All You /SR Pros, You're Knowledge is Needed
I don't remember the exact numbers, but I know that they kick in at about 60% HP and they stack. When you're at almost 0 HP, each one gets pretty close to 20%, so with all 3 you're at close to 60% res. Throw in Tough, and you'll be darn close to the Scrapper Resist Cap for S/L damage. Of course, you'll be so close to dead that it probably won't matter, but it's still neat
I don't remember the exact numbers, but I know that they kick in at about 60% HP and they stack. When you're at almost 0 HP, each one gets pretty close to 20%, so with all 3 you're at close to 60% res. Throw in Tough, and you'll be darn close to the Scrapper Resist Cap for S/L damage. Of course, you'll be so close to dead that it probably won't matter, but it's still neat
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I've been near 60% health and gone from kicking *** to eating floor with a flick of the Dark Ring Mistress' wrist.
Life is pleasant. Death is peaceful. It's the transition that's troublesome.
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As the other have said it kicks in at about 60% and goes up from there, and they do stack. No don't think you can hit the cap because my BS/SR can't.
Old photo but it shows how much you get and that they stack.
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Thanks guys, just trying to get a handle on how useful that actually is.
If you are trying to solo AVs, I have found the scaling resists to be useless.
@BrokenPrey
Where did you get the Resistance box on the left hand side of your screen from? Have I missed something in previous issues?
Passive scaling resists aren't something you rely on for survival... they're more something that keeps you alive while you kill off those final 2-3 badguys with only a sliver of health left.
If you're fighting a hard target, to guarentee survival, the proper strategy is to keep your health bar topped off.
I gotta make pain. I gotta make things right. I gotta stop what's comin'. 'Least I gotta try.
@BrokenPrey
Where did you get the Resistance box on the left hand side of your screen from? Have I missed something in previous issues? |
From which you can select items to be monitored in their own window (the small box on the bottom)
I want to know what the "Mary" button does.
Life is pleasant. Death is peaceful. It's the transition that's troublesome.
Isaac Asimov
Passive scaling resists aren't something you rely on for survival... they're more something that keeps you alive while you kill off those final 2-3 badguys with only a sliver of health left.
If you're fighting a hard target, to guarentee survival, the proper strategy is to keep your health bar topped off. |
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@Jophiel
Thank you
I'm also wondering what the 'Mary' button does...
I want to know what the "Mary" button does. |
I assume 'Mary' is Amy Jonsson Ward which you get from beating Mary MacComber in the Katie TF, but I'd like to know what 'flip' and 'Boss2' do.
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Flip was just a emote macro I was playing around with at the time, all it did was have my character do a back flip.
Boss2 was another auto target macro just to find bosses, for kill badges or in a Mission. I don't know why there is only boss2 guess boss1 was deleted.
Passive scaling resists aren't something you rely on for survival... they're more something that keeps you alive while you kill off those final 2-3 badguys with only a sliver of health left.
If you're fighting a hard target, to guarentee survival, the proper strategy is to keep your health bar topped off. |
The question of how useful the scaling resistances are has come up lots of times. This is a table I used to use to help explain what was going on back in I6 and I7 when it was more hotly debated:
Hth Res Damage Tough Damage 100 0 100.00 17.55 121.29 95 0 95.00 17.55 115.22 90 0 90.00 17.55 109.16 85 0 85.00 17.55 103.09 80 0 80.00 17.55 97.03 75 0 75.00 17.55 90.96 70 0 70.00 17.55 84.90 65 0 65.00 17.55 78.84 60 0 60.00 17.55 72.77 55 5 57.89 22.55 71.01 50 10 55.56 27.55 69.01 45 15 52.94 32.55 66.72 40 20 50.00 37.55 64.05 35 25 46.67 42.55 60.92 30 30 42.86 47.55 57.20 25 35 38.46 52.55 52.69 20 40 33.33 57.55 47.11 15 45 27.27 62.55 40.05 10 50 20.00 67.55 30.82 5 55 11.11 72.55 18.21 0 60 0.00 77.55 0.00
We can see that, for example, a single hit that would normally hit you for 1/3rd your health is survivable all the way down to about 20% health, 1/5th of a bar. That's not bad. 1/3rd of a scrapper bar is about 450 points of damage, which is a very large hit which the passives are making survivable all the way down to about 270 health. That's significant.
If you stack tough, the results can be even stronger. When you are down to 25% health, it still takes a smash/lethal hit of over half your base health to defeat you. That's surviving a 670 point attack while at less than 335 health.
Sometimes the passives mean a little, and sometimes they mean a lot. For some reason people get hung up on examining the corner cases, where either you are being pelted with peanuts for 2 points of damage or being hit by a giant monster for a thousand points of damage. In reality, most damage comes in packets of a hundred, to a couple hundred points of damage. Against those attacks, the passives do have time to scale up and work. Interestingly, one corner cases in which an SR scrapper can see those passives scale up and work is while trying to solo a pylon. Pylons do a lot of damage, but not enough to outpace the passive resists. You can actually see them fight against the damage, and make consecutive hits look a lot weaker than they might have been otherwise.
