Do All My Tankers Need Tough?
Do they need it? No. Will they benefit from it? Yes.
Smashing and Lethal are the two most common types of damage in the game, so increasing your resistance to them is always a good thing. On top of that, Tough is also a prequisite for Weave, which provides a nice increase to defense.
Inv, for example, gains a particularly large benefit from Tough because it already has very good SL resistance. Due to the way resistance (and defense for that matter) works, the more you have to begin with, the more each additional point is worth. With Tough, you can pretty much ignore these damage types as you'll be at (or at least very close to, I forget the exact numbers) the cap of 90% resistance. Inv also benefits greatly from Weave, as it stacks nicely with the defense from Tough Hide and Invincibility.
In the end, it really comes down to how tough (sorry, bad pun...) you want your tank to be. If you want to just run normal missions with a good team supporting you, then in general, you can probably get by without it, particularly on a Stone/* tanker. If you want to be able to jump into +4x8 mobs with no support and laugh at their pathetic attempts to damage you, then Tough and Weave are very useful.
The softcap you keep hearing about is only in regards to defense. The term is used to talk about a point of defense where you can add more, but there is no benefit to doing so. Enemies have 50% chance to hit us, and they will always have a minimum of 5% chance. Anything defense over 45%, then, is wasted.
But PhroX sums it up very well when he says each percent of defense or resistance does more than the percent it builds on.
The last 5% of defense does as much for you as the first 40%.
The last 10% of resistance does as much for you as the first 80%.
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*Note: people have a habit of not putting enough enhancement slots into Granite, or of using it as a set mule. If you're not getting at least 75% resistance and 30% defense out of it, you should re-think your slotting.
There's one exception: a perma-granite stone tank. Properly-slotted* Granite + Stone Skin will put you well over the resistance cap, and because of the way resistance debuffs work, you get little to no benefit from being over the cap.
*Note: people have a habit of not putting enough enhancement slots into Granite, or of using it as a set mule. If you're not getting at least 75% resistance and 30% defense out of it, you should re-think your slotting. |
The softcap you keep hearing about is only in regards to defense. The term is used to talk about a point of defense where you can add more, but there is no benefit to doing so. Enemies have 50% chance to hit us, and they will always have a minimum of 5% chance. Anything defense over 45%, then, is wasted.
But PhroX sums it up very well when he says each percent of defense or resistance does more than the percent it builds on. The last 5% of defense does as much for you as the first 40%. The last 10% of resistance does as much for you as the first 80%. |
The last 5% of defense will have the same proportional reduction in your damage taken as the first 40%. For example, if you were hit 100 times for 1 damage, at 0% defense you'd take 100, and 40% you'd take 20 and at 45% you'd take 5 damage. That's on average of course. The first 40% drops your damage by about 80%, 45% drops it by about 90%. So if you're looking at ratios, it sounds like a ton. The actual damage taken? That is, 5 instead of 20? Not that big.
Theoretically what you can "handle" will quadruple, but as a tanker at that point you might be trying hard to find something you can't handle at 40%. It's not like you're a brute ;-)
The same statement can sort of be made about resistance, but the last 10% doing as much as the first 80% is a little ... out there. In the same secnario, but replace defense with resistance of 0%, 80%, and 90%, the last drop is from 20 to 10. That's even less of a difference when you consider actual damage.
With resistance, you're not dealing with the purple patch as drastically (harder enemies having a higher chance to hit you) and it's its own debuff resistance. Defense is the name of the game when it comes to IOs, but purely on power picks you may as well max out your resists and pick up tough.
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Tough helps a lot with everything but Stone/*, as mentioned above. Weave helps with everything, but is at its best when stacked with enough +Defense to softcap you to all three positions (melee, ranged, AOE) or at least smashing/lethal. You can get by without either. However, I'd still recommend it for any Tanker, Brute, or Scrapper and it isn't terrible for other sets if you've got the powers to burn.
Take a Fire/* Tanker with 46.8% S/L resistance (assuming 3 resistance SOs). For every 100pts of S/L he is hit with, he takes 53.2pts. Add Tough (again, with 3 resistance SOs) and that 46.8% becomes 70.2%. Now he only takes 29.8pts per 100pts dealt. Damage has been reduced by 44% by adding Tough. S/L being the most common damage, this is very useful.
