Scrapper Defense/Resist caps by AT?


Bill Z Bubba

 

Posted

Is there any hard data available on the 'softcaps' for defense and resists for the various scrapper archetypes?

I did a little searching, but my search-fu is weak and did not find anything recent.


 

Posted

Scrapper is an archetype. Like tanks and defenders.

All the scrapper mitigation sets have the same caps. The hard cap on dam-res of 75% and the soft cap on defense of 45%. The hard cap on defense is much higher, but it has no meaning because anything above 45% won't help you in most cases.


Be well, people of CoH.

 

Posted

Resistance caps:
Tanker / Brute: 90%
HEAT / VEAT: 85%
All others: 75%

Defense hardcaps:
Tanker / Brute: 225.05%
HEAT / Scrapper / Stalker / (VEAT?): 200.38%
All others: 175%

The defense softcap, however, is usually 45% for everyone. The softcap is the point at which additional defense doesn't decrease the enemy's chance to hit anymore. For example, 45% defense against a +0 minion drops their tohit to 5%. Even if you had the Tanker cap of 225.05% def, the minion would still have a 5% chance to hit you.

Now, against a +5% AV, 45% defense would drop their chance to hit to 11.25%. You might think, "Ahah! More defense would help!" But this isn't the case. Mobs being a higher level (up to +5) and higher rank get accuracy bonuses, which just multiply their tohit chance. That +5 AV cannot have a lower chance to hit than 11.25%. That's the 5% floor * 1.5 (level) * 1.5 (AV rank).


So why did I say the softcap is "usually" 45%? There are situations where you'll need more defense to floor enemies. There are two big culprits:

  1. Tohit buffs - If a mob has a tohit buff, you need just as much extra defense to floor them. For example, if a mob has a +10% tohit buff, then you'd need 55% defense to be soft capped against them. Note: Mobs +6 and higher start getting tohit buffs (+6 = +5% tohit, +7 = +10% tohit, ..., +9 = +20% tohit, +10 = +40% tohit).
  2. Defense debuffs - These are much more obvious since they directly lower your total defense. The more you're debuffed, the more defense you'll need to counteract it.

I'd suggest reading Arcanaville's Guide to Defense if you want to know the nitty gritty of how it all works. (It is quite long, though!)


 

Posted

Quote:
Originally Posted by Sarrate View Post
Resistance caps:
Tanker / Brute: 90%
HEAT / VEAT: 85%
All others: 75%

Defense hardcaps:
Tanker / Brute: 225.05%
HEAT / Scrapper / Stalker / (VEAT?): 200.38%
All others: 175%

The defense softcap, however, is usually 45% for everyone. The softcap is the point at which additional defense doesn't decrease the enemy's chance to hit anymore. For example, 45% defense against a +0 minion drops their tohit to 5%. Even if you had the Tanker cap of 225.05% def, the minion would still have a 5% chance to hit you.

Now, against a +5% AV, 45% defense would drop their chance to hit to 11.25%. You might think, "Ahah! More defense would help!" But this isn't the case. Mobs being a higher level (up to +5) and higher rank get accuracy bonuses, which just multiply their tohit chance. That +5 AV cannot have a lower chance to hit than 11.25%. That's the 5% floor * 1.5 (level) * 1.5 (AV rank).


So why did I say the softcap is "usually" 45%? There are situations where you'll need more defense to floor enemies. There are two big culprits:
  1. Tohit buffs - If a mob has a tohit buff, you need just as much extra defense to floor them. For example, if a mob has a +10% tohit buff, then you'd need 55% defense to be soft capped against them. Note: Mobs +6 and higher start getting tohit buffs (+6 = +5% tohit, +7 = +10% tohit, ..., +9 = +20% tohit, +10 = +40% tohit).
  2. Defense debuffs - These are much more obvious since they directly lower your total defense. The more you're debuffed, the more defense you'll need to counteract it.

I'd suggest reading Arcanaville's Guide to Defense if you want to know the nitty gritty of how it all works. (It is quite long, though!)
ur number 1


protector-knight: lvl 50 invun/axe tank
Lillian Brick: lvl 50 stone/stone/pyre tank
Hybrid-knight: lvl 50 db/regen scrap
Vengful-Nature: lvl 50 spines/sr/bod scrap
Element-Wizard: lvl 50 fire/storm/stone troll

 

Posted

Quote:
Originally Posted by Bill Z Bubba View Post
Scrapper is an archetype. Like tanks and defenders.

All the scrapper mitigation sets have the same caps. The hard cap on dam-res of 75% and the soft cap on defense of 45%. The hard cap on defense is much higher, but it has no meaning because anything above 45% won't help you in most cases.

Um yeah, I wrote that when I was half asleep...I meant the various scrapper powersets.

Ok, I understand that the cap is supposedly 45%, but for instance a spines/regen scrapper I've never seen get past the mid 30s, which is why I was wondering if there was a difference between powersets.


 

Posted

That's because /Regen has no built in defense, so getting to 30% or so is pure set bonuses and pool powers.

A set like /SR gives a lot of defense from the set itself, so you can use bonuses and pool powers to get to 45%.

They both use the exact same hard and softcaps, just the SR has an easier time of reaching the softcap.


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