Defehnse vs Resistance


Aett_Thorn

 

Posted

I weant to know about Defense and Resistance for Tanks. I have read the excellent treatise on defense that is on the boards. It just confuses me when I then look at the entire Tank arch type.

My issue is this, Tanks are best at resistances. and have the highest caps there of any AT. But building for defense makes more sense on any arch type. Brutes (or Scrappers!) can soft-cap defense. which means that a Scrapper is as tough as a Tank 98% of the time (except for debuffers, certain specials, etc) yet Scrappers do much more damage than Tanks.

It's like the Devs made a whole arch-type built around the color Red. (only you get this much red, you get more red saturation than any other arch type), then when designing the actual for the engine for the game were like "Red, huh, that aint so useful, F it"

So, do Tanks get significantly more Defenses at least on the Defense based Tank armor sets, or is that like microscopically more than Brutes and Scrappers get to build off of?


 

Posted

Combining both defense and resistance makes Tankers excel beyond what other ATs can do. Almost any AT can soft-cap (45%), or get to 32.5% (so a small purple gets them to 45%) defense in a few categories. The melee ATs can soft cap in more categories, especially if their powers include defense. Tankers can soft cap and have a ton of resistance to go with it, depending on the set they choose.

The difference in base values is significant. A Shield Defense Tanker can hit the soft cap on all positions without using set bonuses. That leaves the rest of the slots for them to focus on recharge, damage, and hit point bonuses. A Shield Defense Scrapper or Brute has to devote more than half of their slots to reach the soft cap, in most cases.

The true value of Tanker mitigation is when they combine defense and resistance. Stone Armor, Dark Armor, and Invulnerability are the three sets that have tons of resistance to go with soft capped defenses. I would actually rate them in that order for survivability and resistance totals. It should be mentioned that hitting the defense soft cap for Dark Armor is significantly more expensive than on the other two. A tanker that layers resistance, defense, and healing can survive a lot more than one who only uses defense. Take a look at Dech's Survivability Analysis thread if you want to see a quantitative analysis of survivability in different situations. The spreadsheet there is the easy way to calculate things.


 

Posted

Well, for MOST content, if you're fighting even-con foes, then yeah, you probably want to play a scrapper. But, there are some situations which call for more survivability, better crowd management, and where damage isn't a priority. That's when a Tank shines.

When people recruit for a TF, their priorities are such: A tank, some buffs, some debuffs, then damage. In that order. Occasionally buffs/debuffs take priority over a tank. But damage? With enough control and debuffs, any team can melt anything. A team of all damage dealers can still run into problems. But add one meat-shield and those problems go away.


-STEELE =)


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Posted

I find that the so-called special circumstances that penalize this-or-that means of damage mitigation are more and more common, frankly. On paper analysis is well and good, but unless all you wanna do is farm, then your build is gonna have its weaknesses exposed at some point.

And if all you wanna do is farm, then you can make even a fairly squishy character work for a given repeatable mission. Otherwise, not so much. You can be cruising along at */x8 difficulty and suddenly hit a brick wall -- whether that wall is the ludicrous, energy-based DEF-debuffing of Paragon PD, the copious psi/toxic damage among Carnies and Arachnos, the absurdly high innate ToHit of Rularru or Devouring Earth, the preposterous and often auto-hit DEF debuffs from Circle of Thorns, the insta-gib energy drain of Malta Sappers. Whatever your poison, one thing's sure: There is a poison out there for your build. DEF is about as brittle as it's ever been, at least since Issue 7 -- if only because now we players now have more incentive not to cherry-pick our opponents (tip missions, Incarnate content and the carrot for running TFs).

Don't expect that trend to change.

Tankers have weaknesses just like anyone else, but they have a good deal more margin for error -- more time to react, more HP and higher caps to which to buff themselves (or have others buff them), better aggro control so that they can afford to spend a few moments here and there chompin inspirations or trying to find that half-forgotten temp power when the fit hits the shan.

With all the buffs/debuffs thrown around by high-level mob factions these days, you really can't just look at any given build's DEF number and declare it enough. Enough is subjective. Layered mitigation is where it's at, and Tankers have the highest potential layering by default simply because they have the highest hitpoints.


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

The Tanker AT depending on the build and the choice or powers ( as well as the intelligence of the builder ) IMO will always be the most survivable AT possible. I have IO'd brutes to the soft cap and it was MUCH more expensive to do so than a tank. I dont have any defense based scrappers and in all honesty I find scrappers the most boring AT in the game. Ive made two and thats probably all I will ever make.

A scrapper is not as tough as a tank. A scrapper at the soft cap will have less hit points than a tank and their resistance cap is much lower than a tank as well.


