How much resist can one squeeze out of an SR?
To clarify, not saying I am going to give up recharge or damage at the cost of resist in my final build, just curious as to what one could get if they tried.
P.S. Playing since issue 1, so influence is not an issue.
I'm not sure and it's an interesting question. I agree that what Super Reflexes really needs is resistance (and healing). We don't normally build for resistance, though, because beyond Tough, it's so hard to get so little. What we typically do instead is push hit points, which in a sense are functionally equivalent to resistance.
It's also difficult to quantify the actual in-game resistance of a Super Reflexes. Sure, there's what Mids' tells you, but that's only your resistance at 60% health or above. Below that, it starts going up quickly. So depending on what you're fighting, you might functionally have much higher resistance than that. While survivability testing with some defensive powers turned off, I probably averaged 40-50% negative resistance, and my smashing/lethal (irrelevant in that particular "fight") would have been higher still. But yeah, kind of pointless to discuss, so I understand why you're just looking at base resistance.
"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
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I think it is easier to build for HP and regen rate
Pinnacle
Langar Thurs-Katana/SR 50; Hejtmane-DM/DA 50
Rogue Spear-Spines/DA 50; Hypnosis-Ill/Rad 50
Sir Thomas Theroux-DM/SR 50; Melted Copper-Fire/Shield 50
Byzantine Warrior-DB/ELA 50;Blade Tempo-50 DB/EA
I agree with the above comments. Briefly going over melee sets a couple of ranged and the def sets with +rez (Red fort, Shieldwall, Gift of the Anch), at best you'll get about 2.25% to a particular combo per set (and thats Shieldwall). In midst of a volatile mechanic like scaling resists, I dont think its worth it at all. That's like worring about the 2% dam buff from Red fortune on top of Agains All Odds: is it there? Yes. Is it really making an observable difference to build around? No, there are better ways.
Miss Arc #147491: Rise of Bedlam
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Thanks all,
My guess was that it was not worth while since only a few IO's give out resist, and there is the PVP IO that gives a small amount of resist to all and then Tough, I was guessing I could crack 20 perhaps in S/L, but it may be at the expense of other things making it a poor choice. I wanted to hear what others thought however, so thanks for that.
Agree with maxing HP. I usually get the obligatory 20% with the accolades, and adding to that would likely be better priority and fairly ez. Aid self with tremendous defense usually works out since SR as long as I max out the defense debuff resist (which is pretty damn ez on SR).
Scaling resist kicking in is pretty helpful actually, but I don't have the patience for calculations of how tough adds to that. Seems like it would be decent however. I'm not always a fan of tough given the end usage it has along with all the SR toggles usage as well. I see many builds that do take tough to get to weave, although I am pretty sure you can softcap SR without weave. Well, I think I will borrow my friends PC and run a few mids simulations to see what it looks like.
Of course I could try to softcap defense on a resist based set as an easier alternative I suppose. Hmmmmm.....
You can soft cap Super Reflexes without Weave, but it's easier with Weave, and I consider Tough a core power. If you can afford it, I think the Shield Wall +3% resistance IO is a great benefit for a single slot, particularly if you can mule it somewhere (For instance, one character has it Vengeance, which I've never used). 20% smashing/lethal resistance should be pretty straightforward with Tough and the PvP IO.
Soft cap on a resistance set is doable, but your defense debuff resistance will suffer mightily.
"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks
a set of 5 glad strikes is probably the only reasonable way of getting a s/l resistance set bonus (about 1.9%). the other bonuses are recov, hp, and damage, and the 6th is accuracy, so it's not a bad set if you're not looking for more recharge or defenses... and also have the cash to get it.
I hate to be the bringer of bad news... but Willpower sucks!!! you're better off rolling a regen
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^Professional Katana/regen build thread
Hey everyone,
My name is Night Sable and I'm and altaholic. I have decided to go old school with the new school MA combined with SR. I wanted a toon easy to soft cap, and I have a lot of experience with SR. Realizing it is easy to get defense softcapped and have pretty damn good recharge, I was thinking about the times when hits did break my defenses. Rare as it was, it did hurt. Aid self certeinly helps. So given the resist you gain from tough, I was wondering with some IO'ing, what is the max resist one could gain with an SR. I know one answer is to roll a resist base set and get it softcapped, but I was wondering if even 30- 40% resist to say smash/lethal or energy could be passed for resist on an SR? Obviously, not referring to times when you have a sliver of life left.
I have a mac, and mids does not work on it yet. The web based mids-like program is out of date, so if anyone who enjoys playing with builds on mids, once to post one, I'll be in your debt.