What of Resistance?


Aett_Thorn

 

Posted

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Originally Posted by Castle View Post
Quote:
Originally Posted by Zengar
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.
This is why I suggested adding different options for SR scrappers to buy with inventions rather than overloading on defensive buffs, back when nerfs wouldn't have hurt anyone yet and you had a lot less colleagues.


There's also a related PvP reason: the invention system originally had tohit buffs, not accuracy buffs. Giving out tohit buffs usable in PvP without having a compensating way to buy defense buffs would not have been fair to defense sets. The patch to convert accuracy buffs to tohit buffs didn't enter the QA queue until I9 already went live.

Every second after go-live reduced the chances that the prevalent +Def buffs would be allowed to be radically reduced, because that would act to balance the few defense min/maxers at the expense of the vast majority of players with only a few defensive benefits not even stacked onto high pre-existing defense.

For all that players blame devs for radically changing MMOs at their whim, the truth is that more often than you might think - more often than even they are sometimes willing to admit - MMO devs do not get second chances.


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Originally Posted by Jabbrwock View Post
It was also partly due to two resistance-heavy sets, Invulnerability and Fiery Aura, actually functioning mostly properly at the beginning, while most of the defense based sets were burdened with horribly flawed mechanics like exclusive armors and powers strictly inferior to pool powers.
Technically, the reason that Invuln worked so well in the early days was that Invincibility was literally broken. It counted itself twice per tick, meaning that Invincibility could very easily give more Defense than Elude.


We'll always have Paragon.

 

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Originally Posted by NeverDark View Post
Technically, the reason that Invuln worked so well in the early days was that Invincibility was literally broken. It counted itself twice per tick, meaning that Invincibility could very easily give more Defense than Elude.
Originally, I believe invincibility's numbers were so high the stacking bug was irrelevant. It only became irrelevant after the devs tried to balance the power by significantly reducing it's numbers and it turned out that doing so seemed to have no effect: because invincibility's stacking behavior was soft-flooring invulns anyway.

Also, in the "early days" elude was, and I don't say thus lightly, a totally worthless power. If we got that power at level 2 or so it would have at least been a nice early travel power.

Of course, for me, the early days are the days before I2 elude. Or scrapper crits. Or level 41.


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Originally Posted by JuliusSeizure View Post
And of course defense stacks well with Invulnerability-- it's has an incredibly potent defense skill that scales with the amount of enemies nearby.
"Incredibly potent" is a bit much unless you're playing a Tanker.


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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Originally Posted by UberGuy View Post
"Incredibly potent" is a bit much unless you're playing a Tanker.
Indirectly, yes. On a more direct level, the potence of the per-enemy defense buffs from Invincibility depends a lot on how much other defense you already have. Herding up enemies to go from 10% to 20% defense is hardly worthwhile: you've multiplied incoming damage by a significant amount for an effective mitigation increase of only 42%. Using the same herd to go from 20% to 30% results in a mitigation increase of 83%, and going from 30% to 40% results in a 250% increase. This increase, incidentally, is a multiplier on the mitigation you are already getting from resistance.

So really, the utility of Invincibility rests only indirectly on the AT difference, and more directly on the amount of defense already in the build before the scaling def kicks in.

(Incidentally, it's worth noting that set bonuses to defense and resistance are not affected by AT mods. As the AT mod goes down, at a certain point it starts to become more efficient to slot less potent powers for set bonuses than for actual effect. It's also worth noting that the same is never true for damage bonuses, since slotted +dam and global +dam all work off the same base damage value. The way one gets around this limitation is via procs...)


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Yeah, Invince started (if I recall) at something like 10% per badguy. (I don't know hwo got that number or how.) Unslotted. For a Scrapper. Tanks would be higher.

... I remember Dr. Anvil saying "Yeah, I noticed that the damage I was taking went down from 200 guys to about 10 or so, then it would sometimes go back up a little."


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Posted

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Originally Posted by SpittingTrashcan View Post
So really, the utility of Invincibility rests only indirectly on the AT difference, and more directly on the amount of defense already in the build before the scaling def kicks in.
But that's true of any defense, whether it comes from in AT/powerset choices or not, and isn't really very informative to point out when talking about Invulnerability itself.

My point was that, on its own, the Tanker version, because of its higher melee defense buff modifiers, gets more for each foe, and therefore is a stronger effect - strong enough to possibly qualify as "incredibly potent". The Scrapper version, not so much, IMO.


