buy more mitigation from the store than my resist toons can get randomly from killing bosses. That's absurd.
Defense sets that you play can likely achieve more average mitigation from their defense powers than your resist characters can get from their resists alone. This comparison is largely only valid within the same AT, and isn't counting things like attacks that bypass either, such as "positionless" attacks against SR or Psi against Invulnerability.

My point was that defense is pretty much allowed to achieve higher heights, period. The whole thing with DR inspirations is just a manifestation of that.

Fundamentally, your "resist toons" (which are actually not really existent now Electric Armor has a heal/regen power) have the same access to +defense as everyone else. If you aren't nuts about how they perform you can always slather defense all over them. Indeed, Defense and +regen or a self heal stack very nicely with solid resists. Just ask my Invuln Scrapper!


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

 

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Quote:
Originally Posted by Schismatrix View Post
Edit: More specifically i'm interested in why resistance options are far more limited.
I don't know if this is the reason they consider important, but if it's unwise to have "too much" of one, it's even worse to allow both to have "too much" available. If you have easy access to high defense and high DR, you drive everyone's net mitigation up multiplicatively.

If they had to make just one of them widely available, I actually prefer they made it defense. Positional defense always just comes down to three positions, while even after the recent set bonus pairing, resistance still comes down to five categories (L/S, F/C, E/N, Psi and Toxic). Even if they oddly combined Psi and Toxic into one category, positional defense would win out on ease of build.

Also, more characters have access to more sources of positional defense, even if they don't have mitigation powers in their powersets. Things like Hover/CJ, Weave, various PBAoE buff powers like Steamy Mist and Bubbles. There are a lot of places that have defense already. (It seems likely that removing or reducing that existing defense to make room for +defense set bonuses would be received extremely poorly by those who do not use IOs.)

So for the sake my own characters, I prefer that defense be the one there's "too much" of. Even if they are characters who depend on a lot of resistance in their powersets.


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

 

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Quote:
Originally Posted by je_saist View Post
does this mean that there will be efforts to add pump 4 and pump 5 resist buffs to upcoming IO sets? Or will that just get a Shut up Sai?
The important set bonuses to increase are the +movement ones. They should all be bumped up by 50%.

(Hey, its important to me... )


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.

 

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Quote:
Originally Posted by UberGuy View Post
Positional defense always just comes down to three positions, while even after the recent set bonus pairing, resistance still comes down to five categories (L/S, F/C, E/N, Psi and Toxic). Even if they oddly combined Psi and Toxic into one category, positional defense would win out on ease of build.
I always thought they should add half the resistance value of all the others to each resist bonus.

If something gives 1.88% Res to Fire/Cold, it should give 0.94% Res to all the others.

I was amazed when they did that (to a limited extent) with Defense, since defense was already ubiquitous, but as an Inv player, I do appreciate that they did it.

I am still moderately confused how 1 Def = 2 Res, but all the set bonuses seem to be designed as if that formula was inverted.


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 StratoNexus View Post
I always thought they should add half the resistance value of all the others to each resist bonus.

If something gives 1.88% Res to Fire/Cold, it should give 0.94% Res to all the others.

I was amazed when they did that (to a limited extent) with Defense, since defense was already ubiquitous, but as an Inv player, I do appreciate that they did it.

I am still moderately confused how 1 Def = 2 Res, but all the set bonuses seem to be designed as if that formula was inverted.
You got it the wrong way, it's 1 Res = 2 Def (25 def is like having 50% resist, 45 def is like having 90% resist, etc.)

Looking at IOs magnitudes, I think the issue is precisely that this was not accounted for. If you look at a Tiny Smash/Lethal resist bonus is magnitude .0063 and a Tiny Smash/Lethal defense bonus is also .0063. Both use the Ones multiplier, though, and I think thats the biggest issue.

For all we know about balance, to be fair, the resist bonuses should be twice as strong as the defensive equivalent.

That is besides the point that they handed over way more def bonuses than resist bonuses.


 

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Quote:
Originally Posted by UberGuy View Post
Fundamentally, your "resist toons" (which are actually not really existent now Electric Armor has a heal/regen power) have the same access to +defense as everyone else. If you aren't nuts about how they perform you can always slather defense all over them.
No matter how you paint it fact is that defense benefits defense sets much more than it will ever benefit a resist or heal based set.

Quote:
Indeed, Defense and +regen or a self heal stack very nicely with solid resists. Just ask my Invuln Scrapper!
Invuln is mostly a defense set. It has some resistance (specially for smash/lethal) but it's mostly defense.


 

Posted

hey castle...nerf defense and gimmie some friggin s/l resistance bonus's already geeze

i dont care if you wanna nerf defense to do it...nothing i cant fix so do it.


however knowing my luck castle will place it in range powers only screwing tanks even more then they have


 

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Quote:
Originally Posted by Starsman View Post
No matter how you paint it fact is that defense benefits defense sets much more than it will ever benefit a resist or heal based set.
That depends entirely on how much defense you can get, and what AT you are.

With the right builds on a non-tanker, you can potentially achieve higher defense mitigation than any amount of resistance will ever give you, because of the lower resistance cap.


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

 

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Quote:
Originally Posted by StratoNexus View Post
Whoever made the set bonuses for defense and resistance went to the same school as you.
Not sure why you say that, set bonuses were designed on a fashion that assumes 1 def = 1 resist.

The amount of distributed defense, though, shows that whoever designed it (it may not necessarily be Castle) also figured that handing out defense was less dangerous than handing out resistance.

To an extent it's true. If a blaster caps defense, but gets hit by a single -def attack, the cascading failure will likely negate it all. A foe with any to-hit buffs also would eat through that defense as if it was not there.

With resistance, well, it's an inherent nature of resistance to resist resistance debuffs and other than irresistible damage nothing pierces through resist.

In the other hand, resistance tends to cover for part of mixed attacks, while defense can mitigate the full attack if it just happens to contain the type. But it does sound less dangerous to hand out a lot of def bonuses than hand out resist bonuses.

The problem really comes when builds that already relied on defense and therefore had defense debuff resistance, stack all this extra defense on top of their defenses. The entire defense debuff hole is null against these builds.

There are other reasons the devs hand out more def than resist when they do, example being in inspirations. The reason is that extremely low amounts of defense may amount to an intangible difference while even 5% resistance will make a tangible (albeit insignificant) difference on every blow. This was an old logic the devs used, though, and after GDN seemed to have been abandoned (look how weak pool defenses are.)