S/L vs Melee


AnElfCalledMack

 

Posted

I usually see tanks/brutes/scrappers trying to softcap defence for smashing/leathal attacks. My thought is that softcapping melee would be better though. I know that most of the melee attacks are S/L but there are a few things in the game that use other types of melee based attacks (some of the Crey agents use energy attacks for example), so I was thinking that slotting IOs for melee would be as good if not better and it would certainly be cheaper since the Kinetic Combat set usually sells for around 200 million each. The KC set also seems to be the only way to reach the sofcap for S/L.

On a side note when using Mids hero builder and trying out various sets I seem to be getting wierd def totals. If I put in the Multistrike set (1.875 melee def) on my aoe attacks it shows me at 35% melee def, but if I swap to the Obliteration set (3.75 melee def it actually shows my melee def going down to 31.4% melee def when by all rights it should be going up to about 40%.


Dragonhawk (lvl 50 fire/energy blaster)
Flamefrost (lvl 50 fire/ice blaster)
'Snowflake (lvl 50 ice/dev blaster)
Dragons' Flame (lvl 50 fire/fire tank)
Psyshock (lvl 30 Rad/Psi defender)

 

Posted

I dont really worry about it. My current Biuld is sitting at 40% S/L and 36% Melee.

Due to how the bonus are handed out, Biulding for ether is going to give you solid Def for the other. S/L is just so much more useful over all your better biulding for it as a primary vs just Melee. (which would still net you a solid S/L Def).


Main: Praetor Imperium Elec/SS/Mu

 

Posted

The single most important criteria for determining the sort of defense bonuses to look for is what, if any, kind of defense your primary has already; IIRC all but three tank primaries have at least some defense of one kind or another.

Assuming that you're playing a set that has no inherent defense, or has some to both typed and positional defense, (which is true of Dark's Cloak of Darkness) there are a couple of advantages to typed defense. One is that S/L damage is a much larger proportion of the total damage in the game than melee. So if you can only or are only going to increase one position or pair of types, then S/L will be more worthwhile. Also, typed defense bonuses like S/L as a rule require fewer enhancements in a set; 3-4 is most common compared to 5 or 6 for positional bonuses.

On the other hand, if you can get melee/ranged/AoE to the soft-cap, it will cover the vast majority of attacks in the game. Soft-capping S/L/E/NE/F/C defense will still leave you vulnerable to pure Psi and Toxic attacks. Psi and Toxic damage are very rare, but still, one advantage of positional defense is that most of those attacks will be covered.

Hope that helps!

EDIT: Regarding the problem you're having with defense bonuses in Mid's; most likely you've hit the "rule of 5" for 3.75% bonuses. Check the "Sets and Bonuses" window to be sure. If that's not it, post your build and we can probably figure out what's causing it.


My Characters

Knight Court--A CoH Story Complete 2/3/2012

 

Posted

actually i agree that melee is important...this is why my fire/fire tank is soft capped in both s/l defense (45.10) AND melee defense ( also 45.10)

ranged and aoe isnt really as much an issue to a tanker imho


 

Posted

Quote:
Originally Posted by Dragonhawk View Post
I usually see tanks/brutes/scrappers trying to softcap defence for smashing/leathal attacks. My thought is that softcapping melee would be better though. I know that most of the melee attacks are S/L but there are a few things in the game that use other types of melee based attacks (some of the Crey agents use energy attacks for example)
Energy Melee attacks also have a smashing component. So do most of Electric Melee's attacks. S/L not only protects you against nearly all Melee attacks, it also protects you against a lot of Ranged and some AoE attacks.

If you wanna softcap Melee as well as S/L, go on ahead. But you will be better off getting defense for Ranged/AoE or E/N/F/C/P, or getting extra Recharge/HP/Regen/etc.


Mains (Freedom) @Auroxis
Auroxis - Emp/Rad/Power Defender Pylon Video Soloing an AV
Pelvic Thunder - SS/Elec/Mu Brute
Sorajin - Elec/Nin Stalker
Neuropain - Sonic/Mental/Elec Blaster

 

Posted

Quote:
Originally Posted by Finduilas View Post
The single most important criteria for determining the sort of defense bonuses to look for is what, if any, kind of defense your primary has already; IIRC all but three tank primaries have at least some defense of one kind or another.
All but two, actually. Dark has Cloak of Darkness - it's just Fire and Electric that lack any native defense.

