IOs: Melee vs. S/L Def


Aett_Thorn

 

Posted

Defense is all the rage now and can be acquired fairly easy with IO sets. I typically choose position or typed defense based on the powersets I'm using but usually when building a defensive based armor set.

However, when it comes to a resistance based set like Electric Armor, I'm left wondering if obtaining melee defense is better or worse than obtaining S/L defense.

What say you all? Do you prefer melee over S/L or vice versa, and why?

Thanks!


 

Posted

Just ask yourself two questions.

How many melee attacks don't have a S/L component? I would think that if it's a melee attack, more often than not, it's got some smashing or lethal part of it.

How many S/L attacks can come from range? Melee defense won't do anything to stop ranged or AoE attacks, but S/L will.

It's almost a moot point, however, because melee defense bonuses always give you half that value in S/L and vice versa.

Personally, I'd go with S/L on this one.


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Posted

Quote:
Originally Posted by Dechs Kaison View Post
Just ask yourself two questions.

How many melee attacks don't have a S/L component? I would think that if it's a melee attack, more often than not, it's got some smashing or lethal part of it.

How many S/L attacks can come from range? Melee defense won't do anything to stop ranged or AoE attacks, but S/L will.

It's almost a moot point, however, because melee defense bonuses always give you half that value in S/L and vice versa.

Personally, I'd go with S/L on this one.
Same. The S/L Defense will end up topping the Melee defense against most foes.


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Quote:
Originally Posted by Clouded View Post
What say you all? Do you prefer melee over S/L or vice versa, and why?
I prefer melee over s/l because it's a lot easier to load up on the stuff that they don't cover. In a debate between just melee or just s/l, the immediate answer will be to go with s/l because s/l simply covers more. If you're, however, asking whether I would go with positional, focusing on melee then ranged then AoE, or typed defense, which pretty much means just getting s/l, I'd go with positional because you're going to get a much better suite of defenses without completely compromising your build.

Typed defense is great when you know what enemies you're going to be fighting 90% of the time. Positional is better when you don't really give a damn and you just want to kill it.


 

Posted

One possibility I've tinkered with is to bastardize the approach. In some builds it's viable to go for S/L as a sort of proxy for the Melee positional and then go for positional Ranged/AoE. This works mostly because most melee position attacks are damage typed either lethal or smashing. However, attacks that don't fit this do exist and aren't ridiculously rare, so there are definite flaws in this approach. Dark Melee, for example, has two attacks that are flagged for the melee position but attack typed only negative.

In general, if only trying to mitigate with one position or damage type, I'd go for L/S over just melee, because L/S will mitigate a bunch of ranged/AoE attacks that happen to also be L/S damage typed. However, I rarely try to just mitigate one class or position of attacks. When trying to mitigate in a well-rounded way, I usually prefer positional defenses unless my powersets include damage typed defenses already.


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Posted

Quote:
Originally Posted by UberGuy View Post
In general, if only trying to mitigate with one position or damage type, I'd go for L/S over just melee, because L/S will mitigate a bunch of ranged/AoE attacks that happen to also be L/S damage typed. However, I rarely try to just mitigate one class or position of attacks. When trying to mitigate in a well-rounded way, I usually prefer positional defenses unless my powersets include damage typed defenses already.
A whole lot of this. It really depends on what you're going for, what you have going for you, and what you're up against. I'll give a few examples:

SR scrapper: Has very high positional defenses. It makes sense to continue adding positional defenses to softcap to all three.

Energy Aura Stalker: Has very high typed defenses. It makes sense to continue adding S/L, F/C, and E/N until softcapped to all three sets.

Electric Armor tank: Has no innate defense, so may be forced to focus on one position, or one typed set. I'd put the focus on S/L, unless I could reliably get melee and ranged.

My AR blaster: No innate defense, but can keep foes out of melee. I'm relying on ranged defense with this character, because I essentially have perfect melee defense already. Had I gone for S/L, which comes with a good deal of melee, I'd only get protection from the S/L ranged and AoE attacks. I chose to be defended against ranged attacks, which grants some E/N defense as well. So all I worry about is non-E/N AoE attacks.


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Posted

Quote:
Originally Posted by Clouded View Post
Defense is all the rage now and can be acquired fairly easy with IO sets. I typically choose position or typed defense based on the powersets I'm using but usually when building a defensive based armor set.

However, when it comes to a resistance based set like Electric Armor, I'm left wondering if obtaining melee defense is better or worse than obtaining S/L defense.

What say you all? Do you prefer melee over S/L or vice versa, and why?

Thanks!
Like others have said, I would go with Smashing/Lethal defense. Particularly because you're dealing with an Electric Armor. My reasoning goes a bit beyond the good advice already presented:

1) It's VERY easy to get Sm, Le defense with little to no sacrifice. The Kinetic Combat set (which can be expensive) gives you the 3.75% bonus with only four enhancers from the set. This allows you to fill out your attacks with other sets or procs while getting a great set bonus.

