Resist vs Def
Well, both have their advantages.
Defense is susceptible to bad RNG(random number generator) rolls that determine whether or not you get hit.
Resistance always works consistently.
Defense means you avoid the damage altogether or take full damage.
Resistance means you always get hit, but you take less damage.
Now, you may think resistance is the only worthwhile stat after reading that, but they are not mutually exclusive.
Defense is applied BEFORE resistance so you may not even be hit, but, when you do, resistance then applies and reduces that damage.
They're best combined.
If you can get defense soft-capped at 45% then you'll only be hit 5% of the time on average, somewhat like having 95% resistance. Add resistance on after that though and you reduce the overall damage you take much farther.
As for which is better, it depends on the situation and amount of either stat you have.
If you have a lot of enemies hitting often then resistance may wither under the assault as the hits almost always hit and take away a bit of health at a time.
Defense can be bad if you have unlucky RNG rolls or the enemy has a damage type or position that you have less or no defense against, or they have accuracy buffs like Vengeance.
A mix of both is best for most situations.
That's a bit of a tricky question to answer as there are several factors
that come into play.
Defense
First, with Defense, if it makes the mob miss, you take zero damage.
Zero Damage is always a beautiful thing, but anytime you are hit, you
take full damage from it...
Mobs will *always* have a 1/20 hit ratio, even with capped defense.
Some Mobs have autohit attacks (No defense at all against these)
Many Mobs have a -def debuff component to their attacks, leading to
what is gently termed "Cascading Defense Failure" (ie. eventually, with
enough mobs and/or enough debuff hits, your defense is gone)
Finally, there is also a Streakbreaker for mobs just like players (I'm not
certain of the exact percentages, but after enough misses a mob will get
a guaranteed hit).
On the plus side, +def is easier for most toons to get - more IO sets offer
it, and there are more defense powers than resist powers.
Resist
Resist on the other hand doesn't affect a mob's ability to hit you at all - it
simply reduces the damage of the attack.
Some mobs have -res debuffs, but I believe there are fewer of them than
mobs with -def.
It's fairly difficult for most AT's to get high enough resist numbers (generally
speaking). /WP ATs and Kheldian PB's typically have it easiest there.
Regen
The third factor you really need to consider in this mix is Regen. AT's
always regenerate health, and in general it's not fast enough to matter
that much (usually).
Some AT's (/WP) can do so at rates that do matter - significantly.
So, I'm certain that there are optimum mixes of Def/Res/Reg that maximise
survivability, but "better" than the others is a bit of a misnomer.
Consider the extremes:
At sufficiently high Regen rates, you're unkillable - nothing can do enough damage
At suffciently high Defense, you're unhittable - nothing can do any damage
At sufficiently high Resist your normal health regen will heal any insignificant damage you take.
Normally, you can't achieve these extremes, and in the case of Defense,
the cap makes it impossible. However, with blending them, you can get to
the point where your survivability is very high.
Typically most players opt for Defense, again, because it's easiest to do
for most toons. But the other approaches are no less viable if you can get
high enough numbers in your mix.
Regards,
4
I've been rich, and I've been poor. Rich is definitely better.
Light is faster than sound - that's why some people look smart until they speak.
For every seller who leaves the market dirty stinkin' rich,
there's a buyer who leaves the market dirty stinkin' IOed. - Obitus.
Defense is vastly superior to resistance because defense will also negate any secondary debuff the attack has.
Also a huge advantage to mixing the three together in a layered defense is you'll be much harder to neutralize with Debuffs. If you rely on just one you'll always have certain enemy types who can just destroy you at will because they strip away your defense effortlessly.
Also I know this isn't want you asked at all but if you really want to get complicated control & debuffs are also powerful defense tools. If you lower the enemies damage or keep them from attack all together they can't very well kill you both of which brutes can get a little of with certain sets like Kenetic Melee.
Also a huge advantage to mixing the three together in a layered defense is you'll be much harder to neutralize with Debuffs. If you rely on just one you'll always have certain enemy types who can just destroy you at will because they strip away your defense effortlessly.
Also I know this isn't want you asked at all but if you really want to get complicated control & debuffs are also powerful defense tools. If you lower the enemies damage or keep them from attack all together they can't very well kill you both of which brutes can get a little of with certain sets like Kenetic Melee. |
Take a look and leave an opinion of it for me.
