Do different defence add up?


Aett_Thorn

 

Posted

If I have 10% Melee defence and 10% smashing defence do I get 20% chance to evade a melee smash attack? Is that how it works?


 

Posted

No, it takes the highest percent only.


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Posted

oh i see.

no wonder my /shield guy is getting ***** left right and center


 

Posted

Putting it another way, you have two types of Defense, Typed, and Positional. Typed Defenses are Smashing, Lethal, Fire, Cold, Energy, Negative, Psionic and various other unique types. (Note there is no Toxic defense. There is only Toxic Resistance) Positional Defenses are Melee, Ranged, and AoE.

All attacks have at least two types, Type, and Position. A Melee attack (obviously) is protected against by Melee Defense, and an attack that does Smashing damage is protected against by Smashing Defense. If an attack does both Smashing and another type of damage (say, Smashing and Negative, for Shadow Maul) then it is Melee, Smashing AND Negative.

When you are hit by such an attack, the game totals your Defense against Melee, Smashing and Negative and chooses whichever is the HIGHEST. So if you have 20% Melee Defense, 10% Smashing Defense and 30% Negative Defense, you would have 30% defense against a Shadow Maul. You would have 20% Defense against, say, a Super Strength Haymaker.

Resistance works differently, there is no Position for Resistance, and the Type is applied separately for each type of the attack. So if you have 10% Smashing Resistance and 30% Negative Resistance the Smashing component of the Shadow Maul would be reduced by 10%, and the Negative by 30%.

The main reason for this is that if Defense protects you, you aren't hit at all. It couldn't make the Smashing hit and the Negative miss, for instance. So you get whatever gives you the greatest chance to avoid the attack. One good thing about this, though, is that if you have a weakness to something, but the attack has another component that you aren't weak to, it's not a weakness. For instance, even an Invulnerability meleer who has no Defense against Psionic can apply his Ranged Defense to a ranged Psionic attack. Likewise, Toxic attacks usually have some other damage type (such as Lethal) that you can apply your Defense to.


 

Posted

Just a quick caveat, Jade: not all attacks have both a positional and type, though the exceptions are rare. For instance, a decent amount of Mind Control attacks only have a type, but no positional attack vector.


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Posted

Quote:
Originally Posted by Jade_Dragon View Post
All attacks have at least two types, Type, and Position.
Nearly all attacks have at least two types. There are some attacks that do no not have a positional component.

edit: What Aett_Thorn said


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Posted

Quote:
Originally Posted by Aett_Thorn View Post
Just a quick caveat, Jade: not all attacks have both a positional and type, though the exceptions are rare. For instance, a decent amount of Mind Control attacks only have a type, but no positional attack vector.
And the fear from dark miasma has only the Negitive attack vector.
Also, damage types do not decide the attack types, although they generally match up. You could make a melee/fire vector attack that was ranged and delt only cold if you wanted to. In practice, though, we get things like Fireball, AOE/fire attack that deals smashing/fire damage.


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Posted

Quote:
Originally Posted by StarGeek View Post
Nearly all attacks have at least two types. There are some attacks that do no not have a positional component.
Darn it, I thought I was being general by saying "at least". But of course you are right. Psionic attacks often don't have a Positional component for the very reason I gave. (You could overcome an intended weakness against Psionic with a Positional defense)


 

Posted

Quote:
Originally Posted by Dz131 View Post
If I have 10% Melee defence and 10% smashing defence do I get 20% chance to evade a melee smash attack? Is that how it works?
When the game first went live it worked that way for both PCs and NPCs. This was not good from a balance perspective. Attacks tagged with multiple vectors would have a much lower chance of hitting than attacks tagged with one against a target with multiple defense types. The clearest example i recall from back then was Energy Blasters (most attacks are tagged smashing and energy) fighting Sky Raiders with Force Field Generators out. So effectively Sky Raiders would generally have twice the defense against an Energy Blaster's attacks when compared to a Fire Blaster's attacks. When the Devs fixed defense stacking so it worked more fairly it ended up making the Force Fields buffs do almost nothing for Super Reflexes using characters. A lot of systems were wonky at launch and were subsequently corrected as the post launch Dev team learned more about how the systems had been built, and this was all before GDR and ED were even implemented, but that's a subject for another thread.

