Help Me Understand DR in PvP


black_barrier

 

Posted

Am relatively new to CoH and have been searching the posts to understand "DR" and the effect it has on your toon once you enter a PvP zone. But can't seem to find any basic info. Any and all help would be greatly appreciated!

Thanks!


 

Posted

As far as I know. No one knows exactly how DR works.

Correct me if I'm wrong.



Your character does not have capped defense. Depending on your AT the cap is between 175% - 225%. Your defense is not teal in the combat window, it can go higher. STOP SAYING IT IS CAPPED! The correct term is Soft Cap.
I enjoy playing in Mids. I specialize in Melee Characters, other AT's usually bore me.

 

Posted

The short version:

DR is the implementation that makes players who put a lot of effort and money into their toons feel cheated and disappointed.

It is also the thing that makes new players who start pvp hilarious farm targets, cause "I haz 45% def on my blaster in PvE"

The longer version:

Its an implementation by the Devs that scales down all values while in a PvP zone.

Using the above example, a blaster has 40% defense from Ice Armor and slotting IO sets. Well the DR curve on Blasters defense pretty much plateaus at 20%, so no matter how much more you add, it will keep you around that value.

Scales for Defense and Res are higher for melee toons, so its not affected as much, though its still present.

Other things hit by DR are Recharge (pretty substantially), tohit, acc, and a host of other things.

Have fun.


 

Posted

DR was a really bad VG on freedom.


 

Posted

The math behind diminishing returns (DR) is somewhat complicated, but the idea is more simple: every aspect of your character gets lowered in effectiveness as you add more of the same aspect. Your defense, damage resistance, tohit, damage, and more are all DR'd when in a PvP environment. DR is supposed to provide some normalization between powersets, ATs, and SOd versus IOd builds, but in many cases ends up causing various balance issues.


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Posted

Ok - thank you. So the best plan is to not load up on anything in particular?? Seems odd.


 

Posted

Actually there is a pretty finite number to aim for on about everything. +Hp is one of the least dred things in game so it is very desirable. Around 50-70 rech is good. And +damage in the neighborhood of 20+. If you are a squishy add in kb protection of around 41 and you have the basic formula to aim for. They did lower some of the higher end stuff like recharge with dr but for the most part the only real difference between i12 builds and i13 builds is kb. Otherwise they are pretty much just minor tweaks of one another. Just my 2 cents.


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