It has soft-capped defense, really good regen for a non-regen set and respectable resistance too.
Defense is vastly superior to resistance because defense will also negate any secondary debuff the attack has.
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Also, unless the debuff is -res, it won't matter to a high resist set (from a
pure survivability standpoint).
So, I disagree with "vastly superior".
Regards,
4
I've been rich, and I've been poor. Rich is definitely better.
Light is faster than sound - that's why some people look smart until they speak.
For every seller who leaves the market dirty stinkin' rich,
there's a buyer who leaves the market dirty stinkin' IOed. - Obitus.
Defense is like playing russian roulette.
You've got a higher chance of not being hit, however, when things do get through(and they WILL) you're going to hurt BAD.
Resistance is like wearing full body kevlar armor.
You'll get hurt, but it wont be as bad as if you were naked.
In the end it's a play style choice. Some people prefer gambling, others prefer consistence.
I prefer the latter. Constant, but survivable damage. Add a bit of regen, and a bit of defense and I'm happy. That's what I like about WP. It combines all 3 in the amounts I want. Defense being the lowest priority for me.
"Through Avarice evil smiles; through insanity it sings"
Forum Troll Rule #1: Anyone who disagrees with my point of view is either a fanboy or an idiot.
I'm a proud carebear.
Defense is superior than resistance primarily because there is gobs of it available in Pool Powers, to all positions/types mind you, and through the IO system. Things would be a bit more even if resistance had any meaningful values available through IOs or pool powers, and if it were at least equal to the values granted to defense, if not doubled.
Smashing/Lethal defense of 3.75% is roughly equal to 7.5% resistance, and the highest bonus available through resistance is a paltry 1.86% in PvP sets... this is not fair at all, and a good step would be making resistance values at least equal to the numbers granted to defense, which would still be 50% of the mitigation granted through defense.
"I have ridden the mighty moon worm!"
-Al Gore
Fiery Aura is only good for farming, I'm cereal
@Caucasiafro
Only if it causes the attack to miss... Otherwise, no - you get the debuff too.
Also, unless the debuff is -res, it won't matter to a high resist set (from a pure survivability standpoint). So, I disagree with "vastly superior". Regards, 4 |
Fighting Circle Ghosts with no defense and only resistance. Say bye to tohit.
Fighting Blue Ink Tsoo with no defense and only resistance. Say bye to damage and speed.
Fighting a large number of Malta with no defense, only resistance. Say bye to Stamina and chain protection breaking through your passive immunities.
Vastly superior. There is a reason everyone D caps.
Fighting psi cops with no defense and only resistance. Say bye to Recharge.
Fighting Circle Ghosts with no defense and only resistance. Say bye to tohit. Fighting Blue Ink Tsoo with no defense and only resistance. Say bye to damage and speed. Fighting a large number of Malta with no defense, only resistance. Say bye to Stamina and chain protection breaking through your passive immunities. Vastly superior. There is a reason everyone D caps. |
Besides, RNG can always hate you and no amount of defense can help.
Power Surge for ELA
Unstoppable for INV I'm pretty sure Fire can cap to Fire and ELA can cap to Energy. It's not impossible. |
It's especially not good for a brute when you can't keep going to keep exploiting fury.
I would rather go with my peacebringer in dwarf form who has about 60% resistance to all but psionic when solo, which tends to get capped on teams due to Cosmic Balance, but even that isn't so great because the damage has so far been horrible.
I know I barely have any sets slotted in him, but I don't really want to slot him anymore because of the cost in damage of higher resistance.
My peacebringer is pretty much relegated to -1x1 tip/morality soloing and team only.
I would never go with stone/granite after playing a peacebringer that has no debuffs associated with the survivability.
Fighting psi cops with no defense and only resistance. Say bye to Recharge.
Fighting Circle Ghosts with no defense and only resistance. Say bye to tohit. Fighting Blue Ink Tsoo with no defense and only resistance. Say bye to damage and speed. Fighting a large number of Malta with no defense, only resistance. Say bye to Stamina and chain protection breaking through your passive immunities. Vastly superior. There is a reason everyone D caps. |
Fighting sappers with no defense and only resistance? say bye to all your endurance and hello to holds then the floor. :P
The only archetypes that can counter that either have endurance drain resistance or have click mez protection that doesn't detoggle with endurance drain.