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

And my point is that the way defense scales means that the amount of defense you start from has a much greater effect on the potence of the Invince bonus than the actual amount of the bonus. That's what makes Invincibility potentially "incredibly potent." The contrast here is not between Scrapper and Tanker Invuln as much as it is between Invince and RTTC. In the case of RTTC, if n identical enemies are killing you, n+1 will kill you faster - the additional regeneration from RTTC will not ever start to outstrip the additional DPS. In the case of Invince, once a certain defense value has been reached, it becomes safer to fight more enemies than fewer - at least up to 10, or the softcap, whichever comes first. That's what makes Invince enormously potent, and it's a quality that varies between Scrappers and Tankers only in the amount of non-variable defense needed.

That difference is approximately 10.3%.* I leave it as an exercise to the reader to figure out how difficult this is to achieve.

* Assuming Invince, Tough Hide, and Weave slotted for 1.55x def, and unslotted CJ.


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Posted

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Originally Posted by SpittingTrashcan View Post
* Assuming Invince, Tough Hide, and Weave slotted for 1.55x def, and unslotted CJ.
On both the Tanker and the Scrapper?

Edit: You really aren't seeing what I'm talking about. You don't have to have Invincibility to get that much defense. Obviously it helps, but there is nothing highly dramatic about the +defense values from Invincibility. It's pretty significant if you are talking about saturating it, but that's not trivial to do. At levels like 5 targets you it's comparable to two large defensive IO set bonuses, at least the positional ones. That precludes my considering it "incredibly potent" in this context.


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

Yes, on both Tanker and Scrapper. I'm giving the Tanker as much of a benefit from its superior mitigation modifier as I find reasonable; you could throw on Maneuvers and Hover if you want to find the absolute limit.

I think I'm not conveying my point successfully. Yes, it's possible to get an arbitrary fixed value of defense with or without Invincibility. What makes Invincibility uniquely potent, in my view, is that under certain circumstances its increasing mitigation outstrips the increasing threat from additional enemies. This is an extremely rare and valuable property for a power to have, and it's a property that both Tanker and Scrapper versions possess - while any fixed-value mitigation power, and even some scaling mitigation powers, do not. Hence the comparison to RTTC, which, although a scaling mitigation power, does not have this property - because existing regeneration does not increase the value of additional regeneration.

(Another power that does have this property: Eclipse - with the additional advantage that, as a click power, it does not thereafter diminish as the enemies that fueled it are defeated. This would make it quite thoroughly gamebreaking if it weren't for the fact that it supplies resistance rather than defense, and is attached to an AT with no mez resist in its most damaging modes and a resistance cap of 85%. Arguably, it still is, regardless.)


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I understand the math. I just don't think it justifies the statement that "Invincibility is incredibly potent". Yes, it provides a scaling benefit. That benefit scales in pretty small absolute values, but we can make those small absolute changes very significant by providing a large enough base.

The problem I have is that this is not inherent in the behavior of Invincibility. Instead, it's inherent in the nature of defensive (and resistive) mitigations, and the fact that we can potentially get a large base value to add to Invincibility's scaling value.

To me this is a little like saying that a medium orange inspiration is "incredibly potent" with the condition that one already have 65% DR to add it on top of.


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 SpittingTrashcan View Post
And my point is that the way defense scales means that the amount of defense you start from has a much greater effect on the potence of the Invince bonus than the actual amount of the bonus. That's what makes Invincibility potentially "incredibly potent." The contrast here is not between Scrapper and Tanker Invuln as much as it is between Invince and RTTC. In the case of RTTC, if n identical enemies are killing you, n+1 will kill you faster - the additional regeneration from RTTC will not ever start to outstrip the additional DPS. In the case of Invince, once a certain defense value has been reached, it becomes safer to fight more enemies than fewer - at least up to 10, or the softcap, whichever comes first. That's what makes Invince enormously potent, and it's a quality that varies between Scrappers and Tankers only in the amount of non-variable defense needed.

That difference is approximately 10.3%.* I leave it as an exercise to the reader to figure out how difficult this is to achieve.

* Assuming Invince, Tough Hide, and Weave slotted for 1.55x def, and unslotted CJ.
Not so fast. You're correct about the behavior of Invincibility, but not precisely correct about RTTC. Technically, if you're dying at N, it cannot get any better at N+1 for RTTC, but you've overlooked the possibility that for many situations RTTC starts off ahead and stays ahead.

