Typed versus Positional Defense


AwesomusPrime

 

Posted

I started this topic over in the general forum, but I was told the Def gurus mostly hang out here

I'd like to know the effectiveness of S/L Def versus Positional Defense.

I understand that Positional Defense covers the vast majority of attacks, and that S/L Defense covers a good majority of attacks.

I understand why a scrapper would find reaching the softcap on all Positions to be ideal, and why S/L soft-cap is a nice "next best" goal.

However, I don't know where the effectiveness of one overtakes the over. Surely 40% Def (All Positions) is as good as 45% S/L Def, but where is the line? 35% Def (All Positions)? 30%?

Additionally, I'd love to know if anyone has a clue how mezzes affect these results. I'd imagine that most mezzes have a Positional component, but that the Type has a greater variation than non-mezzing/damage attacks.

For ATs other than Scrappers, doesn't Positional Defense have a greater impact simply by virtue of covering a greater percentage of incoming mezzes? For those ATs, surely the balance is even more skewed towards Positional Defense?

Additionally, if you're a dedicated flier, can you safely cut Melee from your Positional Defense and just worry about Ranged and AoE, or does that work out badly in practice?


 

Posted

Quote:
Originally Posted by Harkness View Post
However, I don't know where the effectiveness of one overtakes the over. Surely 40% Def (All Positions) is as good as 45% S/L Def, but where is the line? 35% Def (All Positions)? 30%?
There isn't really a definable point wherein a specific amount of typed defense is better than a smaller amount of positional defense because the benefits of the two are highly situations and vary greatly across those situations (too much to make me feel comfortable giving an average). There are simply too many variables. For example, what if you were fighting Cimerorans? That 45% +def(s/l) would be more valuable than 40% +def(melee/ranged/AoE) because all of their attacks are either smashing or lethal typed. Of course, if you were fighting Hydras, the exact opposite would be true because almost none of their attacks (none at all, iirc) are typed for smash/lethal (I believe they're fire/ranged or fire/melee even though they deal toxic).

Quote:
Additionally, I'd love to know if anyone has a clue how mezzes affect these results. I'd imagine that most mezzes have a Positional component, but that the Type has a greater variation than non-mezzing/damage attacks.
Mezzes are interesting insofar as there are more of them without positional components than there are of attacks, so it would negatively impact positional stacking. Of course, I don't believe there are many s/l mezzes, so s/l typed isn't really going to help you much in that department either.

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For ATs other than Scrappers, doesn't Positional Defense have a greater impact simply by virtue of covering a greater percentage of incoming mezzes? For those ATs, surely the balance is even more skewed towards Positional Defense?
The positional v. typed issue for most ATs isn't really a question of impact. It's more a question of how much you can get. It is vastly easier to get positional defenses from set bonuses in substantial enough quantities to have it matter than it is to get typed defenses high enough, not to mention that, with positional defenses, though you'll still have to contend with the occasional non-positional psi attack, there are fewer categories that you have to stack, especially if you're running as a hover/fly character (in which all you really need is ranged and a bit of AoE). Typed characters, in order to be softcapped, have to stack s/l, f/c, n/e, and psi. Positional characters only have to contend with melee, ranged, and AoE.

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Additionally, if you're a dedicated flier, can you safely cut Melee from your Positional Defense and just worry about Ranged and AoE, or does that work out badly in practice?
Yes, you can. All you have to do is hover/fly more than 8' away from any enemy and they'll never use their melee attacks on you. This is exactly how the softcapped Blasters operate.


 

Posted

The game uses whatever defense is higher. Say an incoming attack is ranged and lethal. Whichever defense you have that is higher will count. So if you have 45% ranged defense and 30% lethal defense, the ranged will count. Make sense?

Now what is better is usually determained by what secondary you have. Shields for example has powers that increase your positional defenses, so it is generally easier to get set bonuses with positional defense to reach the soft cap. Willpower on the otherhand grants some typed defense powers, so its generally easier to softcap types.

Dont waste money trying to get high levels of both typed and positional, try and reach the soft cap with either or.

As for dedicated flying, I would think Ranged and AOE would be good enough for positional defense in most situations. If going for typed though, you would probably need all 3 (6) types to be safe (S/L, Energy/Negative and Fire/Cold)

Edit: Bah, Umbral beat me to it ... don't you ever sleep man??


 

Posted

For me Ranged/AOE/Melee just covers more bases than any achievable combo of the other defense types possibly could. Everyone else did a good job of laying down the tech of it so I won't go there, but I think from a practical standpoint, if soft capping positional is possible it's way more practical.