The only click mez protection comes from defense based sets such as shields and super reflexes.
Sure, click mez protection is susceptible to slows, but there are ways to mitigate that and they don't happen if the attack misses anyway.
I say defense is a little above resistance because of the ease of capping it and the benefits while all forms of defense are best when used together because the benefits cover the holes the other forms of defense have.
Fighting psi cops with no defense and only resistance. Say bye to Recharge.
Fighting Circle Ghosts with no defense and only resistance. Say bye to tohit. Fighting Blue Ink Tsoo with no defense and only resistance. Say bye to damage and speed. Fighting a large number of Malta with no defense, only resistance. Say bye to Stamina and chain protection breaking through your passive immunities. Vastly superior. There is a reason everyone D caps. |
Resistance is consistent. With 50% resistance, you will cut incoming damage of the type resisted in half. Period. Not "down to zero unless you get unlucky and then you die." Defense is awesome, except when it isn't.
Besides, if you have a bunch of resistance, that's better than having a bunch of defense, because the guy with a bunch of defense and no resistance can't get any meaningful amount of resistance no matter how hard he tries, and as I pointed out earlier, *EVERYBODY* can get gobs of defense if they put in the effort.
TEH WERDZ ON SKREEN HURTZ MI BRANE!
I think if you got to 90% resistance, across the board, you'd have a toon that would get less debt (maybe none ever) than a 45+% def toon.
Back in ye olden days, I'd park my /elec armor brute in that back room of Rikti in that AE mission (you know the one), go away for a half hour, let my damage aura do its thing, come back to aggro more Rikti and go afk again. I could not die with 90% resists to the energy damage. Statistically speaking, you WILL hit an unlucky streak eventually, I doubt a Def based only character could ever afk farm.
This 90% resists toon doesn't exist in nature though. I suppose a Dark Armor toon with a Sonic (for all but Psi) and a couple of Darks (for psi) could cap across the board.
Global = Hedgefund (or some derivation thereof)
Really, it depends on how Def or Res you have, and I suppose on what your fighting. But as the game is right now, high Def is favored over Res. It is impossible or extremely difficult to cap Res other than to your set's specialty, or if you use a Tier 9. On the other hand, it's possible to soft-cap Def on many toons.
Soft-capped Defense, or close, with some DDR, is far superior to whatever Res you can get on your own. I generally find the effects of RNG to be very manageable with some Regen bonuses. There may be scary moments when you go red, but if you don't panic, you can usually regen back to green. However, things can get dicey if you're up against strong Def Debuffs or ToHit buffs, which requires alternative strategy like pulling or kiting.
However, at Def values of 30% or less, with no other active forms of mitigation, toons feel pretty squishy to me.
I think if you got to 90% resistance, across the board, you'd have a toon that would get less debt (maybe none ever) than a 45+% def toon.
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If you have some resistance and regen behind that defense then you are much better off than the resistance toon who just has regen to fall back on, or a heal.
There is also the damage factor. Survivability depends on how much damage the enemy does per hit and per second and how much you do as well.
I would argue that defensive builds are best to make with resistance included in the build and regen too, but only if you're experienced in playing.
Resistance is just easier to understand and play at first.
Defense is the "hard to master" part of CoH.
Edit:
Of course an ONLY defense character wouldn't afk farm. They probably wouldn't get very far in the game at all. It's just risky and not the most fun.
All defense builds I know of have some resistance and regen to fall back on behind the defense.
Maybe this thread should really be about "defense and resistance versus just resistance".
The answer to that is easily "and".
Purples and priority targetting can solve most of these problems. Also, debuff resistances.
Besides, RNG can always hate you and no amount of defense can help. |
Point being, Defense is still vastly superior to resistance.
Originally Posted by Jabbrwock
The reason everyone D caps is because everyone can. Almost nobody can cap resistance without massive use of orange inspirations or at least two players providing external buffs.
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It's *easier* for most toons to boost defense than it is to boost either
regen and resist. That is intentional on the part of the devs, because
back in the early days they learned very quickly that "invincible"
characters could be built with Res/Regen (hence all the early nerfs to
those sets).
