Something I don't get about Resistance Sets
So, lots of people speak negatively about the squishiness of resistance sets. But I don't get this. If a blaster can reach softcapped defenses starting from zero, then so can a resistance set. On the other hand, building resistances into a defense set pretty much means taking Toughness.
The general knowledge, cited over and over about why there are no good resistance set bonuses is that the Devs considered combination of resistances plus defenses was considered too powerful. It seems like resistance sets can get much closer to having both than defense sets ever will. But most people consider them much weaker than defense sets. What am I missing? |
Though...that said, last I checked, the build I have for a DARK/SONIC defender has 30% Melee/AOE, 45% Ranged (maybe a little more), the end to run and attack, and a good DPS string...with Darkest Night to cover with -toHIT. Oh, how I love playing that Defender, and it's not even at peak yet. But I start IOing at lvl 30.
BrandX Future Staff Fighter
The BrandX Collection
When someone talks about a softcapped blaster, they're probably talking about softcapping ranged defense and hoverblasting or otherwise keeping out of melee. They're not talking about softcapping all three positions or all types.
Scrapper defense tops out at 45%, which is 90% mitigation.
Scrapper resistance tops out at 75%, which is 75% mitigation.
Best might be something in between - like Dark Armor, Invulnerability or Willpower, all of which can be more or less softcapped with the right build, but offer some measure of resistance as well. Then you do have both. However, Shield Defense and Super Reflexes will give you much better defense debuff resistance, which is a big factor in fairly common situations.
"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
Videos of Other Stupid Scrapper Tricks
Shield Defense and Super Reflexes will give you much better defense debuff resistance, which is a big factor in fairly common situations.
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You can spend a billion or two building up defenses (33ish percent positional isn't unreasonable) on your resistance based toon, but all that will go to waste the moment you get hit with a gun or a sword :-/
I don't think it makes sense for people to look down their noses at resistance sets, per-se, but there is a discrepancy in the peak (average) performance of the two mitigation types, at least for ATs that aren't Tankers and Brutes.
Resistance for Scrappers caps out at 75%. But the mechanics of Defense don't vary by AT. At its peak benefit, Defense can help you avoid 90% of the damage you would otherwise take, on average. Caveats for being debuffed or facing foes with toHit buffs may apply.
So if you compare a character who has only defense but is at the defense "soft cap" to someone that has only Resistance but is at the (Scrapper) resist cap, the Defense character is taking 10%/25% = 0.4 as much damage on average as the resist character. That's a pretty major difference. It's also a lot easier to get powersets with Defense powers to their respective vector caps than it is to get powersets with Resistance to the Scrapper resist cap, at least sustainably (so excluding powers like Unstoppable, etc., which have long cool downs.)
But again, this is mostly while comparing high-end builds, usually operating at level 50. The forums tend to focus on what's possible in the limit, as a lot of the people posting here are very veteran or at least very interested in details (or both).
There's a tendency for folks to poo-poo anything that's not the top performer, even though not everyone is looking to solo AVs or TFs, or tank an 8-man team's aggro on their Scrapper full time. If you're looking for the absolute best average survival you can manage, look to Defense-oriented powersets and try to cap them. If you want to play various things and see how survivable you can make them, maybe look into slapping some +Defense and +Regen on your characters and have fun.
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
I don't think it makes sense for people to look down their noses at resistance sets, per-se, but there is a discrepancy in the peak (average) performance of the two mitigation types, at least for ATs that aren't Tankers and Brutes.
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IMO the only overpowered set is /Shields. The set is has way too much survivability for the damage buff of AAO coupled with Shield Charge for added AoE. Okay maybe overpowered is too strong, as I'm really not fishing for nerfs. How about a clear contender for the overall best defensive set?
