Res Cap DA & FA


Black_Sabath

 

Posted

I was wonder if either DarK Armor or Fire Armor can hit the resist caps? & if it could be done rather inexpensively?

I know both sets have Stamina, Healing, & Damage aura tools. Was either going to role a Fire/DA or Dark/FA for concept reasons.


 

Posted

Quote:
Originally Posted by Black_Sabath View Post
I was wonder if either DarK Armor or Fire Armor can hit the resist caps? & if it could be done rather inexpensively?

I know both sets have Stamina, Healing, & Damage aura tools. Was either going to role a Fire/DA or Dark/FA for concept reasons.
i know fire armor can hit the fire resist cap very easily

i dont remember how well dark armor is, havent played it in awhile


 

Posted

Fire can cap fire resist pretty easily because everything you take gives you fire resistance.

Attempting to cap any damage type with Dark Armor or any damage type except for fire with Fiery Aura isn't going to happen. There just aren't enough +res set bonuses or powers that will get you there. All you can get is pretty much just Tough (for some s/l, but not enough to cap you), the 3% +res PvP IO (which is going to hurt your pocket book and not do a particularly large amount), and the 2-3% +res set bonuses that only apply to a single damage type. Even stacking all of those, you're not going to make much headway on the ~40% resistance you need to cap resistance.


 

Posted

Dark Armor isn't hitting any resistance caps (except maybe psionic if you go completely nuts), but let me see what I have:

53.7% smashing/lethal
25.8% energy
52.5% negative
39.7% fire/cold
26.6% toxic
43.5% psionic
It is VERY easy to get higher psionic resistance than I have. My Obsidian Shield has nothing but a Steadfast Protection unique in it. If I added, say, three resistance IOs to it I'd be at 65.4% psionic resistance. It's just that psionic damage is so rare that I didn't want to "waste" the slots on it.


"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
Dark Armor isn't hitting any resistance caps (except maybe psionic if you go completely nuts), but let me see what I have:
53.7% smashing/lethal
25.8% energy
52.5% negative
39.7% fire/cold
26.6% toxic
43.5% psionic
It is VERY easy to get higher psionic resistance than I have. My Obsidian Shield has nothing but a Steadfast Protection unique in it. If I added, say, three resistance IOs to it I'd be at 65.4% psionic resistance. It's just that psionic damage is so rare that I didn't want to "waste" the slots on it.
This.

Dark Armor's best resistance potential is, oddly enough, psionic (rather than the negative energy you'd expect), and it CAN be capped if you want to pick up psi resist bonuses.

Fiery Aura will cap Fire resistance by accident, but you're not going to cap anything else.


Quote:
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.

 

Posted

For the sake of completion, it's worth noting, /electric easily hits the energy resist cap.


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

 

Posted

Quote:
Originally Posted by Black_Sabath View Post
I was wonder if either DarK Armor or Fire Armor can hit the resist caps? & if it could be done rather inexpensively?

I know both sets have Stamina, Healing, & Damage aura tools. Was either going to role a Fire/DA or Dark/FA for concept reasons.
I capped psionic resistance for my dark armor brute. It's not really expensive nor difficult, just that I've to dedicate nearly every IO bonus to it. I did it for concept reasons.


 

Posted

Given those two powerset combos (DM/FA and FM/DA), it's kind of tough to just isolate Resistance. Well, not really, but what I mean is Resistance is just one part of survivability. Defense, Regen, Healing, and, uh, "proactive Defense" (killing people, things, and other nouns).

/DA offers Cloak of Darkness, which, when slotted out, can give you an extra ~5.9% Defense to all (and another 2.5% Defense to Range, for ~8.4%, if you 6-slot it with Red Fortune). Stack that with Weave, throw in a Steadfast and CJ, and you're looking at a base of ~16.5% to all. Not too shabby. And FM is one of your best bets for that Proactive Defense portion.

DM/FA gives you no extra defense, aside from DM's -toHit stuff, but that's pretty negligible against AVs, and still kinda crimped against that Purple stuff (/em Chappelle). You do get two fast acting heals...well, one and a half...but I feel like more defense is better than more heals when it comes to survivability. Also, bear in mind that of the defensive sets' strongest Resist categories--Fire for FA and Psi for DA--Psi is far more prevalent than Fire, and only one of the sets (DA) provides Resistance to both.


 

Posted

Quote:
Originally Posted by StormDevil View Post
Also, bear in mind that of the defensive sets' strongest Resist categories--Fire for FA and Psi for DA--Psi is far more prevalent than Fire, and only one of the sets (DA) provides Resistance to both.
Neither is very prevalent. However, I have fire at 5.33% of incoming damage and psionic at 2.04%. Alas, I can't remember my source. Someone who did some sort of study of the thing, with who knows what assumptions and methodology. Your mileage will of course vary based on which enemy groups you spend your time 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

Hmm...that's odd. My perception is probably skewed by the fact that Psi *seems* more prevalent than Fire, due to the glaring Psi hole that most armors have, which in turn makes Psi that much more dangerous when you do encounter it.

But really, only 2% of the damage type in the game? Huh. I suspect it's more prevalent late-game, which is where I tend to spend most of my play time.


 

Posted

Quote:
Originally Posted by StormDevil View Post
Hmm...that's odd. My perception is probably skewed by the fact that Psi *seems* more prevalent than Fire, due to the glaring Psi hole that most armors have, which in turn makes Psi that much more dangerous when you do encounter it.

But really, only 2% of the damage type in the game? Huh. I suspect it's more prevalent late-game, which is where I tend to spend most of my play time.
The only enemy groups that have it before level 30 are (IIRC) Lost and Arachnos.


Quote:
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.

 

Posted

I think Psi sticks out for most people because of Carnies (since this is where the Psionic holes in your defenses REALLY become obvious), whereas there's no specific villain group where Fire is the major theme. It's, what, Behemoths and the occasional Council goon with incendiary rounds?


 

Posted

Quote:
Originally Posted by Vermain View Post
I think Psi sticks out for most people because of Carnies (since this is where the Psionic holes in your defenses REALLY become obvious), whereas there's no specific villain group where Fire is the major theme. It's, what, Behemoths and the occasional Council goon with incendiary rounds?
And those Wafer Jagermeisters, or whatever the Nemesis robots that spout flame are. And yeah, I don't think Behemoths, Council goons and Nemesis robot minions are going to stick out in anyone's mind, because nobody is likely to find any of them particularly dangerous. So I'm guessing that psi sticks out mostly due to observer bias, where you notice what's hurting you.

Again, I'm not sure how the person got their data. But I'm guessing that they gave equal weight to all attacks of all enemies of all enemy groups, both blue side and red side. They may or may not have weighted by attack damage. So if you're fighting particular enemy groups on either side, your numbers will likely be a lot different.


"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 StormDevil View Post
Hmm...that's odd. My perception is probably skewed by the fact that Psi *seems* more prevalent than Fire, due to the glaring Psi hole that most armors have, which in turn makes Psi that much more dangerous when you do encounter it.

But really, only 2% of the damage type in the game? Huh. I suspect it's more prevalent late-game, which is where I tend to spend most of my play time.
arachnos, psi clockwork, carnies, longbow (some wardens), vanguard (some of them), several praetorian groups, and some of the rularuu are all enemy groups at upper lvl that have some or all psi dmg using NPCs

arachnos is sort of unique because they throw out all kinds of dmg, in fact i think the only type they rarely deal at all is cold dmg (only a few of the arachnos AVs use cold dmg, i think ice mistral and barracuda are it)