2) As others have stated, Sm, Le has been estimated to represent over half of most damage, but also consider that many other damage types like Ice and even the energies have a Sm/Le component. This allows you to capture a goodly amount of attacks from all quarters.


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Posted

Well, let's look at it this way. You are trying to help close electric armor's holes, correct? Let's look at what you endure from melee range most of the time: slashes, punches, kicks. Almost all typed with some smashing/lethal, and obviously all melee. This leaves what you get hit with from range: lethal (bullets) fire, psychic, and energy ranged attacks. You can close out both most melee attacks and lethal ranged attacks...along with any other attacks with lethal/smashing components. As such, what is left are 'pure' energy attacks, 'pure' fire attacks, and psychic attacks. This isn't bad, as you have excellent energy resistance and okay resistance to psychic and fire damage. Most AoE's have fire/smashing/energy components, so the same holds true.


 

Posted

I'm assuming this is a brute. Whether you go for melee or S/L depends a lot on your primary, and what the maximum reasonable values you can achieve without gimping yourself.

For example, super-strength has lots of single-target attacks available. All of these can take kinetic combat and get some impressive S/L numbers - much higher than the numbers you would get slotting for melee defense. You can easily get around 37% S/L defense on a SS/Elec, without gimping yourself. (including tough/weave/steadfast). You'll wind up with around 27% Melee defense using the same rules, but different sets. HUGE difference.

However, electric melee has 3 single target attacks (one of which is often skipped). The rest are AoEs - Jacob's Ladder, Thunderstrike, Lightning Rod. These three sets offer good values for melee defense, and then Charged Brawl/Havoc and Chain Induction can take Touch of Death for more melee defense. Trying to get higher numbers on S/L defense where there is no good PBAoE S/L defense set complicates matters. You can get around 34% Melee Defense without gimping yourself (including tough/weave/steadfast). Slotting for S/L defense yields around 29.5%. There is potential to get the build higher, but I didn't want to take and slot taunt.

However, there are advantages to S/L defense:
-Reactive Armor also forces you to slot up some moderate Nrg/Neg defense. The neg defense can help that hole in electric armor.
-Having some defense against defense-debuffing bullets is nice. Otherwise, you may find that your Melee defense leaves you more open to cascading failure from bullets.

I personally decide on a case-by-case basis, and see just what performance I can get with those two options on that build. If one clearly yields better numbers, I have to go with that one.


 

Posted

In short:

A) Someone who has positional defenses already: shoot for positional, like M/R/A
B) Someone who has typed defenses already: shoot for typed defenses, like S/L
C) Someone who has no defenses to start with, but is a ranged character: shoot for R
D) Someone who has no defenses to start with, but isn't ranged-only: shoot for S/L


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Originally Posted by Tonality View Post
I'm assuming this is a brute. Whether you go for melee or S/L depends a lot on your primary, and what the maximum reasonable values you can achieve without gimping yourself.

For example, super-strength has lots of single-target attacks available. All of these can take kinetic combat and get some impressive S/L numbers - much higher than the numbers you would get slotting for melee defense. You can easily get around 37% S/L defense on a SS/Elec, without gimping yourself. (including tough/weave/steadfast). You'll wind up with around 27% Melee defense using the same rules, but different sets. HUGE difference.

However, electric melee has 3 single target attacks (one of which is often skipped). The rest are AoEs - Jacob's Ladder, Thunderstrike, Lightning Rod. These three sets offer good values for melee defense, and then Charged Brawl/Havoc and Chain Induction can take Touch of Death for more melee defense. Trying to get higher numbers on S/L defense where there is no good PBAoE S/L defense set complicates matters. You can get around 34% Melee Defense without gimping yourself (including tough/weave/steadfast). Slotting for S/L defense yields around 29.5%. There is potential to get the build higher, but I didn't want to take and slot taunt.

However, there are advantages to S/L defense:
-Reactive Armor also forces you to slot up some moderate Nrg/Neg defense. The neg defense can help that hole in electric armor.
-Having some defense against defense-debuffing bullets is nice. Otherwise, you may find that your Melee defense leaves you more open to cascading failure from bullets.

I personally decide on a case-by-case basis, and see just what performance I can get with those two options on that build. If one clearly yields better numbers, I have to go with that one.

This is how I look at it as well.

Specifically for Ela using reactive armors means you can slot 4 sets of 4 + a 5th set if you take tough, which you probably will.

Then depending on what options your primary gives you for slotting, you can make your decision from there.


 

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Quote:
Originally Posted by Deus_Otiosus View Post
This is how I look at it as well.

Specifically for Ela using reactive armors means you can slot 4 sets of 4 + a 5th set if you take tough, which you probably will.

Then depending on what options your primary gives you for slotting, you can make your decision from there.
Going with a DM/ELA/Mu with Tough using Reactive Armor and a few other sets. Should be interesting once i get it built.