And of the sets with defense, only one of them explicitly gives positional defense (shields). Dark Armor gives an equal amount of typed and positional defense, and the general consensus is that if you're going to softcap one thing, take S/L, but if you want full protection it's easier to take a positional softcap and let Obsidian Shield cover you against non-positional psi. The other four armor sets (Stone, Ice, Invuln and WP) all have native typed defense, so building a positional softcap is just wasteful. It's far easier to go for S/L/E/N/F/C than M/R/A.

Also, why S/L is good? The most common defense debuff in the game is gunfire. Melee defense does nothing against guns, but they do Lethal damage, so S/L defense will avoid it. And if you can't avoid those Ranged (and AoE) Lethal attacks, they'll strip away your hard-earned defense very quickly. So positional defense is great if you want to softcap everything, but just a Melee softcap will have trouble with some groups - you might be able to dodge the Romans' sword attacks, but you're defenseless against the pilums, and they debuff defense too, and now you're in cascade failure territory. S/L at least has the same defense against both debuffs, and is a bit more resilient to these induced cascade failures.


 

Posted

Quote:
Originally Posted by Severe View Post
actually i agree that melee is important...this is why my fire/fire tank is soft capped in both s/l defense (45.10) AND melee defense ( also 45.10)

ranged and aoe isnt really as much an issue to a tanker imho
Soft capping S/L and melee is mostly a waste. Most of the melee attacks have some S/L component to them. The few that don't can be defended against if you soft cap E/N, although some fire attacks will get through. If you went S/L and E/N instead, you might find yourself more survivable, especially against incarnate content. Those clockwork use almost purely ranged energy attacks.

OP: There are two important amounts of defense: 45% and 32.5%. At 32.5%, you can soft cap with a small purple inspiration, or just about any team buffs. Which one you pick depends on how much defense your set gives, how much recharge bonus you want (you generally don't get both recharge and defense in sets), and how you want to spread your defenses around.

If you only have room in your build for one category of defense, S/L is the best way to go, usually.
If you have room for two categories, S/L and E/N will protect you against the most attacks.
For three categories, melee + ranged + AoE will protect you against all but a few psionic attacks.
Most builds won't have room for more unless they come with a good amount of defense.


If you need help with a specific build and defense on it, post your build in these forums.


 

Posted

2 words i dont like when talking about tankers and builds is "almost" and "mostly" and their usually spread out by people with holes in thier builds.this is why i pretty much tank on everything.i just cant trust that the tanker i see also believes in almosts and mostly


 

Posted

Quote:
Originally Posted by Severe View Post
2 words i dont like when talking about tankers and builds is "almost" and "mostly" and their usually spread out by people with holes in thier builds.this is why i pretty much tank on everything.i just cant trust that the tanker i see also believes in almosts and mostly
I have no idea what your point is.

You can defend almost every attack because the minimum hit chance for every critter is 5%. Other than that, I'm not sure where "almost" or "mostly" comes into play.


 

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Quote:
Originally Posted by Severe View Post
2 words i dont like when talking about tankers and builds is "almost" and "mostly" and their usually spread out by people with holes in thier builds.this is why i pretty much tank on everything.i just cant trust that the tanker i see also believes in almosts and mostly
Post a build with literally no weaknesses. Then we can talk about how generalizations are useless in build discussion.

I wish you luck with that. You're gonna need it.


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

Quote:
Originally Posted by AnElfCalledMack View Post
Also, why S/L is good? The most common defense debuff in the game is gunfire. Melee defense does nothing against guns, but they do Lethal damage, so S/L defense will avoid it. And if you can't avoid those Ranged (and AoE) Lethal attacks, they'll strip away your hard-earned defense very quickly.
Bears repeating. Also there are very few attacks that are classified as Melee and not also classified as Smash or Lethal.

A lot of squishies focus on Ranged DEF exclusively, and that works for them because a mob at range can only use ranged and AoE attacks (AoE being comparatively rare). A mob in melee, by contrast, can use melee, ranged, and AoE attacks. Melee DEF is nice, but it's not all-your-eggs-in-one-basket nice, not even close.

Syntax's priorities' list is a good place to start for anyone who's looking to IO out a build for DEF.


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

Thank you for the info about the differences between going after S/L and melee. For now I will probably stick with softcapping melee and getting S/L close to the 32% mark. My tank is my alt as I spend most of my time as a blaster and I just cant see atm spending around 4 billion on an alt to have him decked out. Should the price of the Kinetic Combat set ever come down or I deside to make tanking my primary role in this game I would look into capping S/L. I would also probably role another type of tank that is more well rounded in the tanking dept, with some builtin def other than weave (current tank is a fire/fire tank).