Resistance for Scrappers caps out at 75%. But the mechanics of Defense don't vary by AT. At its peak benefit, Defense can help you avoid 90% of the damage you would otherwise take, on average. Caveats for being debuffed or facing foes with toHit buffs may apply. So if you compare a character who has only defense but is at the defense "soft cap" to someone that has only Resistance but is at the (Scrapper) resist cap, the Defense character is taking 10%/25% = 0.4 as much damage on average as the resist character. That's a pretty major difference. It's also a lot easier to get powersets with Defense powers to their respective vector caps than it is to get powersets with Resistance to the Scrapper resist cap, at least sustainably (so excluding powers like Unstoppable, etc., which have long cool downs.) |
But again, this is mostly while comparing high-end builds, usually operating at level 50. The forums tend to focus on what's possible in the limit, as a lot of the people posting here are very veteran or at least very interested in details (or both). There's a tendency for folks to poo-poo anything that's not the top performer, even though not everyone is looking to solo AVs or TFs, or tank an 8-man team's aggro on their Scrapper full time. If you're looking for the absolute best average survival you can manage, look to Defense-oriented powersets and try to cap them. If you want to play various things and see how survivable you can make them, maybe look into slapping some +Defense and +Regen on your characters and have fun. |
Moonlighter
50s include MA/SD, MA/SR, DP/Elec, Claw/Inv, Kat/Dark, Kat/Fire, Spine/Regen, Dark/SD
First Arc: Tequila Sunrise, #168563
IMO the only overpowered set is /Shields. The set is has way too much survivability for the damage buff of AAO coupled with Shield Charge for added AoE. Okay maybe overpowered is too strong, as I'm really not fishing for nerfs. How about a clear contender for the overall best defensive set?
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The most durable sets are all hybrid res/def/recovery ones: Stone, Invuln, Willpower. They can all survive things that will instantly crumple Shields and SR.
Defense is the most laughably flimsy mitigation in the game. Every two-bit thug with a machinegun debuffs defense, ToHitBuffs castrate it, bad luck kills it dead and autohit attacks ignore it altogether. Don't get me started on autohit defense debuffs or unresistable ones. The only reason it seems superior in many peoples' eyes is that you can easily get defense bonuses from IO sets and pool powers, while you can't get resistance the same way.
I for one don't particularly link resistance based scrappers, my only resistance based Tank is only 21 and I haven't played him in a few years.
There are a few reasons why I don't like resistance based toons. One is the resistance set bonuses. IMO many of the bonuses are worthless to melee such as Mez Res to Hold/Stun/Sleep and Debt protection (Which should be removed and replaced in all recipes IMO). The defensive bonuses like those in Reactive Armor are just too low. Aegis is nice, but you can only 6 slot it once.
The other reason I dislike resistance sets has a lot to do with my playstyle. Resist sets get hit a lot, too much for me as I am slow. I have died so many times when playing my Dark Armor or Electric Armor scrappers because I fired off a heal or click an inspiration a second too late. For others this isn't a problem as they are quicker than I.
Defensive sets are just so much easier to cap and cheaper. If you decide to invest a lot into them you can even build a defensive based scrapper with decent regen.
I built a Rad/Sonic defender with 51% Ranged and 37% AOE defense, which was a lot easier to achieve than it would have been to cap even just one Resistance category. I am also building a Traps/Sonic Defender with 45% defense to all 10 categories; but I was only able to achieve 65% Resistance to two, Smashing and Lethal.
I think it comes down to personal preference, some of the best players I know swear by Resistance based toons. Resistance toons also have something SR doesn't, and they also do it better than Shield and that's taunting (for herding purposes).
With that said, I have never seen an AV or GM solo'er that relied on just Defense or Resistance or Regen, they have all been combinations, but the one thing that I have seen in common with them is they all have Defense.
Who do I have to *&^% around here to get more Targeted AoE recipes added?
Arc Name: Tsoo In Love
Arc ID: 413575
But most people consider them much weaker than defense sets. What am I missing?