PS: missing from the screencap is the fact that the scaling passives have no resistance to toxic either. They are smash, lethal, fire, cold, energy, and negative resistance only. No toxic, and no psionic resistance.
PPS: those holes are contrary to the powers' intent, but someone somewhere overrided that objection in CoV beta and they were changed at the last instant. Whoever did that was wrong, but I never found out who that was.
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Wow, very informative post/responses. I had always knew they helped, but I cussed them a lot of times, and now that I think about it, it was when against AVs and such, so makes sense. Also, I had no idea that there was no psi/toxic, which really kinda pisses me off, and SR is supposed to be good against all attacks "your weakness is your oponents accuracy" or whatever the description says (I know not to go by those in general cause of errors and what not, just sayin). My MA/SR has 10% toxic and 15% to psi through set bonuses, more from 6 slotting some purps and lotgs. I know some of those are overslotted, but to reduce to 4 slotting of the lotgs, i would have to get set bonues to be over 45.
The fact that the passives don't offer toxic and psi upsets me is that I would get the same benefit to psi as I would to s/l (tough is only slotted with steadfast, glad, and a hami) and almost as much from toxic.
How can an oversite that is this far back dated not been corrected by now??????
Interestingly, one corner cases in which an SR scrapper can see those passives scale up and work is while trying to solo a pylon. Pylons do a lot of damage, but not enough to outpace the passive resists. You can actually see them fight against the damage, and make consecutive hits look a lot weaker than they might have been otherwise.
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How can an oversite that is this far back dated not been corrected by now??????
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And also: the passives used to offer +25% resistance maximum, not +20%. So SR scrappers would have been able to scale up to the res cap in theory (at a sliver of health).
Someone looked at that and said two things: one, there's a design rule that says scrappers should not be able to get to the res cap on their own without power pool powers or buffs (or inventions, today). This is true. And two: there's a design rule that says toxic and psionic resistances are exotic resistances that have to be there by explicit fiat; in particular psionic resistances are only added to things deliberately strong against psionics and toxic is normally associated with healing. SR is not specifically strong against psionics and explicitly barred from having healing.
So the passives were knocked down from 25 to 20, and toxic and psionic resistances were removed. However whoever did that failed (in my opinion) to understand either the intent or the math behind the passives. First: the concept of the scaling passives was actually some kind of time dilation effect: as the SR scrapper got closer to being defeated, time would seem to slow down for the scrapper and give them more time to finish the fight. You obviously cannot manipulate time like that in an MMO, so instead it was incoming damage that was slowed down to give the SR scrapper more time to react to the incoming damage.
This means the resistances aren't "resistances" but a form of deceleration of incoming damage. And that should be type-blind. Whoever decide to remove the types didn't understand these were not normal resistances, but just a game mechanic used to simulate something else.
Separately, reducing them from 25% to 20% maximum was not really necessary. Testing suggested the original values would have been fine, but someone decided to enforce the "do not cap automatically" rule, even though to reach the cap you'd have to have less than 1% health remaining. And the rule about capping resistances should really apply to static resistances. They have the same strength all the time, and are far stronger than resistances that scale with health. Both analytical analysis and numerical discrete calculations (simulations) suggest that the three passives combined offer, on average, and also averaged across all possible incoming damage situations, the equivalent survivability strength of having about 25% resistance. That doesn't mean they actually deflect 25% of all incoming damage (for the appropriate types). In fact, they actually deflect *even less*. But the important thing to note is that at full health, you don't *need* resistances as much as when you are at half health or quarter health. By working harder when you're more likely to need them, their effect is magnified (in one scenario I analyzed, the passives averaged deflecting about 3% of the total incoming damage and outperformed 20% static resistance).
In either case, they should have treated three stacking 0-25% resistances as about 25% total average resistance, and not 75% resistance, when thinking about game balance. This one is more of a judgment call than an actual error, but I consider it an error because it could have gone either way, but someone changed it without allowing the change to be tested. Such changes should only be made when there is an overriding critical reason to make them, and there wasn't one.
Which also suggests to me that there are only so many possible reasons why this change went in.
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An SR scrapper with one HP left could be said to be fully dilated, then?
If that was the concept, scaling rech along with the damage resistance might have been interesting, though probably less useful these days.
Edit: Your (in the thread title)
I have done some searching but have been unable to find information on this. Can someone please explain to me how exactly the scaling resistance in the auto powers of /SR work? Do they stack with each other? Is it possible for them to ever reach capped resistance? Do they have some sort of "diminishing return" as they increase?