How does SR resistance work?
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?
Ty :d
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.
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?
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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@Rorn ---- Blue Baron ---- Guardian
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.
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.
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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.
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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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
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. |
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
How does the SR resistance work, what is the cap resistance and how is it increased?