Debuffs are an important factor, but there are some issues that need to be
clarified and separated here.
From a SURVIVABILITY standpoint, most debuffs don't matter to a res/regen.
DeBuff my ToHit into the Stone Age if you want... If you can't Kill me, I
still win - it just takes longer. Same with recharge. I don't care about
debuffs except -res, and -regen, and they are a lot less prevalent than -def.
Same with RNG - Barring Damage Spikes (which would have to be a LOT
higher to kill Res over Def), a few bad RNG rolls won't matter - in a Def
build, you're dead -- end of story.
Speaking of RNG - there's Streakbreaker ... which kills Def toons outright,
and doesn't bother Res/Regen at all... They're getting hit by everyone
anyway. But, often when Streakbreaker does kick in, most of the mobs
seem to get it at the same time ... Boom. Dead Def toon (see Spike above)
Sappers: First, a Sapper takes two hits to drain end, and secondly,
*anyone* who ignores one runs the risk of the scenario mentioned ...
That is why *eveyone* learns to kill them first.
If you look at sustained DPS numbers, you will find (excluding any other
factors), that toons with EQUAL Res% can withstand higher DPS numbers
than DEF (for no other reason than Def is *never* below 5% to begin
with).
So, take a Generic AT with, say 1500 HP. He'll have these stats off the top:
HP: 1500 (A simple arbitrary number here)
Reg: ~2HP/sec (whatever your normal heal rate is - I picked 2 as "close").
Def: 5% (Mobs *always* have a 5% chance to miss)
Res: 0%
That's your baseline guy.
For that guy, if he does nothing but stand still, he can sustain 15 DPS for
a period of two minutes... Any Higher (or longer) than that, and he's dead.
Now, boost Def by 10% and recalculate DPS. Do that in steps to 95% Def.
Now, Start Over, and do the same for Res.
Guess who can withstand the higher DPS?
Throw Regen on top of it, and it gets even better...
Defense is prevalent today, because the Devs realized that Res/Reg is OP
unless seriously limited. In fact, that is also (arguably) part of the reason
they added more debuff secondary effects to mobs...
Regards,
4
I've been rich, and I've been poor. Rich is definitely better.
Light is faster than sound - that's why some people look smart until they speak.
For every seller who leaves the market dirty stinkin' rich,
there's a buyer who leaves the market dirty stinkin' IOed. - Obitus.
Don't forget to consider the mechanics of defense debuffs versus resistance debuffs, and that a lot more enemies debuff defenses than resists.
If you have soft-capped defense and get hit with a 5% defense debuff, you will now have 40% defense (assuming no defense debuff resistanace) which leaves you more vulnerable to get hit by another defense debuff. Some monster power sets are very heaving in adding defense debuffs with almost every attack. All it takes is that first one to get through and you quickly become squishier than a blaster. Instead of avoiding 95% of attacks, you now avoid 90%, making a tiny 5% defense debuff effectively double the amount of damage you take.
If you have capped resistance, however, a 25% resistance debuff simply means you will take 25% more damage. Further debuffs consider your original resistance.
Debuffs favor resistances over defense.
My suggestion: Play a resistance powerset and add defense through pool powers and sets. Stacking both defense and resistance increases your survivability much faster than stacking only one.
My suggestion: Play a resistance powerset and add defense through pool powers and sets. Stacking both defense and resistance increases your survivability much faster than stacking only one.
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Play a set like Shield Defense or Super Reflexes with easy to cap positional defense and respectable resistance.
With Shield Defense you can cap positional defense and still have around a respectable 20% resistance to everything but psionic.
With Super Reflexes you can cap positional defense and gain almost 60% resistance as you lose health, just before you run out.
That may sound risky and it is a bit, but even on an arachnos widow it allows you to solo the striking scrapyarders in Sharkhead Isle at the same level as them without even close to capped defense. Widows get the same "health in exchange for resistance".
You add even moderate resistance and/or regen to capped defense and you've got an unstoppable build.
How good are resists, versus defense......
so far on my claws/fiery aura brute, I have about 45% on most of my resists, but no defense yet. If i cap the resists at 90%, is that as good as having defense? Just not sure how they stack up.....i know defense controls how much you are hit, and resist controls how much damage you take when hit, but how it all works out is beyond me.