Bit of curiosity
The game should not, is not and will not be balanced on the difficulty slider being put to maximum solo. So did I miss that point? No, but I'm not shortsighted enough to think it is *the* point to be made here. |
Secondly, that a blaster, a dom or whoever is tanking for this team is moot because the OP is talking about 'resistance' and 'defense', not 'armor sets'. The point wasn't who got maximum benefit but that defense (and -ToHit) is far more common than resistance. So even if you bring your 'whatever AT' with 25% def and 50% resist vs your 45% def character, the one with resistance will always be on top because teamed, both with have the enemy's hit chance floored more often than not. |
Look, proffering the case of 'resistance is superior on a well buffed team' is like saying a Kia will outrun a BMW as long as it's on a rocket sled. Well gosh, really? Is the sky blue too? The point you fail to accede is that on one of those teams, you don't need personal defenses at all.
But even if we are on said teams, say you get separated or have a lazy buffer. What happens then when the defense buffing starts to slide? The resistance builds will fold a lost faster than the softcapped defense builds because the latter is actually tough solo rather than only when propped up.
Take a speed ITF for example. For maximum speed the party breaks up to solo the shards in the second mission. There is no resistance build short of granite(which is not only resistance of course) which can survive the crowd around the shards. I've seen many softcapped defense builds pull it off.
You need seem to understand that's were not taking about random PUG level performance here. That's pretty much moot. I'm talking the limits of what is possible in respective defense methods, and positional defense is clearly superior.
Now I certainly grant that in your select case that someone with resistance who ends up on a team with a large pile of defense buffing that is consistent will be somewhat superior to a softcapped defense build. I do, however, note that it is moot and not really relevant to a discussion of the comparative strengths of the sets since it relies on external factors.
Though since you wish to not discuss the edges of high performance, how about we discuss the low end? Let's talk just SOs and no set bonuses. In that case the pure resistance sets are pure resistance, and the positional defense sets are pure defense. (I'll address mixed bag later). Since, as you say, there is tons of defense buffs floating around out there (manuevers, Fortitude, bubblers, ice shields, SoAs) then the defense builds will easily get softcapped. For example an SR brute without even weave can be softcapped easily by only 15% defense. A single crab or bane can do that. The brute then gets a reduction in incoming damage from 40% to 10%. That's a 75% reduction. Mr FA brute to his left on the same team with the SoA gets a whole 30% reduction in his incoming damage. He starts out before the buff taking 65% of the damage, which goes down to 45% of incoming damage(over four times as much). Not bad, but not even close to the defense build. Sure, more defense doesn't help the SR build, but make it a SD build starting around 23% defense and they will surely enjoy that defensive environment and hand out the pain freely. Now granted, if we assume there is lots of defense on that team, the positional defense builds will get past benefit and eventually you will see the resistance build pass. Let's figure out when that occurs- 65%/(1-x)= 10%. Here x = ~84% which translates to a 42% defense. So to make that FA brute have comparable mitigation to the softcapped positional brute, you practically have to softcap all the way with the buffs.
Too many alts to list.
I guess Im not sure why it bugs me so much, but I always tend to the belief that resistance is weaker than defense. Not just in scenarios where defense is used to rout intended AT survivability levels, but also when resistance is available in high enough amounts to supposedly match protection levels that defense can. So I started thinking about it, and came up with a few ideas that I thought would fix the problem that I had perceived.
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1. Do you believe there is an issue with the respective effectiveness of resistance vs. that of defense? |
Defense is probabilistic. Resistance is deterministic. Defense increases avoidance, which nullifies all effects of attacks. (Damage) Resistance attenuates damage, which ignores non-damaging effects of attacks. What we want from these two game mechanics is not equivalence but orthogonality. In other words, we want them to be different, to work different, to provide differences in experience.
Its interesting how no one (or almost no one) asks "is Regeneration weaker than Defense?" Regeneration is so radically different in mechanics from Defense that I think the question tends to get pre-empted. Of course Regeneration isn't stronger or weaker, its just different. Really high regeneration is going to be stronger than low Defense, and really high Defense is going to be stronger than low Regeneration. In the middle, its situational. But at least most of us knows that its not about Defense or Regen, its about how much of each you have.
But I think people get suckered into thinking that doesn't apply to Defense and Resistance, because they *seem* to work kind of the same. So people think Defense and Resistance are just two variations of a single thing. But that's not true. Defense and Resistance are as different as Resistance and Regeneration: they only look the same when you use average algebra to quantify them, focusing solely on damage.
So no, I don't think there is an issue between Resistance, the game mechanic, and Defense, the game mechanic.