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Originally Posted by Schismatrix View Post
Going with a DM/ELA/Mu with Tough using Reactive Armor and a few other sets. Should be interesting once i get it built.
I have a SS/ElA brute and I went with Melee defense as an experiment when I respecced, because I was already most of the way there with the sets I already had (Ti Coating, Touch of Death, Obliteration, etc.). I didn't go crazy and slot lots of marginal powers solely for bonuses and only got 32.7% melee def. Some of the time it works out okay, but there are a lot of things that have ranged S/L attacks (she just gets shredded by Gunslingers), so I have to be really picky about the order in which I take out mobs.

I'd recommend maxing out S/L rather than melee. Also, I'm not sure that it's worth the effort to just get to 32 or 35% defense. There are so many things that debuff defense that if you get hit just a couple of times it's like you don't have any defense at all.

So, sadly, I think you have to go all the way to the softcap to make it worthwhile, but as you noted you have to make a lot of sacrifices in slotting, or accuracy, or giving up other types of bonuses. Which makes the character less fun in other ways.

It's a lot easier to softcap for range, at least for ranged characters. It would be an interesting experiment to do a range softcap for a resistance brute and see how that plays.


 

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Quote:
Originally Posted by Dispari View Post
D) Someone who has no defenses to start with, but isn't ranged-only: shoot for S/L
Not always. I've actually found it best to shoot for positional on some sets based on what they can slot. I found I could get much better defenses and other set bonuses by focusing on positional defenses for my DM/Regen Scrapper (and, in fact, every */Regen Scrapper). It really depends pretty heavily on what sets you are using and what other tangential set bonuses you're going to need/want. If you've got a decent number of AoE attacks (Spines/*), you're going to get more out of positional than typed because there is much more, useful, positional defense in the Melee PBAoE sets than there is typed defense.

And, as I said before, one of the other advantages of positional over typed is that ranged and AoE defense are remarkably easy to get with little to no effort. The only "hard" part is getting your melee up. Filling your remaining defensive holes is incredibly easy (BotZ anyone?).


 

Posted

I tend to go for positional defense because its a lot easier to cap out and it covers everything I will ever require.

I have never found a good enough reason to go for typed and probably never will....


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Quote:
Originally Posted by Rodion View Post
I'd recommend maxing out S/L rather than melee. Also, I'm not sure that it's worth the effort to just get to 32 or 35% defense. There are so many things that debuff defense that if you get hit just a couple of times it's like you don't have any defense at all.

So, sadly, I think you have to go all the way to the softcap to make it worthwhile, but as you noted you have to make a lot of sacrifices in slotting, or accuracy, or giving up other types of bonuses. Which makes the character less fun in other ways.
If you can hit 32.5% Smashing/Lethal defense, one small purple will bring you to the soft cap. This is an ideal value to hit for sets like ELA and Fire that want to create "Tank" builds.

While DDR is indeed crucial, making sets like SR capable of becoming utterly potent, the ability to monitor your defense actively and observe when cascade failure starts to occur allows you to swallow pills to return your toon the the soft cap. Purples are easy to come by, particularly with the combine feature. You can even create a bind that does this for you.

And OP: Smashing/Lethal is better to stack for melee toons than any single position. Your second highest defense will usually be Melee regardless of whether you want it or not.


 

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Quote:
Originally Posted by Novella View Post
I tend to go for positional defense because its a lot easier to cap out and it covers everything I will ever require.

I have never found a good enough reason to go for typed and probably never will....
At one time it was true that it was always easier to soft-cap positional defense, but since they paired damage types in defense bonuses that's no longer the case.

I prefer typed defense for a couple of reasons:

S/L and E/NE damage represents a very high percentage of damage in the game. (I think it's between 80 and 90% but that's from memory.) You can more safely skip building for F/C/Psi that you can skip, say, AoE defense.

Most typed defense bonuses are available as 3 or 4 slots bonuses, positional bonuses usually require 5 or 6 slots. With typed defense you're not locked in to 6 slotting your powers for bonuses, and that makes for much more flexible slotting.


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Posted

I've gone S/L on a few melee characters, because Kinetic Combat will give you 3.75% for 4 slots, whereas Touch of Death requires 6 slots for 3.75% vs Melee.

Kinetic Combat also gives you more choice in the actual slotting of powers, ie you can Frankenslot with the remaining two slots, possibly throw in the highly useful Knockdown proc as part of your set of 4 for lighter faster attacks.

Touch of Death alone gives pretty poor enhancement values, especially for faster heavy hitting atacks where a bit more recharge is preferable to a damage proc.

Like Umbral says, +Ranged and +AoE are pretty easy to stack up to complement whatever you choose.
You do end up with a hole to purely exotic melee damage, but generally trade it for better offence.

This was how I went on my melee based Elec/Energy Blaster.