 

Posted

The only thing I look at is what kind your powers give you, before you slot any IOs. If you have even a few percent of typed, go with typed defense IOs. If you have positional, go with those. If it's mixed (pretty uncommon if it exists at all), which is higher?

IMHO, trying to soft-cap from base zero defense consumes so much of your attack slotting that it would hamper you in-game, with every attack -- much more often than you'd be hurt by any situation that would make a difference between positional or typed.

If you have zero defenses at all, I'd be inclined to go with positional -- you can control that in every encounter, but you can't change an enemy's damage type.


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Posted

I agree with what's been said so far. I'd generally want to soft cap at least smashing/lethal or melee, and would pick whichever is easiest to achieve on a given build. As already stated, there usually isn't much doubt which to go for. Ideally, I'd softcap all positions or all types but psionic (and toxic, obviously).

I will add that someone (I keep forgetting your name, sorry) worked out that about 70% of attacks were either smashing or lethal. While I don't have any real data to back me up, I'd also guess that that's about the percentage of melee damage you face as a melee character. So to me, the two are roughly equivalent. Similarly, I'd rate Ranged as about equivalent to Energy and Negative, and AoE as about equivalent to the rest, again on a melee character. It's all pretty rough, though, and will differ greatly depending on what you're fighting.


"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
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Posted

Quote:
Originally Posted by Werner View Post

...I will add that someone (I keep forgetting your name, sorry) worked out that about 70% of attacks were either smashing or lethal...
That wasn't Starsman over at the Tanker Forums, was it? I was reading a thread of his the other day, and he kept refering to some numbers like those.


 

Posted

Quote:
Originally Posted by FunstuffofDoom View Post
That wasn't Starsman over at the Tanker Forums, was it? I was reading a thread of his the other day, and he kept refering to some numbers like those.
My most recent numbers note that the most dominant attack type is smashing with lethal being 20% less common (basically 80% of smashing) and energy being 30% less common than smashing (basically 70% of smashing)

I'd have to go back to my compiled data and so some querying to see how many attacks in average you would cover up if just focused on smash/lethal (don't have access to it right now,) but smash/lethal and energy are the 3 most common damage types. The next most common damage type would be Fire and that sits at -70% of smashing or 30% of smashing. Its very rare outside of the CoT, really.


 

Posted

My rule of thumb for my melee toons is that if you can cover all 3 positions, do that over typed. If you can't, go for S/L, and if possible, add some ranged on top of that. In practice, that *usually* means my resist (or regen) based toons (DA, WP, Fire) get their S/L def capped, but my Shields guys (and if I had an SR) get all 3 positions capped. Exceptions are like Invul, where I argue that since S/L resist is already capped, I go for F/C/E/N typed + ranged capping. Also, Stone isn't really resist based, but since the S/L def was already high w/Rock, it was a small push to get it capped. They all work out great, btw.

FWIW, pretty much all my non melee toons go for ranged def cap w/decent to good AoE def.


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Posted

Quote:
Originally Posted by Starsman View Post
My most recent numbers note that the most dominant attack type is smashing with lethal being 20% less common (basically 80% of smashing) and energy being 30% less common than smashing (basically 70% of smashing)

I'd have to go back to my compiled data and so some querying to see how many attacks in average you would cover up if just focused on smash/lethal (don't have access to it right now,) but smash/lethal and energy are the 3 most common damage types. The next most common damage type would be Fire and that sits at -70% of smashing or 30% of smashing. Its very rare outside of the CoT, really.
I think this would be fantastically-useful information to know, particularly considering mezzing.

Obviously, comparing Typed to Positional will always have a YMMV aspect to it (if you're only doing AE and ITFs, S/L will dominate), but for people that want to build and play all of the game, I think the information would be really handy.


 

Posted

Quote:
Originally Posted by Umbral View Post
There isn't really a definable point wherein a specific amount of typed defense is better than a smaller amount of positional defense because the benefits of the two are highly situations and vary greatly across those situations (too much to make me feel comfortable giving an average). There are simply too many variables. For example, what if you were fighting Cimerorans? That 45% +def(s/l) would be more valuable than 40% +def(melee/ranged/AoE) because all of their attacks are either smashing or lethal typed. Of course, if you were fighting Hydras, the exact opposite would be true because almost none of their attacks (none at all, iirc) are typed for smash/lethal (I believe they're fire/ranged or fire/melee even though they deal toxic).
I realise that the best these kinds of calculations can do is give an average, but I still think that the average is useful to know.