2. Do you believe there is an issue with the lack of effective hard limit on the amount of available defense for each AT? |
One more thing: while resistance ceilings vary by archetype, defense mitigation ceilings vary by situation. Assuming no tohit buffs, the defense mitigation ceiling is 90% until attacker accuracy exceeds 90% When attacker accuracy exceeds 90%, your best case defensive mitigation drops below 90%. An example will best illustrate the point.
Suppose something with +90% accuracy were to attack you. Without any defense, he would have a 95% chance to hit (50 * 1.9). With 45% defense or better ("soft capped defense") he'd be reduced to 5 * 1.9 = 9.5% chance, or one tenth his chances without those defenses. That's what it means to say your defenses are reducing his chance to hit by 90%, or that your defenses have 90% damage mitigation.
But what if its a Gunslinger, and he has +100% accuracy. Well, without defenses his tohit would be 50% * 2.0 = 100%, but he is bound by the 95% tohit ceiling, so its still 95%. With your soft capped defenses, he's reduced to 5% * 2.0 = 10%. But now, you aren't reducing his chances by 90%: you're reducing them by 89.5%. Your effective mitigation is slightly lower. And that's a hypothetical Gunslinger minion, which don't normally exist. A Gunslinger boss would have 1.3 rank accuracy on top of +100% gunslinger accuracy, or 1.3 * 2.0 = 2.6 accuracy total (+160%). Now, the best you can do is 5% * 2.6 = 13%, which is 86.3% damage mitigation (1 - 13/95). Against a +3 Gunslinger Boss, the best you can do is 82.2% damage mitigation. That's blasters, scrappers, tankers, everybody.
This is a consequence of the I7 changes to critter accuracy intended to better normalize defense. Prior to I7, the *opposite* situation would occur. Against even minions, the best that defense could do was 90% mitigation. But against a +5 Boss, the best you could do is still reduce tohit to 5%, against a critter that would have had a 95% chance to hit you, which is 94.7% mitigation - better than 90%. That's why perma-elude was all that back then: the mechanics allowed Perma-Elude to exceed 90% mitigation against the higher level stuff Scrappers used to fight back in the day.
3. Do you believe that there is an issue with the lack of inherent protection to secondary effects within the damage resistance mechanic? |
4. Do you believe there is and issue with the amount of available resistance bonuses that can be stacked vs. the amount of available defense bonuses? |
Converting the defense in the invention system to Elusivity, which doesn't stack with conventional defense, would partially address this problem, by the way.
5. Do you believe it would be worthwhile to stack resistance bonuses instead of defense bonuses, if the amount of available bonuses were currently comparable? |
6. Do you believe that a change should be made to make the efficiency of resistance and defense more comparable? |
7. Do you believe that if a change were made, that defense should be brought more toward resistance or vice versa? |
8. Am I completely nuts, and resistance is actually more effective than defense? |
9. Do you have any ideas regarding how changes could be made to close any gap that might exist in performance? |
10. Did I miss anything that should be addressed relating to the topic? |
The answer, of course, is that its much more obvious that +Health is intended to be different, that Regeneration is intended to be different, that Healing is intended to be different. Well, Defense and Resistance are intended to be different, and what matters is not how they work, but how much of each you are given or decide to buy. That needs to be quantitatively balanced when possible, and qualitatively balanced when necessary. But not be made equivalent. You actually want each mechanism to work as differently as possible. If that makes them harder to balance quantitatively, so be it. That's the game designer's job.
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You simply can't build someone to clear x8 maps based on the resistance focused sets unless you target a very specific damage type (FA vs fire or Elec vs. energy).
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Well, either paradoxical, or you're blowing hot air. One of the two.
There is no resistance build short of granite(which is not only resistance of course) which can survive the crowd around the shards.
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And I've found that there are many situations where Dark Armor beats soft-capped SR unless SR also has either aid self or highly invention-boosted regeneration. Soft-capping alone is great, especially in high-order debuffing situations (barring cascade failure) but resistance + healing tends to beat soft-capping alone so long as its not recharge-debuffed to the point of nullifying the heal (on the other hand, soft-capping plus healing tends to be better most of the time, outside of cascade failure and tohit buffs, or ultra-spike damage situations where you can be essentially one-shotted without resistances).
My experience tends to be that Dark Armor isn't often killed directly: it either runs out of endurance, gets recharge-debuffed to the point Dark Regeneration is taken away, or gets tohit debuffed to the point that DR can't hit anything. Then its killed.
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My experience tends to be that Dark Armor isn't often killed directly: it either runs out of endurance, gets recharge-debuffed to the point Dark Regeneration is taken away, or gets tohit debuffed to the point that DR can't hit anything. Then its killed.
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And when I do fall, it is awesome. I occasionally do it on purpose for a free refill.
