Defense vs. Resistance


Aggelakis

 

Posted

I believe the devs consider RES more valuable because it's more absolute and non-random. There's no player reaction time involved, no luck, no dice rolling, no surprises. If you run around with capped RES you're going to be obnoxiously difficult to kill. If you run around with capped DEF you could still die at any time if the numbers aren't fond of you at that particular moment. My widow can attest to that; on her best days I happily taunt AVs and get in the faces of GMs. On her worst days, a boss can one-shot her. Same character, same stats.


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Originally Posted by Hyperstrike View Post
IIRC, IOs don't have this "problem" because of their specific categorization system.
It doesn't work for AD, but it still works for MindLink using defense sets (you just need 4 IOs to cap recharge instead of 3 HOs).


 

Posted

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Originally Posted by Sailboat View Post
Note that resistance-based characters typically have poor defense debuff resistance (DDR), and can be stripped of that defense fairly quickly by some kinds of enemies. Most defense-based powersets have significant DDR and can minimize or even shrug off defense debuffs. So at the high end of durability, resistance-based powersets with a lot of defense investment are (typically) tougher than defense-based powersets unless defense debuffs are involved, in which case the pendulum swings the other way.

Enough enemies have defense debuffs to make this a significant factor, but it's not a dominant factor.
Too true! I completely forgot to mention that factor, so I'm very glad you did, as it's quite significant.


 

Posted

Quote:
Originally Posted by rsclark View Post
It doesn't work for AD, but it still works for MindLink using defense sets (you just need 4 IOs to cap recharge instead of 3 HOs).
However, I do believe that Castle said that with IOs he could close that "gap" whenever he wanted to. He was leaving that in as a "feature" of the IO system - I think in that case he could just mark that attribute to ignore enhancements. The issue with the Hami-Os is that you can slot HOs - say the defense debuff/End reduction Enzymes - into a power that is meant to be enhanced by defense buff enhancements. To block that side of the exploit would require reworking defense powers to no longer use enhancements for the defense values.


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Posted

Quote:
Originally Posted by Dispari View Post
I believe the devs consider RES more valuable because it's more absolute and non-random.
The original designers thought resistance was more valuable that defense because they were wrong. The second gen devs thought defense was not as problematic as resistance because they could just keep adding defensive counters, and they were right but annoyingly so. The current generation of devs wish all attacks were autohitting and defense was some bad nightmare they could wake up from and I was famous for writing a guide to hat options.


[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]

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Originally Posted by Arcanaville View Post
...The current generation of devs wish all attacks were autohitting and defense was some bad nightmare they could wake up from and I was famous for writing a guide to hat options.
Speaking of which, will there ever be another edition of your Guide to Defense (or any of the others)? Your guides are so well written, they are a pleasure to read.


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Posted

Quote:
Originally Posted by Arcanaville View Post
The original designers thought resistance was more valuable that defense because they were wrong.
It had often occurred to me that the original devs somehow didn't understand how accuracy and defense worked in their own game.


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Originally Posted by PRAF68_EU View Post
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Posted

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Originally Posted by Draeth Darkstar View Post
Speaking of which, will there ever be another edition of your Guide to Defense (or any of the others)? Your guides are so well written, they are a pleasure to read.
When I wrote those, defense and tohit was a big unknown and also in flux, and there was no paragonwiki. Paragonwiki does a much better job of illustrating the critical information, so I've left it to them to keep that info up to date.

Never say never, but honestly the number of things that need guides that don't have people willing and able to write guides is pretty small these days. I've sometimes thought of updating my scrapper comparison guide, which is really more of a calculation methodology guide: its less powerset guide and more Principia Mathematica Mitigation (sorry, my Latin is crummy). If I was going to do that, I would probably study mitigation secondary effects. What's the real impact of endurance drain. How much damage does knockback really mitigate. Stuff like that.

Its just that stuff like that takes time to test, to analyze, to write up.


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Originally Posted by Dispari View Post
It had often occurred to me that the original devs somehow didn't understand how accuracy and defense worked in their own game.
They didn't: at least, no one person knew and understood both exactly how it worked in the engine, and exactly how it was being used in the data (the powers).


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Posted

Quote:
Originally Posted by Rajani Isa View Post
However, I do believe that Castle said that with IOs he could close that "gap" whenever he wanted to. He was leaving that in as a "feature" of the IO system - I think in that case he could just mark that attribute to ignore enhancements.
This is correct. See also: Willpower's Strength of Will will accept whatever/recharge enhancements until the cows come home (or until you're at six slots) and the recharge will never affect it. (It's also set to ignore recharge buffs in addition to recharge enhancements.)


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