The current system is far more balanced and logical.


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Posted

Quote:
Originally Posted by Schismatrix View Post
When the Devs fixed defense stacking so it worked more fairly it ended up making the Force Fields buffs do almost nothing for Super Reflexes using characters.
Yeah, that's the reason why Force Fields is both Smashing/Lethal in Deflection Shield and Fire/Cold/Energy/Negative in Insulation Shield, and Melee in Deflection Shield and Ranged and AoE in Insulation Shield. Originally it was just the former, but didn't stack with SR's Positional defenses.

Also, that's why the Pool Defenses (like Combat Jumping) are both "All Types" and Melee, Ranged and AoE. There will always be something that stacks with your other armors, if applicable.

Honestly, I think it would have been better if Defense had only Position, so Resistances would protect against the various types. But that would have been problematic with Ice Armor and Stone Armor, which needed different defense levels against different attack types, and Invulnerability, which needed that hole against Psionics in Invincibility.


 

Posted

Quote:
Originally Posted by Jade_Dragon View Post
Yeah, that's the reason why Force Fields is both Smashing/Lethal in Deflection Shield and Fire/Cold/Energy/Negative in Insulation Shield, and Melee in Deflection Shield and Ranged and AoE in Insulation Shield. Originally it was just the former, but didn't stack with SR's Positional defenses.

Also, that's why the Pool Defenses (like Combat Jumping) are both "All Types" and Melee, Ranged and AoE. There will always be something that stacks with your other armors, if applicable.
Yeah, but it was funny that it took them a while to realize the defense fix had hosed the utility of Force Fields for supporting SR users. i'm not sure anymore, but i vaguely recall that Arcanaville was the one who ran and posted the tests that confirmed this flaw for FF. Of course this was back when Jack was still in charge and adamant that the best way to maintain balance was to hide as much of the game's numbers as possible from the average player, because the best way to choose and slot powers was from a position of near total ignorance. 0.o

The current Dev team may not be perfect, but they listen and respond far better than used to be the case.


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Posted

Quote:
Originally Posted by Schismatrix View Post
Yeah, but it was funny that it took them a while to realize the defense fix had hosed the utility of Force Fields for supporting SR users.
Yeah. You'd think, actually, that an obvious solution would be to add the greatest Positional Defense to the greatest Typed Defense. Then you wouldn't have two Types like Smashing and Energy stacking, but at the same time Smashing Defense would stack with Ranged Defense against a ranged Smashing attack.

As long as no Defense power gave you BOTH Positional and Typed, it would work fine. (And of course, now most of them DO) I'm guessing, though, that the engine didn't support that solution.

Your example also confused me. I think you meant to say Energy Blast is Smashing and Energy, not Smashing and Lethal. The Force Field Generators would not have had any Ranged Defense back then, but they would have had equal Defense to Smashing and Energy, doubling the Def if it stacked.


 

Posted

Quote:
Originally Posted by Jade_Dragon View Post
Your example also confused me. I think you meant to say Energy Blast is Smashing and Energy, not Smashing and Lethal. The Force Field Generators would not have had any Ranged Defense back then, but they would have had equal Defense to Smashing and Energy, doubling the Def if it stacked.
Yup, smashing and energy is what i meant. Corrected.


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Posted

Quote:
Originally Posted by Schismatrix View Post
Yeah, but it was funny that it took them a while to realize the defense fix had hosed the utility of Force Fields for supporting SR users. i'm not sure anymore, but i vaguely recall that Arcanaville was the one who ran and posted the tests that confirmed this flaw for FF. Of course this was back when Jack was still in charge and adamant that the best way to maintain balance was to hide as much of the game's numbers as possible from the average player, because the best way to choose and slot powers was from a position of near total ignorance. 0.o

The current Dev team may not be perfect, but they listen and respond far better than used to be the case.
I can't take credit for this one. Someone else mentioned it on the forums first. What's funny is that I knew about this problem for a long, long, long time and never bothered to mention it except in passing because I thought that was just how it was intended to be. Back in the day I used to team my MA/SR with an Ill/FF controller a lot, and she would often remind me to flip off my toggle(s) to save endurance because really, we knew that while bubbled they weren't doing much of anything.