In I11 I ran a bunch of calculations that suggested that RTTC was much more powerful for tankers than scrappers than it might appear at first glance for two reasons: first, the numerically higher health meant the total regeneration increase per target was higher, and second tanker powersets tend on average to have higher offensive damage mitigation than scrapper ones do (parry/DA being the main exception). The combination of those two factors can make RTTC in practice much stronger for tankers than scrappers because its much more likely that a tanker could engineer situations where RTTC's incremental benefit was higher than one minion's damage.

I don't have time to reproduce the calculations at the moment, but I'll just point this fact out: if RTTC was ten times stronger than it is now, it would be obvious that each minion entering melee range would contribute more health regeneration than they would inflict in damage. It would still be technically true that *if* RTTC was dying at N, they would only get worse at N+1, but in this case it would also be true that RTTC had no disadvantage relative to Invincibility, because that "if" would be moot in this case.

For the actual RTTC numbers, this case requires very precise mathematics to make, because the numbers are just that close. So close that when I did the calculations in I11 beta Brutes ended up so close to the borderline (with the reasonable balance assumptions I used) and scrappers and tankers so equally bracketing that line that it almost looked like Castle *aimed* for that target specifically (but I know that he didn't actually do that deliberately).


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I agree with the above - of course, if the incremental bonus from RTTC is sufficient to beat the additional incoming damage, there is never a mitigation disincentive to throw another enemy on the pile. I still think that Invuln's property of offering, under certain circumstances, a mitigation incentive to take on additional enemies, does some weird things to risk evaluation.

On a not totally unrelated note, I'm working out the relationship between the amount of base resistance on a SR and the point where it starts being a survival strategy to hurt yourself...


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Originally Posted by SpittingTrashcan View Post
On a not totally unrelated note, I'm working out the relationship between the amount of base resistance on a SR and the point where it starts being a survival strategy to hurt yourself...
Easy enough: the increasing resistance has to outrace descending health. That happens when base resistance is higher than 40%: the point where theoretically speaking resistance would reach 100% when health reaches zero. Of course, resistance caps prevent that from happening, but that's the point where the resistance side accelerates exactly as fast as health drops: in effect the value of your remaining health from every point from 60% to zero is exactly the same. 60% health; 40% resistance. Net value: 0.6/(1 - 0.4) = 100%. 30% health; 70% resistance. Net value: 0.3/(1-0.7) = 100%. Basically, no matter how low you go (up to just above zero) it always takes the same amount of incoming damage to one-shot you. Any base value higher than that, and the resistance benefit increases faster than health descends, and the reversal point is always the same: right at 60% health.

Basically, the remaining health value curve is hyperbolic descending or ascending, except for the degenerate case where its a flat horizontal line.

The problem is that its not really easy to get 40% resistance, and for scrappers the benefit runs out fast because of the 75% resistance cap.


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A,

I'm not sure that you answered ST's inquiry, but hopefully ST will correct me if I'm wrong.

I get the impression that ST is wondering if allowing yourself to dip into low health can be used as a survival mechanism based on the PSDR by itself and not stacked on to 40% dam-res.

I'd be curious about your thoughts on that myself. Especially if we throw in the brute/scrapper comparison while throwing in the higher base HP and thus higher regen.


Be well, people of CoH.

 

Posted

It took me about an hour of fiddling with spreadsheets and working out differentials to come to pretty much the same conclusion.

As to your first caveat, that resistance is hard to obtain, I can only point to the post title and add it to the list of interesting facts about defense and resistance. As to the second caveat... well, Brutes have a 90% resist cap, which changes the formula somewhat. I'm not sure where I'm going with this, honestly, but it's the only other place besides invuln where you get a survivability increase as the situation becomes more dire.


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Originally Posted by Bill Z Bubba View Post
A,

I'm not sure that you answered ST's inquiry, but hopefully ST will correct me if I'm wrong.

I get the impression that ST is wondering if allowing yourself to dip into low health can be used as a survival mechanism based on the PSDR by itself and not stacked on to 40% dam-res.

I'd be curious about your thoughts on that myself. Especially if we throw in the brute/scrapper comparison while throwing in the higher base HP and thus higher regen.
I wasn't asking that, actually, and the reason why I wasn't is because it doesn't work. Until you have that 40% resistance, you still come closer to dying by losing health. It's only at 40%+ resistance that having less health makes you harder to oneshot - at least until you hit the resistance cap.