Though I would like to point out that AVs of nearly every sort other than Psionic will be dealing too much spike damage to stay standing with just a single target to heal off of.
In that case, my Dark Armor Tanker is paradoxical. Carnies, Council, Malta, Circle of Thorns (save for stacked -ToHit), Rikti (as long as there are corners), Arachnos (though they're a bit rougher)... pretty much everything but Cimerorans, really. It clears x8+2 (with bosses) before it starts to break a bit of a sweat (without any Defense buffs--not even Cloak of Darkness), but according to you, such a character can't exist.
Well, either paradoxical, or you're blowing hot air. One of the two. |
Too many alts to list.
Really, I figured this was the sentiment.
Perception really is key, and despite enjoying primary resist sets, seeing one big number out of ten misses seems to warp opinion a bit vs seeing constant hits landing.
I should probably never make another thread on this, unless the mechanic changes, because I think Arcanaville dies a little on the inside any time the topic is brought up.
Time to move on to sending Castle 10 PMs on how EM is borked, I'm sure he loves those.
Murphys Military Law
#23. Teamwork is essential; it gives the enemy other people to shoot at.
#46. If you can't remember, the Claymore is pointed towards you.
#54. Killing for peace is like screwing for virginity.
I should probably never make another thread on this, unless the mechanic changes, because I think Arcanaville dies a little on the inside any time the topic is brought up.
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Now I certainly grant that in your select case that someone with resistance who ends up on a team with a large pile of defense buffing that is consistent will be somewhat superior to a softcapped defense build. I do, however, note that it is moot and not really relevant to a discussion of the comparative strengths of the sets since it relies on external factors.
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I never came in here saying softcapped defense is inferior to resistance or mixed mitigation. No, having softcapped defense is great for anyone and, relatively, it's *easy* to softcap that than it is to get a sizable amount of resistance or other mitigation values. In that respect, someone with high values in mitigation other than defense 'win out' ('win out' meaning pushing performance at the very edge) because defense (and -ToHit) is so common. Because if you're at the edge of performance, popping lots of lucks is nice but you'll need greens for when those hits inevitably get through. Popping some lucks and ruggeds to stack with a moderate portion of resistance on your side is *better* in that you probably need fewer greens.
Since, as you say, there is tons of defense buffs floating around out there (manuevers, Fortitude, bubblers, ice shields, SoAs) then the defense builds will easily get softcapped. For example an SR brute without even weave can be softcapped easily by only 15% defense. A single crab or bane can do that. The brute then gets a reduction in incoming damage from 40% to 10%. That's a 75% reduction. Mr FA brute to his left on the same team with the SoA gets a whole 30% reduction in his incoming damage. He starts out before the buff taking 65% of the damage, which goes down to 45% of incoming damage(over four times as much). Not bad, but not even close to the defense build. |
The point is, IMO regarding fairness of distribution of resistance vs defense, I think the balance is there. Those sets with great amount of defense already are easier to cap while sets with great amounts of resistance cannot (or without a lot of sacrifice) at least not without help. However, I guess saying that, it might be unfair that non-defensive sets can cap defense and keep all their benefits (like END management or damage) while those defense focused sets only get the benefit of 'ease to cap'.
In short, doc, check your reading comprehension. I'm not claiming softcapped defense loses, just softcapped defense is obtainable while capped resists aren't often (or never outside of stacked buffs).

1. Do you believe there is an issue with the respective effectiveness’ of resistance vs. that of defense?
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2. Do you believe there is an issue with the lack of effective hard limit on the amount of available defense for each AT? |
3. Do you believe that there is an issue with the lack of inherent protection to secondary effects within the damage resistance mechanic? |
4. Do you believe there is and issue with the amount of available resistance bonuses that can be stacked vs. the amount of available defense bonuses? |
5. Do you believe it would be worthwhile to stack resistance bonuses instead of defense bonuses, if the amount of available bonuses were currently comparable? |
6. Do you believe that a change should be made to make the efficiency of resistance and defense more comparable? |
The only other grievance I personally have is that Sonic Dispersion doesn't have psionic resistance when it really should.
7. Do you believe that if a change were made, that defense should be brought more toward resistance or vice versa? |
8. Am I completely nuts, and resistance is actually more effective than defense? |
9. Do you have any ideas regarding how changes could be made to close any gap that might exist in performance? |
10. Did I miss anything that should be addressed relating to the topic? |
Blue: ~Knockback Squad on Guardian~
Red: ~Undoing of Virtue on [3 guesses]~
That's a whole 2 examples. I could name more examples of psi or toxic damage users easily. Just by group: Arachnos Carnival of Shadows Rikti Banished Pantheon Devouring Earth Snakes Psionic Clockwork Seers Hydras I've played a lot of electric armor set alts, and I know what makes them wilt. I've also played many of the options without psi resistance (as in most everything else but dark) and I know how much that hurts. To contrast my SR brute and stalker are much more durable. |
Wailers Council (or 5th Column) sonic attacks Crey Rad scientists Longbow I also believe tar patch can be tossed by carnies and CoT |
On the OP, it depends on what you look at, type defense tends to be equal to or a little worst then resists. Positional defense tends to be better since it is easier to cap, with SR well ahead with it's debuff protection and resists. Though since most of what makes defense easier to use comes from IO's, and since the game is not balanced around IO's it's WAI.