It was when this started to be discussed and Jack started implying this *wasn't* supposed to be that I immediately jumped in and started pointing out that these stacking problems existed pretty much everywhere, including the power pool powers. Ironically and somewhat humorously in retrospect I mention this very problem in an early version of my guide to defense just in passing, and apparently no one noticed or bothered to question me on it. I removed it in the version just prior to when the discussion flared up on the forums. But I consider this one to be the biggest duh-moment of my time here.


And by the way, my understanding is that the multiple-type defense stacking behavior was a bug, and never intentional. Or possibly intentional on the part of the original programmer, but not in keeping with the design intent of the game engine. But its difficult to be certain, because there's strong evidence that at the beginning of time no two game developers had exactly the same understanding of how defense and tohit worked or was supposed to work. We were still learning things about what the game engine was programmed to do as late as Issue 8.


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Posted

Quote:
Originally Posted by Arcanaville View Post
I can't take credit for this one. Someone else mentioned it on the forums first. What's funny is that I knew about this problem for a long, long, long time and never bothered to mention it except in passing because I thought that was just how it was intended to be. Back in the day I used to team my MA/SR with an Ill/FF controller a lot, and she would often remind me to flip off my toggle(s) to save endurance because really, we knew that while bubbled they weren't doing much of anything.
Ahhh, back in the day, when Arcanaville was just as smart but didn't have the audacity to speak up and make our game better.


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Posted

Quote:
Originally Posted by Dechs Kaison View Post
Ahhh, back in the day, when Arcanaville was just as smart but didn't have the audacity to speak up and make our game better.
Nah, we're talking about Issue 4ish or so, and I was already a loud mouth by then. Its more that I was still getting a handle on the intent and deep mechanics of the tohit system. This was approximately the same era when Stargazer posted her conclusions about accuracy mechanics which was a big hole in our understanding of the tohit system until that point.

Intent was extremely difficult to deduce until after I4 and I5 when the devs started opening up some of their balance thinking surrounding melee defenses, perma powers, and the GDN. And communication lines got much better frankly when Castle joined the crew and particularly when he became open to questions in CoV beta (although other developers such as pohsyb also became more chatty around the same time - its pohsyb that acted as my sounding board to work out the details of the tohit algorithm and the changes within I7).

I'm sure Castle still has nightmares where he hears the words "so we're thinking of making something called 'archetype representatives' you interested?"


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Posted

also what is this soft cap I hear about? Is there a hard cap too?


 

Posted

Quote:
Originally Posted by Dz131 View Post
also what is this soft cap I hear about? Is there a hard cap too?

The hard limit for defense is archetype based, just like the resistance cap. Except since defense is a buff, it can exceed the limits of what is *useful*. For most archetypes the defense cap is somewhere out around 200%, plus or minus. But since the base tohit of most even con critters is 50%, anything more than 45% defense doesn't help in those situations, because you cannot reduce the intermediate tohit value to less than 5%, the "floor."

So 45% is considered the "soft cap" to defense. Soft, because you can get more, and it can help sometimes - when the critter's tohit is higher (pets, turrets, and some special critters), when the critter has tohit buffs (Rularuu eye balls, bank guard LTs, some red side AVs with Build Up, etc), or when the critters have defense debuffs (which will lower your defense, meaning having more than 45% allows for a "buffer" against those debuffs).

The hard cap, on the other hand, is something you're not likely to see very often, because its very high. Although it also scales by level, so its possible to hit it at very low combat levels with a lot of buffs, but still you're not likely to see it often.


Good time to mention that the soft cap or the soft floor as its also called only allows you to reduce *intermediate* tohit to 5% and no lower. Its called the intermediate tohit because its multiplied by Accuracy afterwards, so the final value is potentially higher than that. That intermediate floor didn't always exist, but it was discovered in I3 (I4 testing) that in situations with high defense, specifically PvP, you could have enough defense to drive someone's tohit *negative*. If you did that, Accuracy wouldn't help such a person: stacking more accuracy would only make that negative number more negative. So they introduced the intermediate floor, so that Accuracy couldn't be made absolutely worthless with enough defense. You can't use defense to drive tohit negative anymore, and as a result accuracy always has a positive effect for the attacker.

