How does SR resistance work?


Doomguide

 

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How does the SR resistance work, what is the cap resistance and how is it increased?


 

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It scales with health, so as you lose health, the resistance increases. The lower your health, the higher the res. This is taken from a post by Arcanaville. She knows all!


The SR Passive Resistances

Each SR passive defense power also has an unenhancable scaling resistance to all but toxic and psi damage. This resistance starts to kick in when the scrapper is at 60% health, and slowly increases as the scrapper's health decreases. Mathematically, each resistance power offers:

(60% - HealthPercentage) / 3

resistance. They stack, so all three passives combined offer a total of (60% - HealthPercentage) total resistance (to all but toxic/psi).

Because of how they work, it isn't easy to assign a fixed resistance value to them: they can sometimes act as zero resistance (a hit for more than 60% of total health is theoretically capable of defeating the scrapper without ever experiencing any of the resistive value of the passives). They can, under the right circumstances, act like 50% resistance or more, constantly. For the purposes of this comparison, we will assume (unless otherwise specified) that the resistances have a minimum benefit of about 10% resistance, and the maximum benefit is about 24% resistance. A full explanation for why will be the subject of a separate analysis.


Willpower has more passive regen than Regen does. Who thought that was a good idea?

Can we get a fix for Energy Melee instead of more new sets?

 

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Ty :d


 

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I just sort of think of the scaling resistances as a HP extension.

If I have 1800 hp, as my hp goes down the longer that hp would typically last. That hit that did 500 hp a moment ago, now only does 250, after the next hit it now only does 150, etc. Rather than three hits for 500 hp a piece.

Definitely nice to have.


 

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I'd suggest monitoring smashing resistance and regen when you get into sticky situations to get a feel for the dynamic of it. The numbers bit isn't hugely complex, but I think getting a feel for it is more important. How big a mess can you handle when you're at blinky red?


 

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Quote:
Originally Posted by Resolve View Post
I'd suggest monitoring smashing resistance and regen when you get into sticky situations to get a feel for the dynamic of it. The numbers bit isn't hugely complex, but I think getting a feel for it is more important. How big a mess can you handle when you're at blinky red?
It's actually a good idea to do this on almost every melee character. That way you know what inspiration to click if/when you start dying. If your Resistance is being lowered, pop an orange, if it's Defense, pop a purple, if it's Regeneration pop a green. But on an SR the inspiration bit isn't as important since pretty much if you're dying you need to use an orange or a green.


@Rorn ---- Blue Baron ---- Guardian

 

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And some other thoughts. Tough's S/L resistance stacks with the S/L resistance provided by your passive scaling. The resistance hard cap for scrappers is 75%.

The greater your Max Health the greater the range of health over which those passives come into play. That is 60% of 1900 is a larger value than 60% of 1500 (rather obviously) ... it stretches out your Hit Point bar basically. It's one of the reasons my Claws/SR chases +max health bonuses over pretty much everything else after hitting the soft cap.


 

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Quote:
Originally Posted by Vauluur View Post
It's actually a good idea to do this on almost every melee character. That way you know what inspiration to click if/when you start dying. If your Resistance is being lowered, pop an orange, if it's Defense, pop a purple, if it's Regeneration pop a green. But on an SR the inspiration bit isn't as important since pretty much if you're dying you need to use an orange or a green.
This is a very good point I think. I do this myself, but more from being a bit obsessive and liking to keep tabs on my toon's status than there actually being a point.''

That said, the powers monitor is quite useful. I strongly suggest monitoring Last Hit Chance, (if it drops there's likely an issue) Damage and Recharge on pretty much every toon. After that, monitoring defenses including regen will provide a bit of situational awareness. And movement speeds will tell you if you're running sprint when there's no need.


 

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Quote:
Originally Posted by Doomguide View Post
The greater your Max Health the greater the range of health over which those passives come into play. That is 60% of 1900 is a larger value than 60% of 1500 (rather obviously) ... it stretches out your Hit Point bar basically. It's one of the reasons my Claws/SR chases +max health bonuses over pretty much everything else after hitting the soft cap.
The last I knew, actually, things based on %MaxHealth don't actually scale in the expected way with +HP. Things kick in at the rated % of your base HP, even when you have bonus HP. So if you should kick in at 60%, but have, say, 10% bonus HP, your effect actually kicks in at 60%/110% = 54.5% of your green bar.

This is actually a bad thing for stuff like Scourge (making it kick in at a lower % of total health than expected), and it reportedly also counts against "damage taken" badges (only damage above and beyond your bonus HP counts for the badge), but it's good for stuff like SR's scaling resists.

Now, I'm assuming (a) this actually works this way for SR's resists, and (b) it hasn't changed in general. It's an effect that's kind of hard to notice unless you're looking for it, so they could have changed it without a patch note and no one might know.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

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Quote:
Originally Posted by UberGuy View Post
The last I knew, actually, things based on %MaxHealth don't actually scale in the expected way with +HP. Things kick in at the rated % of your base HP, even when you have bonus HP. So if you should kick in at 60%, but have, say, 10% bonus HP, your effect actually kicks in at 60%/110% = 54.5% of your green bar.

This is actually a bad thing for stuff like Scourge (making it kick in at a lower % of total health than expected), and it reportedly also counts against "damage taken" badges (only damage above and beyond your bonus HP counts for the badge), but it's good for stuff like SR's scaling resists.

Now, I'm assuming (a) this actually works this way for SR's resists, and (b) it hasn't changed in general. It's an effect that's kind of hard to notice unless you're looking for it, so they could have changed it without a patch note and no one might know.
Wondered about that as I typed it. Honestly not sure anymore the more I think on it ... and its been awhile since I did have both the playtime and watched my combat attributes for S/L resistance. Will have to try and see when/if it does kick in for my Claws/SR. Depending on how it works since she has about a 300 hp spread between the potential health amount at which it kicks in or not, hopefully not too hard to see. Hmm could even just get whacked hard, run away and see when the buff drops off as I regen towards full health (bit over +140% max health for her).


 

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Actually, the more I think about it, the less sure I am which side of beneficial for SR's resists this effect is. Given how it works on Scourge, it might work against SR, kicking in only after we've lost 66% of our HP, not 54.5%. I guess testing like you're looking at doing is the only way to be sure.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA