Caps, defense and resistance
Defense is how easy you are to hit. So the higher the defense the less likely you are to get hit. And increasing it above the soft cap of 45% gains no benifit unless the opponent uses a debuff or a to hit debuff.
Additionally if an attack has a dual aspect to it's damage (say lethal and fire) only the highest form of defense is counted. Defense is an all or nothing power, it either stops all of the attack or it fails completly. |
Resistance is the other side and mitigates incoming damage if it gets past defense. There is no soft cap, but there is a hard cap depending on AT. Resistance of 75% means you'll only take 25% of the damage of the attack. This is where I'm unclear though: If an attack has both lethal and fire components I assume that the resistance is applied to each type individually so if you have 75% lethal and 20% fire resistance you'll take 25% of the lethals damage value and 80% of the fire damage value? |
Now to the tricky part... What's better to concentrate on? Resistance or defense and which parts? At the moment it seems to me that getting lethal and smashing defense up to the soft cap and then getting the resistances as high as possible would be the best way. |
Originally Posted by ShadowNate
;_; ?!?! What the heck is wrong with you, my god, I have never been so confused in my life!
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All accurate. Defense also has positional types (Melee, AoE, Ranged), and most all powers in the game have both a positional type, as well as a damage type (there's a few exceptions).
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It depends on the AT/build, but for a resistance based character, something akin to that is often the best approach (since so many attacks in the game are at least part smethal). I don't believe Stone as any positional defenses, so going typed would be your best bet.
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Originally Posted by ShadowNate
;_; ?!?! What the heck is wrong with you, my god, I have never been so confused in my life!
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Defense is how easy you are to hit. So the higher the defense the less likely you are to get hit. And increasing it above the soft cap of 45% gains no benifit unless the opponent uses a debuff or a to hit debuff.
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If you plan on running against higher-level critters this may affect your decisions.
Remember, this is against even-con opponents. The accuracy and to-hit modifiers vary by level and rank.
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Originally Posted by ShadowNate
;_; ?!?! What the heck is wrong with you, my god, I have never been so confused in my life!
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Remember, this is against even-con opponents. The accuracy and to-hit modifiers vary by level and rank.
If you plan on running against higher-level critters this may affect your decisions. |

Not sure I'll be fighting +6 or +7's very often. Haven't had to do that since they bought in SSK.
Ahh, missed that bit... looks on the table like the To-Hit is even up to +5 and the acc is 1.5 at +5. I'm not sure how defense and accuracy interact. Will have to look into that deeper.
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So if they had normal tohit, and you were at 45%, they'd have a 5% chance to hit you before taking accuracy into account (50-45 = 5). If we say they're a generic +5 minion, then that puts them at a final chance to hit you of 7.5% (5 * 1.5 accuracy = 7.5% final chance).
Originally Posted by ShadowNate
;_; ?!?! What the heck is wrong with you, my god, I have never been so confused in my life!
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Pure White Lightning - Level 50 Electric Brute
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Blue Icefall - Level 50 Ice Tank
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Remember, this is against even-con opponents. The accuracy and to-hit modifiers vary by level and rank.
If you plan on running against higher-level critters this may affect your decisions. |
After you calculate Defense vs Tohit (and cap it to within >5% or <95%), you then multiply that by the accuracy (and cap it to within >5% or <95%), and you have your final chance to be hit.
So if they had normal tohit, and you were at 45%, they'd have a 5% chance to hit you before taking accuracy into account (50-45 = 5). If we say they're a generic +5 minion, then that puts them at a final chance to hit you of 7.5% (5 * 1.5 accuracy = 7.5% final chance). |
Regarding which is the best to concentrate on, it's going to be defense because you can't concentrate on Resistance except to take Tough, the shield power in your APP if you have one, and any other power that helps resistance. There essentially are no sets that help your Resistance.
Most ATs lend themselves to certain things. One defense strategy will be easier than the other. Usually you can only get 50% or so Resist in S/L or capped in something like Energy if you are Electric Armor.
Def is nice, but it's rolling the dice. Resistance always works.
Good luck with this. You will find it tough to tank without the granite. Very tough.
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The defense softcap remains the same against even con minions and up to +4 AVs.
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Regarding which is the best to concentrate on, it's going to be defense because you can't concentrate on Resistance except to take Tough, the shield power in your APP if you have one, and any other power that helps resistance. There essentially are no sets that help your Resistance.
Most ATs lend themselves to certain things. One defense strategy will be easier than the other. Usually you can only get 50% or so Resist in S/L or capped in something like Energy if you are Electric Armor. Def is nice, but it's rolling the dice. Resistance always works. |

In regards to the question of which to focus on, it truly depends on the build.
As a for-instance:
Using IO sets, my Katana/Fire build focuses on S/L defense primarily. Layered under that are his normal toggles, plus tough, so anything that misses is mitigated by 53% S/L resistance and capped Fire resistance.
Alternatively, my Fire/Shield Brute is all about defense. Using IO sets he's at 45% defense to Melee/Ranged/AoE. He gets hit FAR less than my Kat/Fire, but his resistances underneath that are less, so when he gets hit, he gets hit harder and cannot recover as easily.
Optimally, if you wanted a character that had super-high values on both, I know an Elec/Stone tank can reach 45% S/L defense (which cover a large majority of all attacks in game, including the Cimerorans), 35%+ E/N defense, with 79% resistance to most types and capped to energy damage layered under that.
Why do I consider that optimal? Enemies using S/L have a 5% chance to hit you, and you only take 20% of the damage. At 35% E/N, enemies have a 15% chance to hit (I think, be gentle on my math), but the energy only comes in at 10% of its value. Negative hits a bit harder, but elec has a heal to cover it which also boosts regeneration.
The build is the most important factor: Knowing where the holes are in your character is key. If it's a blaster, ranged defense is the way to go, controllers usually run for global recharge. It depends on the build and playstyle
I can provide build links for reference if you want.
The Story of a Petless MM with a dream
I have a 50 in every AT, but Scrappers and Dominators are my favorites.
I'm finally delving into Mid's and have a few questions about defense and resistance and the caps. I read up on the Wiki and just wanted to clarify a few things and make sure I got them right.
):
My understanding of defense from the Wiki:
Defense is how easy you are to hit. So the higher the defense the less likely you are to get hit. And increasing it above the soft cap of 45% gains no benifit unless the opponent uses a debuff or a to hit debuff.
Additionally if an attack has a dual aspect to it's damage (say lethal and fire) only the highest form of defense is counted.
Defense is an all or nothing power, it either stops all of the attack or it fails completly.
My understanding of resistance from the Wiki(I'm working on damage mitigation at the moment I'll look at debuff resistance once I get this
Resistance is the other side and mitigates incoming damage if it gets past defense. There is no soft cap, but there is a hard cap depending on AT.
Resistance of 75% means you'll only take 25% of the damage of the attack.
This is where I'm unclear though: If an attack has both lethal and fire components I assume that the resistance is applied to each type individually so if you have 75% lethal and 20% fire resistance you'll take 25% of the lethals damage value and 80% of the fire damage value?
Now to the tricky part... What's better to concentrate on? Resistance or defense and which parts? At the moment it seems to me that getting lethal and smashing defense up to the soft cap and then getting the resistances as high as possible would be the best way.
I know that some sets are more resistance based and some are more defense based, I'm looking at a stone tank that I can run without granite except as an 'oh ****' button but am more curious than anything for the future.