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Mind you, I like my SD & SR toons just fine--they allow me to focus more on offense (read, insane recharge) and a fully capped SR scrapper is very, very tough on their own (esp w/Aid Self thrown in), but I don't think it can fully compare to a def-capped resist based set in most situations.
An Offensive Guide to Ice Melee
I only have limited experience with a defense capped resist toon (my katana/dark scrapper is capped to melee with application of Divine Avalanche and to other positions via power choices and IO sets), but my seat of the pants judgement is that it isn't as survivable vs most foes as my /SR scrapper or brute nor my /SD scrapper. That is even more so when fighting foes that have defense debuffs.
The fact that most people who try to talk about game mechanics and balance know nothing about either.
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The most durable sets are all hybrid res/def/recovery ones: Stone, Invuln, Willpower. They can all survive things that will instantly crumple Shields and SR. |
Defense is the most laughably flimsy mitigation in the game. Every two-bit thug with a machinegun debuffs defense, ToHitBuffs castrate it, bad luck kills it dead and autohit attacks ignore it altogether. Don't get me started on autohit defense debuffs or unresistable ones. The only reason it seems superior in many peoples' eyes is that you can easily get defense bonuses from IO sets and pool powers, while you can't get resistance the same way. |
Second, resist and heal sets actually suffer *more* from defense debuffs and ToHitBuffs because they don't have the same protection against the hits to begin with. Where swords and guns might hit and start a defense failure cascade, as a pure resist set you are from the start taking double damage as your inherent defense drops to zero almost immediately in any 8 man scenario.
I actually think that they should cap defense debuffs so they don't reduce defense below base. That way they target defense sets (and defense stacking) without destroying resist sets.
Moonlighter
50s include MA/SD, MA/SR, DP/Elec, Claw/Inv, Kat/Dark, Kat/Fire, Spine/Regen, Dark/SD
First Arc: Tequila Sunrise, #168563
But again, this is mostly while comparing high-end builds, usually operating at level 50. The forums tend to focus on what's possible in the limit, as a lot of the people posting here are very veteran or at least very interested in details (or both).
There's a tendency for folks to poo-poo anything that's not the top performer, even though not everyone is looking to solo AVs or TFs, or tank an 8-man team's aggro on their Scrapper full time. |
There's nothing wrong with the purely resistance sets. They'll level up just like anything else. All Scrappers are good, and damage auras are really really nice. And you can give them a whole lot of survivability when IO'd to the gills in the end game. In my experience it's not quite top tier survivability, but it should be good enough for most game content solo, and all game content on a competent team.
IMO the only overpowered set is /Shields. The set is has way too much survivability for the damage buff of AAO coupled with Shield Charge for added AoE. Okay maybe overpowered is too strong, as I'm really not fishing for nerfs. How about a clear contender for the overall best defensive set?
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I think what makes Shield Defense so popular is that it has ENOUGH survivability when IO'd to the gills, that we care a lot (perhaps too much) about theoretical top DPS, and that Shield Charge is just so durn FUN.
The fact that most people who try to talk about game mechanics and balance know nothing about either.
The most durable sets are all hybrid res/def/recovery ones: Stone, Invuln, Willpower. They can all survive things that will instantly crumple Shields and SR. Defense is the most laughably flimsy mitigation in the game. Every two-bit thug with a machinegun debuffs defense, ToHitBuffs castrate it, bad luck kills it dead and autohit attacks ignore it altogether. Don't get me started on autohit defense debuffs or unresistable ones. The only reason it seems superior in many peoples' eyes is that you can easily get defense bonuses from IO sets and pool powers, while you can't get resistance the same way. |
Still, I WILL claim that in regards to surviving defense debuffs, autohit or not, Super Reflexes and Shield Defense are your best end game bets, NOT Invulnerability or Willpower. 95% defense debuff resistance combined with soft-capped defenses means never having a problem. I agree that to-hit buffs and pet to-hit castrate defense, but those are laughably uncommon in most of the game, AE excluded. And seriously, it's not like my Super Reflexes just randomly dies walking down the street. I agree that luck is a problem for Super Reflexes at the top end, while soloing some of the nastier AVs for instance, and that is the kind of thing we tend to talk about around here. But the way you stated it, at least to me, makes it sound like luck is a much bigger factor than it is.