Dirges
1. Do you believe there is an issue with the respective effectiveness’ of resistance vs. that of defense?
2. Do you believe there is an issue with the lack of effective hard limit on the amount of available defense for each AT? 3. Do you believe that there is an issue with the lack of inherent protection to secondary effects within the damage resistance mechanic? 4. Do you believe there is and issue with the amount of available resistance bonuses that can be stacked vs. the amount of available defense bonuses? 5. Do you believe it would be worthwhile to stack resistance bonuses instead of defense bonuses, if the amount of available bonuses were currently comparable? 6. Do you believe that a change should be made to make the efficiency of resistance and defense more comparable? 7. Do you believe that if a change were made, that defense should be brought more toward resistance or vice versa? 8. Am I completely nuts, and resistance is actually more effective than defense? 9. Do you have any ideas regarding how changes could be made to close any gap that might exist in performance? 10. Did I miss anything that should be addressed relating to the topic? |
2. No.
3. Yes. Perhaps it should get inherent mez or debuff resistance.
4. Yes due to how so few IO sets (and power pools) provide res vs. the more common def. That could be read as an advantage to EITHER type. Resistance sets can get both with enough def bonuses, while defense sets can reach high defense much more easily.
5. Well, if we're talking 2 points of res instead of 1 point of def in set bonuses, and they had some mez and debuff resistance inherent, yes they would be just as desirable.
6. Yes, by adding mez and debuff resistance or perhaps a chance to block them.
7. Buffs only.
8. Depends upon your set. Defense is much better to non-melee ATs due to its inherent ability to stop mez and debuffs, but I think a melee AT is probably best with a resistance set if they can afford tons of IOs.
9. Yes, by adding mez and debuff resistance or perhaps a chance to block them. Also buff the inspirations that grant resistance.
10. PVP, but that could be a whole other topic.
A game is not supposed to be some kind of... place where people enjoy themselves!
I'll keep this short, because I know everybody has a really long winded opinion:
Defense already outclassed Resistance prior to IO Sets due to you outright avoiding mezzes. Not that big a deal though, as Defense was only obtained through specific powersets and weren't the sturdiest characters against AVs.
IO Sets come out that give huge bonuses to Defense in comparison to literally every other bonus. 2-3% per set towards positional defense is HUGE. And we see this today. Nearly any AT with any powerset combonation can get atleast 25% defense in all positions (I know some ******** will point out that ONE obscure combination).
IO Sets give terrible Resistances, if any at all.
Thus, Resistance Based toons can stock up on Defense IOs and have high resistance AND Defense while Defense based toons just get more defense, which usually isn't a good thing if that character is already at 45%ish defenses.
TL DR:
IO Sets really hurt the balance between Resistance and Defense.
Whining about everything since 2006.
Ammo switching for Dual Pistols was my idea:
http://boards.cityofheroes.com/showthread.php?t=135484
My 0.02c:
-Resistance is harder to stack because caps vary by AT. Any AT can hit defense soft-cap but most are limited to non-comparable resistance caps.
-Resistance is harder to IO for.
-Oranges are far inferior to Purples. Oranges should offer a full spread of res(effects).
What shall claim a Sky Kings' Ransom?
PPD & Resistance Epic Archetypes
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Teams are the only place where extreme survivability matters? Didn't you notice that difficulty slider? Did you miss that? I can set my missions to match team opposition by myself. That is the real measure of when the rubber meets the road on who is better protected.
Though hell, on your above team with a bubbler, an emp and a dark, a blaster could tank just fine. What a puerile example.
The game should not, is not and will not be balanced on the difficulty slider being put to maximum solo. So did I miss that point? No, but I'm not shortsighted enough to think it is *the* point to be made here.
Secondly, that a blaster, a dom or whoever is tanking for this team is moot because the OP is talking about 'resistance' and 'defense', not 'armor sets'. The point wasn't who got maximum benefit but that defense (and -ToHit) is far more common than resistance. So even if you bring your 'whatever AT' with 25% def and 50% resist vs your 45% def character, the one with resistance will always be on top because teamed, both with have the enemy's hit chance floored more often than not.