Dragonhawk (lvl 50 fire/energy blaster)
Flamefrost (lvl 50 fire/ice blaster)
'Snowflake (lvl 50 ice/dev blaster)
Dragons' Flame (lvl 50 fire/fire tank)
Psyshock (lvl 30 Rad/Psi defender)

 

Posted

Quote:
Originally Posted by AnElfCalledMack View Post
All but two, actually. Dark has Cloak of Darkness - it's just Fire and Electric that lack any native defense.
What I meant--and it's understandable that you didn't get my point since it was poorly phrased--is that three sets don't already have a particular kind of defense that you should build on. Since Dark has both positional and typed defense in CoD, there's no advantage to getting one over the other like there is for the other tank armors with defense.

Quote:
And of the sets with defense, only one of them explicitly gives positional defense (shields). Dark Armor gives an equal amount of typed and positional defense, and the general consensus is that if you're going to softcap one thing, take S/L, but if you want full protection it's easier to take a positional softcap and let Obsidian Shield cover you against non-positional psi. The other four armor sets (Stone, Ice, Invuln and WP) all have native typed defense, so building a positional softcap is just wasteful. It's far easier to go for S/L/E/N/F/C than M/R/A.

Also, why S/L is good? The most common defense debuff in the game is gunfire. Melee defense does nothing against guns, but they do Lethal damage, so S/L defense will avoid it. And if you can't avoid those Ranged (and AoE) Lethal attacks, they'll strip away your hard-earned defense very quickly. So positional defense is great if you want to softcap everything, but just a Melee softcap will have trouble with some groups - you might be able to dodge the Romans' sword attacks, but you're defenseless against the pilums, and they debuff defense too, and now you're in cascade failure territory. S/L at least has the same defense against both debuffs, and is a bit more resilient to these induced cascade failures.
I'm assuming this is directed at the OP and not me, since I said pretty much the same thing.


My Characters

Knight Court--A CoH Story Complete 2/3/2012

 

Posted

Quote:
Originally Posted by Dragonhawk View Post
Should the price of the Kinetic Combat set ever come down

Might I suggest Hero Merits here.

Buy the Acc/Dmg Kinetic Combat (its the cheapest by far) and use Hero Merits to buy the other 3 you want (asuming your doing the traditional 4 slot Kinetic Combat).

On my Server, pound for pound Kinetic Combats are one of the best use of Hero Merits.
(KC middle 2... not the triple go for 150ish Mil.. and only cost 1 Hero Merit.)

After Farming up the Cash for my Shield Wall Enchancment I went back and contiuned doing Tip missions to gather up the 4 sets of Kinetic Combat I needed.

ps - The Acc/Dmg Kinetic Combat can also randomly be gotten from AE tickets buying the 30-35 range Recipes... which also give you a chance at Steadfast Recipes.


Main: Praetor Imperium Elec/SS/Mu

 

Posted

Quote:
Originally Posted by Obitus View Post
Post a build with literally no weaknesses. Then we can talk about how generalizations are useless in build discussion.
.

a. what are you fighting in this game that is killing you?...cause it aint killing me and im on a fire tank. the "supposed weakest tank in the game"


b.theres this thing we have in the game...its where you get to make different builds and you see what happens is you build him around what is needed.when you learn to play alittle better maybe youll come into this handy dandy tool for just such issues.some of us actually use this option to make this game making anything in this game even easier.


 

Posted

Quote:
Originally Posted by Severe View Post
a. what are you fighting in this game that is killing you?...cause it aint killing me and im on a fire tank. the "supposed weakest tank in the game"

b.theres this thing we have in the game...its where you get to make different builds and you see what happens is you build him around what is needed.when you learn to play alittle better maybe youll come into this handy dandy tool for just such issues.some of us actually use this option to make this game making anything in this game even easier.
I asked you to post a build with no weaknesses because you said that we shouldn't generalize in build discussions. My own play experiences are irrelevant; the point is that you have to make trade offs in crafting a build -- any build -- and that therefore generalizations are necessary.

In order to understand whether the trade offs in question are worthwhile, we have to understand how often we'll face this-or-that situation. I can't say that S/L DEF is always better than Fire/Cold DEF, for instance, but I can say that S/L DEF is far more useful over the vast majority of the game's content.

It seems clear that you came into this thread looking to pat yourself on the back for being an uber player. Congrats; I'm sure your Fire Tanker is the best of the bestest ever.

But your build does have holes in it, whether you wish to acknowledge them or not. The idea is to minimize your build's weaknesses, and when necessary (as you say) adjust your play to compensate for them. That's all anyone can do.


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build