With that said, I have never seen an AV or GM solo'er that relied on just Defense or Resistance or Regen, they have all been combinations, but the one thing that I have seen in common with them is they all have Defense.
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I only have limited experience with a defense capped resist toon (my katana/dark scrapper is capped to melee with application of Divine Avalanche and to other positions via power choices and IO sets), but my seat of the pants judgement is that it isn't as survivable vs most foes as my /SR scrapper or brute nor my /SD scrapper. That is even more so when fighting foes that have defense debuffs.
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"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
Videos of Other Stupid Scrapper Tricks
I agree that to-hit buffs and pet to-hit castrate defense, but those are laughably uncommon in most of the game, AE excluded.
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To address something said upthread, cascading defense failure actually is far worse on characters that depend heavily on (in powerset) +defense, because they tend to have little or nothing behind that. A "pure" resistance-based character debuffed until their opponent has capped hit chances against them is taking roughly double average damage (190% of baseline), but a "pure" defense character with 30% defense starts taking double the average damage if they're debuffed just 20%. If they're debuffed 45% (just enough to cap foes toHit against the resist character) the defense character is taking 325% as much average damage as they were at 30% defense. Thats way worse off than the resist set. If they're debuffed all the way to where their opponents are hit capped they're taking 475% as much average damage.
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
still processing all this. Thanks for the replies everyone.
"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.
Yes and no, my experience is that the lack of resistance in SD really does hurt when things get hairy. As long as you aren't getting hit things are great but if you do get hit you take almost all of the damage. In general this is more noticeable on Tankers than Scrappers but in general SD characters are a bit like eggshells, good structural integrity but when it fails they crumble completely.
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If you really want to, you can hit 20-25% resistance to everything but Psi on a Shield Defense character. Closer to 30% for a tank. With softcapped defenses that isn't too shabby. Add in the fact that AAO also debuffs enemy damage and you have effectively more resistance than would otherwise be apparent.
Shield Defense tanks can hit almost 50% resistance to Smashing and Lethal if you add Tough to the mix.
People often seem to forget that there is resistance built into Deflection and True Grit. You can usually get decent resistance numbers out of them without gimping the power if you slot it right.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
Thanks for the good read guys. This explain alot for me.
I liken defense to a more "chunky" form of damage mitigation. It may provide more protection (for scrappers) at its best, but at the very least you're at the mercy of the random number generator.
Now, resistance is far more consistent. It resists resistance debuffs by default (as well as damage debuffs if I remember correctly). Excluding critical hits, it's pretty easy to guess how long you can survive in a given situation. That's pretty useful.
Damage resistance does, indeed resist damage debuffs, pretty much in an obvious way. If you have 50% Lethal damage resistance and sword attacks and something debuffs your damage across the board, your sword attacks would have their damage debuffed by only half as much.
Damage resistance resists DR debuffs too, but in a rather interesting way. The the math works out so that having a -X% DR debuff placed on you means that each attack deals X% more damage. (This applies on a per damage type basis, but there aren't many DR debuffs that aren't full-spectrum.
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
I'll throw my 2 cents out there on this topic as it relates to scrappers. Bear in mind I'm an "old school" (since issue 2) player who made a lot of toons early on back before the new power sets were even a thought and didnt have the heart to delete them so there are some less than traditional builds I've been tinkering with. I'll tell you what, I am simply amazed about the survivability of my BS/Regen Scrapper. I've lightly IO'd him with melee defense sets in his attack powers, to the point that his base melee defense is 23%. The real beauty of this powerset is "PARRY". When entering combat, I lead off with a parry attack and, assuming it hits, walla - 46% defense for the next 10 seconds. The power recharges in less than 2 seconds (in case I miss), does a fair bit of damage, and stacks the +defense effects. While I have almost no resistance, the regen powerset has absolutely no problem healing through whatever damage actually punches through the defense. With dull pain, I have 2409 hit points, regen 75 hit points per second, and have Reconstruction, Instant Healing, and Moment of Glory for the "whoops" situations. The real beauty is I was able to do this for about 300 million influence. Its by no means the best build out there, but it is cheap to make and the survivability is simply amazing.
