Newbie question on soft caps


Aett_Thorn

 

Posted

Looking for a little advice. I have been reading around the forums and working with MIDs to try out all sorts of different ATs. I like scrappers for their solo-friendly playstyle, and the focus always seems to be to cap s/l def.

I look at the builds for tanks and see that aoe/ranged/melee is capped but s/l is not (in the ones I looked at - shield def/ele).

Can someone explain how the different attributes work and why scrappers would cap s/l but tanks would not?

Thanks.


 

Posted

It depends more on the powersets in question than anything else. For instance, a Super Reflexes Scrapper is going to want to try to get Melee/Ranged/AoE Defense, since he already has those. Same for both a Shield/ Tanker and a /Shield Scrapper.

Now, an Invulnerability or Ice tanker, since they have typed defenses within their armors, want to get more S/L Defense.

Basically, you want to try to get more of what you already have.


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~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

How do the "types" play with each other? If you are capped for melee/ranged/aoe, do you not need s/l/fire/cold/toxic/psi/etc...?

Thanks again.


 

Posted

This is a repeat of something I said in another thread.

Let's say you've got 44% s/l defense, 35% f/c defense and 36% ranged defense.

You get attacked by a fire blast (typed fire, ranged). The ranged defense would be applied since it's the higher number, with the fire defensive number being ignored.

You get attacked by a fireball (typed Smashing/Fire, ranged). The s/l defense would apply as it's the higher number with the fire and ranged defensive numbers being ignored.


So you can see how typed defense vs. positional defense is looked at. So yes, if you're capped to all positions you don't need to worry about getting more typed defense. But going back to what Aett Thorn mentioned, you want to focus on the set's strength and build on top of that.


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Posted

Quote:
Originally Posted by Spike Night View Post
Looking for a little advice. I have been reading around the forums and working with MIDs to try out all sorts of different ATs. I like scrappers for their solo-friendly playstyle, and the focus always seems to be to cap s/l def.
First, there are two types of defense. There is positional, which determines where an attack came from: ranged, melee, and AOE. Then there is Typed. These are the kinds of attacks: Smashing, Lethal, Fire, Cold, Energy, Negative Energy, and Psionic defense.

Second: A soft-capped defense is one that has reached a value of 45% defense or greater.

The focus on Smash / Lethal defense is for two reasons. The first reason is because Smash / Lethal attacks are the most common types of attacks used by enemies. I think the hard-number is somewhere around 70% of all in-game NPC attacks have a Smashing or Lethal component.

The second reason is that most melee defense sets have components to protect against Smashing / Lethal damage. It is easier to get these sets to the 45% defense soft-cap since you'll have to use far less sets than on a build that is starting from 0% defense.

Quote:
I look at the builds for tanks and see that aoe/ranged/melee is capped but s/l is not (in the ones I looked at - shield def/ele).
Only one Tank Set can soft-cap to Typed Defense on it's own without IO boosts: Ice Armor.

All other Melee defense sets cannot achieve a 45% soft-cap on their native sustainable powers. All other melee sets need external buffs, either from team-mates, or from IO's, in order to reach the 45% defense soft-cap.

Quote:
Can someone explain how the different attributes work and why scrappers would cap s/l but tanks would not?

Thanks.
Very few sets with defense components have Positional defense. Positional Defense is more valuable than Typed Defense since it only matters how the the attack was delivered.

For example: a scrapper, brute, stalker, and tank fight in melee range, and most attacks launched at them will be melee. If they have a 45% or greater melee defense, a greater number of attacks will just never land.

A Blaster, Corruptor, or Defender normally fight from range. If they have 45% or greater ranged defense, nearly every attack thrown their way will miss.

Because positional defense is more valuable, more of the high-end builds focus on driving positional values as defense solutions.


 

Posted

Thanks for the quick replies. I am sorry if these have been asked (and answered) many times before - I have been reading through the forums a lot going back many pages worth.

A final question - is there a game mechanic that differentiates tanker survivability vs scrapper? (I haven't played in a while but I remember something like scrappers being maxes at 75% vs 95% for tankers?) While I have this memory, I can't find anything on it. If there is a thread on the various caps that I have missed, I apologize.