So the tohit "floor" isn't really 5%, the intermediate floor is 5%. The final tohit floor is sometimes 5%, and sometimes higher for higher accuracy critters. Note: this isn't unfair to defense. The maximum mitigation from resistance for players is 90% (less for most archetypes). So you'd think that the best you could do with defense is 90% also. But for a critter that hits 50% of the time normally, 90% mitigation drops him to 5%. And for a critter that normally hits 75% of the time, its 7.5%. But in the old days, a high defense player could drop something like a high level AV that had 90% tohit all the way down to 5%, which is a net damage mitigation of 94.4%. That's what made perma-Elude much more powerful back then. Today, best you can do is 90%, which means the "floor" for a critter is usually one tenth their normal chance to hit, which is not always 5 percent.


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Posted

Quote:
Originally Posted by Arcanaville View Post
The hard limit for defense is archetype based, just like the resistance cap. Except since defense is a buff, it can exceed the limits of what is *useful*. For most archetypes the defense cap is somewhere out around 200%, plus or minus. But since the base tohit of most even con critters is 50%, anything more than 45% defense doesn't help in those situations, because you cannot reduce the intermediate tohit value to less than 5%, the "floor."

So 45% is considered the "soft cap" to defense. Soft, because you can get more, and it can help sometimes - when the critter's tohit is higher (pets, turrets, and some special critters), when the critter has tohit buffs (Rularuu eye balls, bank guard LTs, some red side AVs with Build Up, etc), or when the critters have defense debuffs (which will lower your defense, meaning having more than 45% allows for a "buffer" against those debuffs).

The hard cap, on the other hand, is something you're not likely to see very often, because its very high. Although it also scales by level, so its possible to hit it at very low combat levels with a lot of buffs, but still you're not likely to see it often.


Good time to mention that the soft cap or the soft floor as its also called only allows you to reduce *intermediate* tohit to 5% and no lower. Its called the intermediate tohit because its multiplied by Accuracy afterwards, so the final value is potentially higher than that. That intermediate floor didn't always exist, but it was discovered in I3 (I4 testing) that in situations with high defense, specifically PvP, you could have enough defense to drive someone's tohit *negative*. If you did that, Accuracy wouldn't help such a person: stacking more accuracy would only make that negative number more negative. So they introduced the intermediate floor, so that Accuracy couldn't be made absolutely worthless with enough defense. You can't use defense to drive tohit negative anymore, and as a result accuracy always has a positive effect for the attacker.

So the tohit "floor" isn't really 5%, the intermediate floor is 5%. The final tohit floor is sometimes 5%, and sometimes higher for higher accuracy critters. Note: this isn't unfair to defense. The maximum mitigation from resistance for players is 90% (less for most archetypes). So you'd think that the best you could do with defense is 90% also. But for a critter that hits 50% of the time normally, 90% mitigation drops him to 5%. And for a critter that normally hits 75% of the time, its 7.5%. But in the old days, a high defense player could drop something like a high level AV that had 90% tohit all the way down to 5%, which is a net damage mitigation of 94.4%. That's what made perma-Elude much more powerful back then. Today, best you can do is 90%, which means the "floor" for a critter is usually one tenth their normal chance to hit, which is not always 5 percent.
oh I c

So if I fight even con I newed only 45% def to soft cap. But I would need more if I'm fighitng +1 mobs?

also how do I get my defeence resistance up? Can I get it from items or is it my powersets only? I got /shield and I think it only gives like 10/20% resistance and seems like it's not doing anything


 

Posted

Quote:
Originally Posted by Dz131 View Post
oh I c

So if I fight even con I newed only 45% def to soft cap. But I would need more if I'm fighitng +1 mobs?

also how do I get my defeence resistance up? Can I get it from items or is it my powersets only? I got /shield and I think it only gives like 10/20% resistance and seems like it's not doing anything
The soft cap is good for enemies up to +5 to your level. Enemies up to this point will get a bonus to accuracy, but will still have their to hit floored. At +6 and higher, they start to get a to hit bonus as well and extra defense beyond the soft cap will start to be taken into account.


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