When someone talks about a softcapped blaster, they're probably talking about softcapping ranged defense and hoverblasting or otherwise keeping out of melee. They're not talking about softcapping all three positions or all types.
Scrapper defense tops out at 45%, which is 90% mitigation. Scrapper resistance tops out at 75%, which is 75% mitigation. Best might be something in between - like Dark Armor, Invulnerability or Willpower, all of which can be more or less softcapped with the right build, but offer some measure of resistance as well. Then you do have both. However, Shield Defense and Super Reflexes will give you much better defense debuff resistance, which is a big factor in fairly common situations. |
this, for the most part.
I prefer resist sets over the mixed sets (cept WP, qr stam is just too good) but they dont really hold much (mitigation wise) against the defense supersets, SD and SR.
By superset, I mean that not only do you get to soft cap (this leaves me scratching my head when I hear we have capped resists because they dont want us to be able to have as much mitigation as a tank), but you get an answer to the only thing out there that can make you vulnerable again.
When does /ela or/fire get to solo pylons, or in some other way be so rediculous that you actually have to set up your own events to have a challenge?
even if they removed resist caps, the lack of availiability would make them inferior for mitigation and there still wouldnt be a resist superset, there is no resist debuff resistance stat afaik. So far damage dealing is all resist sets have going on (infinate end or +damage, both with damage auras)
/rant
they come pretty even in the "normal" game though, just that there isnt as much potential. cept SR, they get soft capped defense and DDR with SOs
I prefer resist sets over the mixed sets (cept WP, qr stam is just too good) but they dont really hold much (mitigation wise) against the defense supersets, SD and SR.
By superset, I mean that not only do you get to soft cap (this leaves me scratching my head when I hear we have capped resists because they dont want us to be able to have as much mitigation as a tank), but you get an answer to the only thing out there that can make you vulnerable again. When does /ela or/fire get to solo pylons, or in some other way be so rediculous that you actually have to set up your own events to have a challenge? even if they removed resist caps, the lack of availiability would make them inferior for mitigation and there still wouldnt be a resist superset, there is no resist debuff resistance stat afaik. So far damage dealing is all resist sets have going on (infinate end or +damage, both with damage auras) /rant they come pretty even in the "normal" game though, just that there isnt as much potential. cept SR, they get soft capped defense and DDR with SOs |
I'll just repeat what I said earlier, which is that defense sets suffer from a lot of disadvantages that resistance sets do not. Defense debuffs are vastly more prevalent than resistance debuffs. Defense sets suffer far more from enemy +ToHit and -Def than resistance sets do. Enemy summoned pets that are copies of player ones tend to have 75 base ToHit (instead of normal critter 50%). There are autohit attacks. There are unresistable defense debuffs. Nothing in the game quite ignores resistance (and its built-in -Res debuff resistance) like that.
I've yet to meet anyone in the "defense > resistance" camp who acknowledges the above points. They go on and on about how they can't dodge debuffs, or how they're capped at less than 90% resistance, and seem to pretend that defense doesn't have an achilles' heel of its own. Sometimes I wonder just how solid their grasp of game mechanics is.
There is a resist debuff resistance stat. It's called resistance. It even resists -Dmg, which defense sets have no way of achieving.