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Thank you.


Be well, people of CoH.

 

Posted

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Originally Posted by SpittingTrashcan View Post
As to your first caveat, that resistance is hard to obtain, I can only point to the post title and add it to the list of interesting facts about defense and resistance. As to the second caveat... well, Brutes have a 90% resist cap, which changes the formula somewhat. I'm not sure where I'm going with this, honestly, but it's the only other place besides invuln where you get a survivability increase as the situation becomes more dire.
Technically, Widows also have scaling resistances: theirs are split between CT:O and Foresight, and work on a slightly different formula than SR (I believe its (75-Health%)/60 * 25% for each power, or (75-Health%)/60*50 = (75-Health%) * 5/6 for the two combined. It maxes out at 62.5% resistance, and requires more than 37.5% base resistance to create a similar damage inversion curve (its not a coincidence that its always 100%-max resistance, by the way: the math works out that way because the degenerate case is always the case where resistance goes to 100% as health goes to zero).

I'm not sure I would describe it as a case where survivability increases as the situation becomes "more dire" because technically speaking a survival increase means its not really getting more dire, but in terms of increased survivability when facing more attackers, there are other examples. Dark Regeneration is one, although it saturates more quickly: it heals more when it hits more targets. Dark Armor in general is a special case for another reason: due to its auras its possible that adding more attackers in melee range contributes little or *no* incoming damage while they increase the strength of Dark Regeneration's heal: Dark Armor and Kinetics have the same "keep those guys alive, I'm using them" situation as a result.

Willpower doesn't quite scale that way with RTTC, but it could if we presuppose a Boss or higher foe accompanied by minions: its possible for the Boss to put you in the hole, and then each minion added to better your situation in some cases (because the Boss does more damage than he contributes in healing, but the minions contribute more healing than they do damage).

And then, of course, there is Eclipse. It also has a damage inversion, but also like Dark Regeneration it saturates so fast (if slotted) that the inversion happens early and then breaks when you hit the resistance cap. But its interesting to note (within the context of this thread) that Eclipse is a resistance buff, has damage-overtaking behavior without extra help (no base resistance outside of the power necessary) and it overtakes fast: I believe 4 is better than 3, and 5 is better than 4 (6 is worse than 5 because at that point you've exceeded the Kheldian resistance cap).

That reminds me: I really need to level my Warshade.


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Originally Posted by Arcanaville View Post
That reminds me: I really need to level my Warshade.
Ditto. (I need to level mine, not yours. )


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 Arcanaville View Post
I'm not sure I would describe it as a case where survivability increases as the situation becomes "more dire" because technically speaking a survival increase means its not really getting more dire [...]
Quite correct. My meaning would have been clearer if I said more rewarding. The reward system is theoretically designed to assign higher rewards to greater proximity to the survival line, but in the cases you mention, it does the opposite.

It also does so in the case of scaling resistances, but only in exactly one very specific edge case: an EM/SR brute, buffed to 40%+ resistance, using Energy Transfer. If we had more powers with self damage as part of the cast cost, there would be more examples. (Of course, the scaling resistances don't allow you to ignore the cost of Energy Transfer - in fact, they make it, in a sense, higher, since the self-damage is not resisted - but they do reduce or even reverse the degree to which its cost brings you nearer to death.)


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uhh.... my brain hurts...


 

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Originally Posted by StratoNexus View Post
Abosrb Pain? :crazy:
Yes, and also Share Pain and Oppressive Gloom - none of which are available to a /SR. Also, in the category of powers that deal damage to allies, there is Enforced Morale, though it won't apply its damage to a character in the 60% or below health band; and The Tower from the Mystic Fortune power, although that can hardly be considered a reliable source of ally damage. As I said, the game rarely considers health to be a directly consumable resource - though it is far more common that we trade, at least at a character-building level, between offensive power and an increased risk of damage.

Anyway, I think we've now wandered pretty far afield.


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Hi...

While i would love for more ways to effectively bring up resistances, the problem would be that "support" class ATs could benefit from those powers and thus become less dependent on the Melee in groups, and heavens forbid not need a melee at all. Just imagine the balance implications if a Blaster could achieve 50% resistance? or even more scary imagine a Controller with 50% resistance?

Hugs

Stormy