Take an Invuln/* with 66.6% S/L resistance, currently being hit for 33.4pts per 100pts dealt. Add Tough and that goes up to 90% (softcapped). Now he's only taking 10pts per 100pts dealt. In this case, admittedly the extreme, S/L damage has been reduced by 70% by adding Tough.
Pure defense sets will benefit the least from it, but it's still nice there. If nothing else, it shaves off 23.4% of incoming S/L damage and serves as a prereq for Weave.
Every tank I make gets tough... EVERY tank..
The hard things I can do--- The impossible just take a little bit longer.
If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-
Thanks for the advice. I've already given my Fire Tanker Tough, and I'm probably going to give it to my Dark Tanker and Shield Tanker (who is unfortunately my softest one at the moment). I guess the next big question is how many Endurance reductions does everyone put in their shields?
I typically put in one SO or IO's worth of End Redux in my shields unless I'm going for set bonuses.
If it's resistance/defense IO set I'll typically grab the following IO's, for example:
Resistance
Resistance/End Redux
Resistance/Recharge
Resistance/End Redux/Recharge
Going with a level 35 set would net you around 41.29% end redux compared to 36.7% for a level 35 end redux IO, or 42.4% for a level 50 end redux IO. All of the above would drop a toggle using .21 end/sec down to .15 end/sec.
Typically your biggest end user will be your attacks. Make sure you've got them adequately slotted for end redux.
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Originally Posted by PapaSlade
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Depends on the build, really. I made an Invulnerability build that doesn't have it, yet he still has about S/L resists as my Fiery Aura tank that has Tough... but I also built him to get in the low 40s defense to S/L with one target, as well as Energy/Dark. He tanks quite well, though Psychic attacks are still a problem, even though I got him more resist and defense there. Tough wouldn't make a difference there, though.
Tough would make him even more resilient, but the question is whether it's needed. Not every set needs it. Heck, it ups the resilience of Fiery Aura quite a bit, but I can usually run on a team with just Weave going. Tough is nice when I run into defense debuffs, though.
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Short answer: Nearly all competitive builds for all tanker powerset combos include Tough and Weave.
I found it really beneifts my Fire, Dark and Willpower tanks, since it moves them from 50% Resistance to around 75% resistance for Smashing and Lethal. Thats half the incoming damage from Freak Swipers etc.
On an Invulnerable tanker, I'd say its less necessary. 90% S/L resist does look great on paper (instead of 67% or so from slotting the native Invulnerable powers), but since you're also packing 20 to 30% S/L Defence you can probably get by without it in almost all situations.
I found it really beneifts my Fire, Dark and Willpower tanks, since it moves them from 50% Resistance to around 75% resistance for Smashing and Lethal. Thats half the incoming damage from Freak Swipers etc.
On an Invulnerable tanker, I'd say its less necessary. 90% S/L resist does look great on paper (instead of 67% or so from slotting the native Invulnerable powers), but since you're also packing 20 to 30% S/L Defence you can probably get by without it in almost all situations. |
Here's an example, back in issue 10-11 CMA didn't have the fighting pool or a soft cap build (due to the state of set bonuses then and Invuln in general it was, if not impossible at least extremely difficult). There were a lot of high level missions that I had to be extremely cautious of or risk getting killed. The STF was particularly challenging then; many of the AV's hit hard enough to 3 shot me. Adding the Fighting pool and Tough suddenly made most of the AV's MUCH easier. Of course when issue 13 rolled around with it's changes and I soft capped him in addition to the 90% S/L resist a lot of things that 3 shotted be before I could nearly AFK on.
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I think it depends partly on how you play. The weekend they released Dual Pistols on live, I spent most of the day tanking for pickup groups of mostly low-level DP blasters and offense-based DP defenders, plus the odd scrapper. That day, I wished I had Tough and Weave, because I was getting zero help from the team. If you need your tanks to excel in a vacuum like that, definitely take Tough and Weave.
My main tank, a level 50 Inv/Axe, has never had the Fighting pool, and I've not regretted it. I have a lot of attacks six-slotted with Crushing Impact for psi resist, and three AoEs six-slotted with Obliteration, and my shields are four-slotted with Impervium Armor including the psi resist one. She's worked out just fine. I wouldn't say she's squishy, but she's not soft-capped for defense, hard-capped for S/L resist, or anything else. But she provides a fine focal point for enemy aggro and friendly buffing and healing, and is a lot more fun for me to play than my recently respeced Willpower/DM who does have Tough and Weave, is really hard to kill, but hasn't had slots or powers to do much else at level 32. But she'd probably handle the team full of DP noobs just fine.