I'll just repeat what I said earlier, which is that defense sets suffer from a lot of disadvantages that resistance sets do not. Defense debuffs are vastly more prevalent than resistance debuffs. Defense sets suffer far more from enemy +ToHit and -Def than resistance sets do. Enemy summoned pets that are copies of player ones tend to have 75 base ToHit (instead of normal critter 50%). There are autohit attacks. There are unresistable defense debuffs. Nothing in the game quite ignores resistance (and its built-in -Res debuff resistance) like that. I've yet to meet anyone in the "defense > resistance" camp who acknowledges the above points. They go on and on about how they can't dodge debuffs, or how they're capped at less than 90% resistance, and seem to pretend that defense doesn't have an achilles' heel of its own. Sometimes I wonder just how solid their grasp of game mechanics is. |
there are a couple specific attacks which positional defense has no answer to
there are a few entire damage types that resistance has no answer to.
in the end, resistance sets having one form of resistance debuff resistance (the same capped resists that hamstring the sets on scrappers in the first place) is as good as a defense set being able to dodge 90% of defense debuffs... if you could get 90% resist that is.
hell, its hard enough to reach capped resists no even need to worry about RDR. ED cap a /fire with resists, even add tough from power pool. you get like 50% l/s res and 75% fire, everything else is a rofl of coptering that is so bad I cant even think of anything good to say about it.
invul is the only one that can reach all its caps, and only while unstoppable is running. there is still a psi hole, with psy being all too common, but whatever, its tied with /ela for best, for sure.
/ela ties with invul cause it has end drain going for it. using resistance on a resistance set... nah... now that I think about it, invul is more about invincibility than resists, and fire is more about healing flames/firey embrace (rofl, and rise of the phoenix). there is a (smaller than other set's respective ones) hole is psy, and a MONDO GAPING ABYSS over toxic, along with a mid sized hole in neg, and only ~40 resist to fire/cold. you can, cover the toxic hole a bit and cap all but these 2 with the t9
oh, and that is all of the resist sets, the same ones that were there since I started in late 05. over 4 years and no attempt to make a new one. there have been new grape flavored sets, they made a hybrid soda that mixes grape and apple, naming it willpower, but orange?
in case you didnt know why, its because these sets are unpopular, I know I looked at them when I first started and wondered why fire had a heal and the other sets didnt. (i didnt think it was because fire was OP, in case you were wondering yourself)
To be honest, i question the existance of a resistance set for this debate to take place, there is no pure resistance set, resistance isnt strong enough to stand on its own without IOs (since with IOs, you can get defense)
I have yet to meet anyone of the "resistance > defense" mindset to answer my first question.
In my first post, I mentioned that for normal gameplay resistance is as good, it just lacks the potential of defense sets. if you think otherwise, you are more than welcome to prove me wrong, and if you think I am on this boat you speak of, you are sorely mistaken.
for the sake of brevity, /rant
there are more enemies who can cast a defense debuff, true, but these enemies usually dont stack as large an amount of them by themselves, they also usually arent of good quality.
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If by "potential" you mean survivability potential, you're wrong. Any softcapped Invuln will prove it. Given the prevalence of ally and self +Def buffs, resistance + a little defense is more survivable than defense + a little resistance. It used to be that only SR could reliably softcap itself. Then, when i13 was launched, there was actually a large discussion on how SR was actually underpowered, because the changes to IO set bonuses meant that people could potentially build softcapped (or at least high-defense) WP and Invuln scrappers, and even "pure" resist sets like /Fire could accumulate large amounts of defense. It's kind of funny how the old myth of defense being superior to resistance has resurfaced.
I'm going to assume that by your first question you mean this: "When does /ela or/fire get to solo pylons, or in some other way be so rediculous that you actually have to set up your own events to have a challenge?" What's funny is that a /Fire scrapper has soloed pylons (see the pylon results thread), along with Invuln and Regen (I don't remember any /Elec ones, but it's a relatively new set). So I'm not sure what your pylon question proves. It certainly doesn't prove that resistance sets are less durable than defense ones. If you are going to point at the large number of shields builds dominating that thread, I'll remind you that shields is overpowered relative to defense sets, too.