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-

 

Posted

Quote:
Originally Posted by Blue_Centurion View Post
So, do Tanks get significantly more Defenses at least on the Defense based Tank armor sets, or is that like microscopically more than Brutes and Scrappers get to build off of?
I don't think anyone addressed this point specifically. Yes, tanks get more defense in their primary powers than scrappers and brutes; scrappers and brutes get 75% of the tank value. This also applies to most pool powers; Weave, CJ, Hover and Stealth give Brutes and Scrappers 75% the defense that Tanks get. (Maneuvers is an anomoly; scraps, brutes and tanks all get the same defense value from it and Defenders and some other ATs get a higher value.) But please note that defense *set bonuses* are the same for every AT.

Since the soft-cap is the same for every AT, this obviously gives tanks a big advantage in reaching the soft-cap, especially for defense-based armor sets. (Though the pool power difference helps a bit even for armor sets without defense powers.)

The same difference applies in resistance armor sets that are shared between the ATs; scrap and brute armors have 75% of the resistance value of the tanker versions. One difference between resistance and defense is that not all ATs have the same resistance caps; scraps cap out at 75% for each resist type, where tanks and brutes cap out at 90%. So although brutes can reach the same resist caps that tanks do, they need more outside buffing to do so.

I won't rehash the reasons why resist bonuses are so much harder to get and therefore less desirable than defense bonuses, but there's no question it's true and likely to remain so. However, since having *both* defense and resistance is as desirable (if not more so) than having one or the other, though it may seem counter-intuitive, this actually gives resistance based sets an advantage. Resistance sets can, and do, get significant amount of defense from set bonuses and pool powers, but there's no equivalent option for defense sets to build resistance to useful levels.


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Posted

Thank you, that answers my question quite authoritatively everyone. i suspected some of what you said, but it is nice to get the exact information, filtered by people with actual play knowledge. i may have even learned a few things, hope I retain it.

It looks like for me I will concentrate on a Dark/Invul when I want a Tank. I actually have a Dark/Invul as a Brute which is my main. He is built for recharge, which i already know is not "optimal", but I have my reasons, i have tons of fun, and i love it. But for those times when i really, truly, want to hold damage for the team I will think about this build for tanking, built to softcap Defense with 1 in range, and then just cramming whatever other bonuses fit in easily. Maybe look for a guide when i'm ready. Again, thanks.


 

Posted

Quote:
Originally Posted by Blue_Centurion View Post
My issue is this, Tanks are best at resistances. and have the highest caps there of any AT.
I think it's skewing things when you say tanks are best at resistances. It's more accurate to say, tanks have the best resist caps. But as for as base-values go, their resist compared to other ATs is the same as their defense compared to other ATs. Keep in mind, only three tanker primaries are solely dependent on resistance. The others are defense-only, or a mix of the two.


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Posted

I think you should also note the effects of debuffs.

Defense debuffs are common, and are not naturally resisted unless you have a power that specifically resists them. All tanker defense sets have a defense debuff resistance power in them, if I recall. I'm not all other ATs do, and the ones with debuff resistance have lower values.

More importantly, resistance debuffs are resisted naturally by resistance: If you have 90% resistance, you also have 90% resistance to resistance debuffs. This gives tanks a very strong advantage against resistance debuffs, as their cap is much higher and their base resistance values are larger. A scrapper at his cap of 75% resistance will feel 2.5 times as much debuff as a tanker at his cap of 90%.

These incremental factors -- higher health, layered defense and resistance, much better debuff resistance -- all combine to make tanks much more hardy than other ATs.


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Posted

Quote:
Originally Posted by Finduilas View Post
I don't think anyone addressed this point specifically. Yes, tanks get more defense in their primary powers than scrappers and brutes; scrappers and brutes get 75% of the tank value. This also applies to most pool powers; Weave, CJ, Hover and Stealth give Brutes and Scrappers 75% the defense that Tanks get. (Maneuvers is an anomoly; scraps, brutes and tanks all get the same defense value from it and Defenders and some other ATs get a higher value.) But please note that defense *set bonuses* are the same for every AT.

Since the soft-cap is the same for every AT, this obviously gives tanks a big advantage in reaching the soft-cap, especially for defense-based armor sets. (Though the pool power difference helps a bit even for armor sets without defense powers.)

The same difference applies in resistance armor sets that are shared between the ATs; scrap and brute armors have 75% of the resistance value of the tanker versions. One difference between resistance and defense is that not all ATs have the same resistance caps; scraps cap out at 75% for each resist type, where tanks and brutes cap out at 90%. So although brutes can reach the same resist caps that tanks do, they need more outside buffing to do so.