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Get by? Sure, but moving from ~68% S/L resistance to the HARD cap of 90% S/L resistance makes a HUGE difference in facing tough mobs. It's the same idea as going from ~30% defense to the 45% soft cap; the last bit of defense is much more valuable than the first bunch. Of course with an Invuln it's best of all to do BOTH.
Here's an example, back in issue 10-11 CMA didn't have the fighting pool or a soft cap build (due to the state of set bonuses then and Invuln in general it was, if not impossible at least extremely difficult). There were a lot of high level missions that I had to be extremely cautious of or risk getting killed. The STF was particularly challenging then; many of the AV's hit hard enough to 3 shot me. Adding the Fighting pool and Tough suddenly made most of the AV's MUCH easier. Of course when issue 13 rolled around with it's changes and I soft capped him in addition to the 90% S/L resist a lot of things that 3 shotted be before I could nearly AFK on. |
And that's a good thing, too. If all Tank builds needed Tough to work, that wouldn't be very fun.
Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc: Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory
The point is more whether it's needed, Awesome. I agree that going from 67% to the cap for S/L will make a big difference (the numbers don't lie on that), but you don't NEED it as an Invuln tanker. I've tanked a fair amount of content on my Invuln that doesn't have Tough, so it's not needed. Albeit he does have a good amount more defense from IOs, too.
And that's a good thing, too. If all Tank builds needed Tough to work, that wouldn't be very fun. |
So, is Tough required for an Invuln? No, but it does make life easier. My old build had Aid Self instead of Tough and I had to be on my game to get it off in combat and stay right side up in high end content. Naturally your typical radio mission or arc doesn't need anything like that high end performance.
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I agree, I was able to handle everything I ran across without Tough... I just had to be really careful on occasion. Adding Tough/Weave, even before I soft capped, changed the "be really careful" part to worrying about the team instead of my own durability. It made things MUCH easier when I could concentrate more on the team than on popping inspirations or relying on team buffs to stay upright against really tough foes.
So, is Tough required for an Invuln? No, but it does make life easier. My old build had Aid Self instead of Tough and I had to be on my game to get it off in combat and stay right side up in high end content. Naturally your typical radio mission or arc doesn't need anything like that high end performance. |
Heh, not really disagreeing about anything. The question is just whether it's needed, and it's not technically for most tanking builds when you're on a team. It does, of course, make things easier, like you said.
My Invuln doesn't have it mostly because I wanted to leverage the defense in the set and not get Tough for once, since most of my Scrappers and Tanks have it. Felt nice to branch out a bit. And he's done well on the ITF and on 8 man teams against the Praetorian 40+ story arcs. Darn def debuffs from the Clocks stinks, though.
Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc: Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory
Hmmm I would say all tanks should have tough. Weave on the other hand is good but not needed for tanks only with resistance.
Most of my tanks have ended up getting Tough. I didn't bother on my Stone tank.
I debated about adding Weave on my Fire/Fire tank so I took it over to test and tried doing missions with and without Weave in the build. Even without additional set bonuses, Weave slowed down the damage enough to make me feel it was worth while on the tank.
Throwing darts at the board to see if something sticks.....
Come show your resolve and fight my brute!
Tanks: Gauntlet, the streak breaker and you!
Originally Posted by PapaSlade
Rangle's right....this is fun.
|
I've noticed a huge difference with my Fire Tanker, but my Invulnerability Tanker has (knock on wood) not had any problems even on +4 runs. I guess the last reason I'm not a crazy awesome Tanker is the fact that I've never really explored IOs. I've played since before CoV and never really got into the crafting system. I know it makes a huge difference, but I've never honestly given it a try. I used to do Hamidon runs for better enhancers.
Every Single Tank I have ever built has tough and weave. Even the Stone I built for my wife...
The hard things I can do--- The impossible just take a little bit longer.
If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-
I have one of every type of Tanker in City of Heroes. I'm hearing all this talk about softcaps (which I am clueless about) and maximum resistances and such. A few of the guides I read suggest taking Tough even with types that I didn't think would need them (like Invulnerability).
I know some Tankers benefit from Tough, like Fire and Dark. But do all my Tankers need it? I have such tight builds with them anyways, and endurance is always a concern.
And for the record, my only Tanker at 50 is my Stone/Stone.