So, as far as survivability is concerned, I don't see how anyone can claim that all resistance sets have inherently less potential than all defense sets. I do think, though, that the scrapper defense sets can easily achieve a level of mitigation that is sufficient for most normal content, while simultaneously offering perks that are valued by high-end scrapper forum builds (+Rech, +Dmg, AoE damage), and this biases people's perceptions.
Understatement of the year. Every sword or gun attack debuffs defense, and while -7% on each may not sound like a lot, once 4 or 5 minions start stacking attacks on you, you will feel it. Individual defense debuffs of large amounts aren't uncommon, either; Arachnos tarantulas have a -20% one that they like to spam. I'm hard-pressed to name an enemy group that does not debuff defense. And this is on top of other ways that defense can be avoided or stripped away. Enemy +ToHit doesn't destroy resistance powersets the way it does defense ones. So Defense powersets do have big gaping holes in their protection.
If by "potential" you mean survivability potential, you're wrong. Any softcapped Invuln will prove it. Given the prevalence of ally and self +Def buffs, resistance + a little defense is more survivable than defense + a little resistance. It used to be that only SR could reliably softcap itself. Then, when i13 was launched, there was actually a large discussion on how SR was actually underpowered, because the changes to IO set bonuses meant that people could potentially build softcapped (or at least high-defense) WP and Invuln scrappers, and even "pure" resist sets like /Fire could accumulate large amounts of defense. It's kind of funny how the old myth of defense being superior to resistance has resurfaced. I'm going to assume that by your first question you mean this: "When does /ela or/fire get to solo pylons, or in some other way be so rediculous that you actually have to set up your own events to have a challenge?" What's funny is that a /Fire scrapper has soloed pylons (see the pylon results thread), along with Invuln and Regen (I don't remember any /Elec ones, but it's a relatively new set). So I'm not sure what your pylon question proves. It certainly doesn't prove that resistance sets are less durable than defense ones. If you are going to point at the large number of shields builds dominating that thread, I'll remind you that shields is overpowered relative to defense sets, too. So, as far as survivability is concerned, I don't see how anyone can claim that all resistance sets have inherently less potential than all defense sets. I do think, though, that the scrapper defense sets can easily achieve a level of mitigation that is sufficient for most normal content, while simultaneously offering perks that are valued by high-end scrapper forum builds (+Rech, +Dmg, AoE damage), and this biases people's perceptions. |
resistance + a little defense is more sur... 75% res 25% def, and im really giving you're argument the edge here by capping resist and making defense about as high as its gonna get with IO bonuses, takes roughly 12.5% of incomming damage. that's less survivable, not more, and soft capped def builds are a lot more... possible... than hard capped res builds with 25% def.
ok, ill ignore SD. first mention of FA is on page 2, someone saying they got spanked in a minute. i guess you can count the DM/inv as a page 1, even if the main things going for inv are invincibility and tough hide. True point that /elec was revised, will have to see like tomorrow or some time im more awake (8:30), im sure they will be there tho, there's exceptions to every rule. problem is you will find 1 or 2 posts in an 11 page thread and be like "see, see I told you, see, har har italics SEE!", never realizing how isolated the incidents you stand behind are.
so as far as... play more /resist. im waiting for you to roll a stony and claim you still dont see the problem, ill have a good laugh.
So, lots of people speak negatively about the squishiness of resistance sets. But I don't get this. If a blaster can reach softcapped defenses starting from zero, then so can a resistance set. On the other hand, building resistances into a defense set pretty much means taking Toughness.
The general knowledge, cited over and over about why there are no good resistance set bonuses is that the Devs considered combination of resistances plus defenses was considered too powerful.
It seems like resistance sets can get much closer to having both than defense sets ever will.
But most people consider them much weaker than defense sets. What am I missing?
"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.