I won't rehash the reasons why resist bonuses are so much harder to get and therefore less desirable than defense bonuses, but there's no question it's true and likely to remain so. However, since having *both* defense and resistance is as desirable (if not more so) than having one or the other, though it may seem counter-intuitive, this actually gives resistance based sets an advantage. Resistance sets can, and do, get significant amount of defense from set bonuses and pool powers, but there's no equivalent option for defense sets to build resistance to useful levels.
Absolutely correct in the last part; I think it's a problem with the system that hurts defense tanks quite a bit.

Regarding the start of your post I think it's worth pointing out that while an Ice tank may start at higher defense values it's also very difficult, if not impossible to completely cap his defenses because they're type based and not positional. An SR scrapper is going to have a much easier time capping because they only have to worry about three positions, all of which are common in set bonuses. The Ice tank will probably only cap to S&L and E&NE but have very little going on against Fire and Psi, and only resists for Cold. That same SR scrapper is also going to come out at 50 with almost twice the defense debuff resist as the Ice Tank, despite the Icer being a Tank and depending very heavily on DEF.


 

Posted

Quote:
Originally Posted by Blue_Centurion View Post
Thank you, that answers my question quite authoritatively everyone. i suspected some of what you said, but it is nice to get the exact information, filtered by people with actual play knowledge. i may have even learned a few things, hope I retain it.

It looks like for me I will concentrate on a Dark/Invul when I want a Tank. I actually have a Dark/Invul as a Brute which is my main. He is built for recharge, which i already know is not "optimal", but I have my reasons, i have tons of fun, and i love it. But for those times when i really, truly, want to hold damage for the team I will think about this build for tanking, built to softcap Defense with 1 in range, and then just cramming whatever other bonuses fit in easily. Maybe look for a guide when i'm ready. Again, thanks.
Dark/Invuln is a very strong choice for survivability. But you have to work Siphon Life into your attack chain, and work on getting some +DEF bonuses.

If you do both of those things, then you really can be Tanker-competitive on a Brute. The trade-off is that your AoE damage potential is comparatively low.


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

Quote:
Originally Posted by RemusShepherd View Post
I think you should also note the effects of debuffs.

Defense debuffs are common, and are not naturally resisted unless you have a power that specifically resists them. All tanker defense sets have a defense debuff resistance power in them, if I recall. I'm not all other ATs do, and the ones with debuff resistance have lower values.

More importantly, resistance debuffs are resisted naturally by resistance: If you have 90% resistance, you also have 90% resistance to resistance debuffs. This gives tanks a very strong advantage against resistance debuffs, as their cap is much higher and their base resistance values are larger. A scrapper at his cap of 75% resistance will feel 2.5 times as much debuff as a tanker at his cap of 90%.

These incremental factors -- higher health, layered defense and resistance, much better debuff resistance -- all combine to make tanks much more hardy than other ATs.
As I mentioned above, at least in the case of Ice vs. SR, SR has almost twice the defense debuff resistance as the Ice Armor set.

It's kind of funny really, because in a lot of ways Ice doesn't fit in at all with what you're saying. It's mitigation is really only barely layered (a little bit of mitigation from recharge debuffs, a little bit from damage debuffs, resist to cold, and defense based to S&L and N& NE, essentially nothing to handle fire or psi) and its debuff resistance to its primary form of mitigation (defense) is half of what it is on scrappers or brutes.


 

Posted

Quote:
Originally Posted by Dromio View Post
As I mentioned above, at least in the case of Ice vs. SR, SR has almost twice the defense debuff resistance as the Ice Armor set.

It's kind of funny really, because in a lot of ways Ice doesn't fit in at all with what you're saying. It's mitigation is really only barely layered (a little bit of mitigation from recharge debuffs, a little bit from damage debuffs, resist to cold, and defense based to S&L and N& NE, essentially nothing to handle fire or psi) and its debuff resistance to its primary form of mitigation (defense) is half of what it is on scrappers or brutes.
Yeah, Ice armor is an anomaly. I think the devs consider Ice armor to be balanced just because of its recharge debuff and its endurance regeneration abilities. Measure it just by its protective measures and it doesn't stand up well compared to other tank sets.


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Posted

Quote:
Originally Posted by Dromio View Post
As I mentioned above, at least in the case of Ice vs. SR, SR has almost twice the defense debuff resistance as the Ice Armor set.

It's kind of funny really, because in a lot of ways Ice doesn't fit in at all with what you're saying. It's mitigation is really only barely layered (a little bit of mitigation from recharge debuffs, a little bit from damage debuffs, resist to cold, and defense based to S&L and N& NE, essentially nothing to handle fire or psi) and its debuff resistance to its primary form of mitigation (defense) is half of what it is on scrappers or brutes.
Compared to SR, though, since we can't do a straight-up comparison of sets because Brutes and Scrappers don't get Ice Armor, Ice Armor has over SR:

An Endurance Recovery Power
A self heal/+HP power
A -Recharge/-Dam debuff
A PBAoE damage toggle
Resistances to Fire/Cold damage (granted, more from cold, but Permafrost is there for a reason)
Resistance to slows
Energy Absorption's Defense bonus
Tier 9 where you can't be affected at all


SR has over Ice Armor:

1.53% Better static defense values
A +Recharge/+Runspeed power
A Tier 9 which makes it very hard for you to be affected
Better Def Debuff Resistance


I'd say it's a fair tradeoff.