Quote:
Originally Posted by Umbral View Post
Mezzes are interesting insofar as there are more of them without positional components than there are of attacks, so it would negatively impact positional stacking. Of course, I don't believe there are many s/l mezzes, so s/l typed isn't really going to help you much in that department either.
Do you know roughly what percentage of mezzes have a Positional component? And what percentage have Typed?

Or general attacks, for that matter.

Quote:
Originally Posted by Umbral View Post
The positional v. typed issue for most ATs isn't really a question of impact. It's more a question of how much you can get. It is vastly easier to get positional defenses from set bonuses in substantial enough quantities to have it matter than it is to get typed defenses high enough, not to mention that, with positional defenses, though you'll still have to contend with the occasional non-positional psi attack, there are fewer categories that you have to stack, especially if you're running as a hover/fly character (in which all you really need is ranged and a bit of AoE). Typed characters, in order to be softcapped, have to stack s/l, f/c, n/e, and psi. Positional characters only have to contend with melee, ranged, and AoE.
Thanks for the perspective.

How directly do dark's to-hit debuffs equate to a character's Defense? For example, if I have 25% Def, and I'm opening with a -20% to-hit debuff, am I effectively at soft-cap for those people I've successfully debuffed?


 

Posted

Quote:
Originally Posted by Harkness View Post
I realise that the best these kinds of calculations can do is give an average, but I still think that the average is useful to know.
The point I was trying to make was that there would be too much situational variance to make that average particularly relevant. Imagine having a toon with 90% resistance to lethal damage but no resistance to any other damage. Operating under the arbitrarily determined assumption that 30% of incoming damage is lethal, you'd have 27% average resistance, but that's nowhere near useful. You'd really be incredibly survivable against energy damage types and painfully weak to all others. That's the same issue.

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Do you know roughly what percentage of mezzes have a Positional component? And what percentage have Typed?

Or general attacks, for that matter.
I don't know the exact amount, but I do know that it's a very small percentage of them. Those enemies that do have non-positional attacks (which are all psi typed, iirc) are well known for them (Praetorian Malaise, Rikti Mentalists, Mesmerists, and Priests) and they only have a limited number of them (except for Malaise, who has only non-positional psi attacks). Of the Rikti, only the boss Mentalist will use his non-positionals more than his normal attack, which is positional.

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How directly do dark's to-hit debuffs equate to a character's Defense? For example, if I have 25% Def, and I'm opening with a -20% to-hit debuff, am I effectively at soft-cap for those people I've successfully debuffed?
That depends entirely upon what the debuff resistance of the target is. Bosses have 20% native tohit debuff resistance. Lieutenants have 10% native tohit debuff resistance. Archvillains (and many AVs) have substantial near global debuff resistance that scales with their level (as seen here). Of course, if there is a level difference, you'll also have to content with the purpl patch, which is going to reduce the effectiveness of any effect you apply before any other resistance is even applied. The only time any percent of tohit debuff is equal to any percent of defense buff is against minions of equal level to you. Anything stronger than that and the tohit debuff is going to be progressively weaker. This is the big reason why tohit debuffs are so much larger than defense buffs (re: Radiation Infection does 31.25% -tohit base; Dispersion Bubble only provides 10% +def base even though it costs the same end/sec).


 

Posted

I did this with my blaster with very solid results.

45% smash/lethal
45% ranged.

I find these 2 can be pumped up without interfering with each other. Smash/Lethal from the cold ancilary pool power plus many 4 slotted kinetic combat sets in melee attacks. And ranged with 2 slotted Zephyrs in multiple travel powers, and thunderstrikes in my ranged attacks. Also +defense to all from weave, hover, combat jumping, and the Steadfast Protection Unique/PvP Unique add to both.

45% ranged while hover blasting is a more solid way to fight, but you can't go into melee without serious risk. The 45% smash/lethal covers you well enough to go into melee without any significant concern. The NPC's that you don't have defense against are so few that you can easily pick your way around them, or just hover from greater distance (outside AoE range) when you know they're coming.

I hate to admit it on the scrapper forum, being a hardcore scrapper myself... but that blaster is my new main. Too much damage... too much fun. I play him like a scrapper though.... BLAZE from 5 ft away looks a lot like a punch.


I gotta make pain. I gotta make things right. I gotta stop what's comin'. 'Least I gotta try.

 

Posted

Quote:
Originally Posted by Shred_Monkey View Post
I
I hate to admit it on the scrapper forum, being a hardcore scrapper myself... but that blaster is my new main. Too much damage... too much fun. I play him like a scrapper though.... BLAZE from 5 ft away looks a lot like a punch.
No worries. A well built blaster is a thing of beauty.