Edit -> Oh, and if EA hits only one target, then Ice Armor has 0.07% better defense than SR.


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Posted

Quote:
Originally Posted by Blue_Centurion View Post
It looks like for me I will concentrate on a Dark/Invul when I want a Tank.
Invuln/Dark Melee is one of the toughest tankers in the game, short of Stone Armor, without any of the annoyances of Stone Armor. Not hard to softcap against smashing/lethal, which means you're softcapped against anything with a smashing or lethal component, which covers a surprising amount of ground. Your defense rises with more mobs around you. And most of your attacks are applying a -tohit buff, which is the same as stacking more defense.

And you get a fast recharging self heal that will be part of your attack chain. And you get a superior buildup power, and an endurance recovery AoE attack. Don't skip Touch of Fear: it's your biggest debuff. This is an excellent full-game, 1-50 combination.



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Posted

Quote:
Originally Posted by Heraclea View Post
Invuln/Dark Melee is one of the toughest tankers in the game, short of Stone Armor, without any of the annoyances of Stone Armor. Not hard to softcap against smashing/lethal, which means you're softcapped against anything with a smashing or lethal component, which covers a surprising amount of ground. Your defense rises with more mobs around you. And most of your attacks are applying a -tohit buff, which is the same as stacking more defense.

And you get a fast recharging self heal that will be part of your attack chain. And you get a superior buildup power, and an endurance recovery AoE attack. Don't skip Touch of Fear: it's your biggest debuff. This is an excellent full-game, 1-50 combination.
While I agree with what Heraclea says for the most part, I take umbridge with one part.

I am one of the toughest tankers in the game damn it.


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Posted

Quote:
Originally Posted by Obitus View Post
Dark/Invuln is a very strong choice for survivability. But you have to work Siphon Life into your attack chain, and work on getting some +DEF bonuses.
An Invuln/DM tank that is softcapped with 1 in range, and hits S/L resist cap is one of the hardest things in the game to kill.

Especially if you leverage Siphon Life to keep your HP up. On top of that, it is pretty easy to get Dull Pain perma on an Invuln anything (since all versions of it have the same recharge as the Regen version) All you need is 3 slotted Hasten and 55% global recharge and you will have perma-DP ability. Being at HP cap with softcapped defenses and 90% resistance to S/L damage, with a self heal as part of your attack chain will make you virtually immortal when facing anything but Psi damage.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

Tankers have weaknesses just like anyone else, but they have a good deal more margin for error -- more time to react, more HP and higher caps to which to buff themselves (or have others buff them), better aggro control so that they can afford to spend a few moments here and there chompin inspirations or trying to find that half-forgotten temp power when the fit hits the shan.

With all the buffs/debuffs thrown around by high-level mob factions these days, you really can't just look at any given build's DEF number and declare it enough. Enough is subjective. Layered mitigation is where it's at, and Tankers have the highest potential layering by default simply because they have the highest hitpoints.[/QUOTE]

So true, I had a awesome inv/ss tank post GR. Could tank anything bar psi. Didnt need buffs or heals. Now since the release of GR and the new preatorian story arcs he melted in a second against the new clock work? Much to my disbeleif my mighty tank had fallen. So thats the truth behin every tank has an achillies heel, even with soft cap defenses and hard capped resistance.


I dont really know what to say
Electric Armour and the Soft cap
Electric Armour and the 1st 20 levels
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Posted

pffffffffffffft My Inv/Nrg laughs at Psi... you might THINK he is gonna die.. but he wont..


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-

 

Posted

Success is measured differently by different people, so take this advice with a grain of salt.

If your secondary or ancillary sets have cone attacks linked into them, try to use a little mobility or your environment towards your advantage. Not only will it line up opponents for better shots, but it will severely limit their ability to maintain optimal DPS by either forcing some of them to use weaker ranged attacks since you are no longer quite within their melee range or it will force them to waste time attempting to relocate, which reduces the amount of incoming fire being placed on your character.

I find this particularly effective with Energy Torrent and Foot Stomp. I tend to alternate between jumping into the pile and hitting them with Foot Stomp, then leap back about 15 feet to line them up for Energy Torrent. Because Foot Stomp forces a return to their melee distance at regular intervals, it keeps them clustered without forcing you into a contest of pure statistical reliance.


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