So in Issue 24 Synapse confirms we can now finally build reasonable +Res like we can defense.
I'm going to have to see it before I can possible imagine what changes to my builds I'll have to make.
I'm not particularly good at speculation.
DOn't think it matters much.
Lazy to open Mids but say your run of the mill Tanker/Brute is sitting to about 80% S/L (spitballing), and at that point you aren't going to really get any benefit. Now if they did something like Elusivity where you would get off-primary res from your toggles that might be interesting. It's still better to build to softcap your defense, then let your resistance soak up the rest I'd wager.
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DOn't think it matters much.
Lazy to open Mids but say your run of the mill Tanker/Brute is sitting to about 80% S/L (spitballing), and at that point you aren't going to really get any benefit. Now if they did something like Elusivity where you would get off-primary res from your toggles that might be interesting. It's still better to build to softcap your defense, then let your resistance soak up the rest I'd wager. |
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I think it depends a LOT on what the base value of the resistance is.
Based on Synapse's comment all Resistance bonuses are becoming Double Res and Status Res so let's assume that the base multiplier is 1.25% for the moment. This means that sets which currently have a single res bonus will not get nerfed for that one and it's the same as the defense bonuses which fits with how the devs seem to do things.
So what would this mean in practice? Well most high level sets use Moderate, Large or Huge bonuses which would be 2.5%/3.125%/3.75% resistance respectively. So you'd need to get about 7 resistance bonuses to get 20% resistance to two damage types. If you wanted 20% resistance to all then you'd need about 28 (or 24 if you used Purple sets which currently have a Toxic resistance and will presumably get a Toxic/Psionic Resistance).
So overall I think that this will be a viable option for at least some melee characters but I don't see it really changing the general IO meta-game for most ATs. Unless the values are insane enough to be overpowered on Melee characters then I doubt that the current Defense/Recharge paradigm will change much. The characters who benefit the most are ones who already have lots of defense and no resistance (Super Reflexes, Arachnos Widows etc.).
Soft cap defense is better than hard capped resistance even on a tanker, and with everything else its no contest. With soft cap defense you are taking about 5% of incoming damage, while (on a tank) you're taking 10% damage with hard capped resistance. The difference only gets bigger from there.
However, if you have SR/EA or something else that lets you soft cap defense with little to no IO investment, then going for resistance would be more beneficial.
So I'd say most of the time its still better to chase defense, but on rare occasions the resistance could be useful.
Lazy to open Mids but say your run of the mill Tanker/Brute is sitting to about 80% S/L (spitballing), and at that point you aren't going to really get any benefit. Now if they did something like Elusivity where you would get off-primary res from your toggles that might be interesting. It's still better to build to softcap your defense, then let your resistance soak up the rest I'd wager.
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I do have some small concern here though. Set bonuses don't vary by archetype, and resistance will become another one of those things where "It's easier to hit the cap on a tanker, but you can still do it on a brute."
Define 'reasonable.'
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Soft cap defense is better than hard capped resistance even on a tanker, and with everything else its no contest. With soft cap defense you are taking about 5% of incoming damage, while (on a tank) you're taking 10% damage with hard capped resistance. The difference only gets bigger from there.
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Now consider Purples there are 7 sets that currently provide a Fire/Cold Resistance and a Toxic resistance bonus. Let's assume that these become a Fire/Cold/Status Resistance and a Toxic/Psionic/Status Resistance bonus as implied by Synapse's post.
Suppose someone stacked five of these sets (not a bad idea for most Dominators and a lot of other characters could do it) what resistances should they get? They are effectively getting 20X the base damage resistance set bonus for F/C/T/P and 40X the base status resistance set bonus.
If we assume a 1.25% resistance base that works out to 25% F/C/T/P resistance and 50% status resistance. Is that reasonable? It's hard to say, 25% Defense is theoretically a 50% damage reduction but it's more fragile than Resistance. On the other hand adding 25% F/C/T/P to an Invulnerability Tanker is a pretty impressive benefit.
>.> unless the resistance numbers are insane or they rejiggle bonus order a bit Defense is going to still be the better choice to go with since 6 slotting powers to get up to a reasonable bit of resistance will take the majority of your slots.
Why? We have been building for defense for years, its time we make resist equal.
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And unless the numbers are ridiculously high, and the devs are not know for making changes on the ridiculously strong side... building for resist is still less beneficial than building for defense, all things being relatively equal.
More importantly, the doomsayers seem to ignore the fact that the devs have been making all the new enemies with powers that bust through defense, and now with this new build option, I'm sure we'll see a lot more enemies flinging around powers with -res.
Ultimately, if done correctly, this will give players another build route and more options when making a character, and that is definitely a good thing.
%41 for incarnate enemies but having every other attack hitting is far worse than having only 1 out of 20 attack hitting.
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But I didn't need to talk about any of that to counter the idea that 90% resistance wasn't letting 10% of the damage through. Even against enemies with 200% accuracy, 90% resistance and no defense will only let 9.5% of the damage through, not 10%.
I was just moaning about this in another thread. lol. teach me for opening my mouth without looking.
As mentions 20% res...but I think thats still to low. What is the rough ration, 1 def =2 res? I have heard people saying that anything under 20ish % extra def (like..building for the %) is not really worth the slots. SO therefore..anything LESS than 40 res, is not gonna be worth it?
I am not talking about say..your fire/rad corr, with just Manu/Scorp shield and NO extra build defence, getting 20% res to all (or whatever) from IO sets and see no difference. I am talking about the way you can take a blaster, totally build for range def, and soft cap it. There is NO way you will be able to do that with resist bonuses..in spite of the 2 being 'equal.'
As I said in the other thread..the very LEAST should be increasing the +res in Catalysed ATO sets to be a full double (or more), doubling the +res pvp IO, and adding a NON pvp +res IO at a low recipe lvl, like steadfast.
Oh not to mention..def is just..better. And easier to get significant amounts. As well as avoiding any effects tacked onto a power. Unless bonus resist somehow lets you..Resist any debuff effects a power has, when it tags you..
Well, building for resistance instead of defense does have some bonuses:
For characters without DDR, 10% defense is not necessarily better than 20% resistance, as the 10% defense can fail to defense debuffs pretty easily, but the 20% resistance will resist resistance debuffs, which are a lot less common anyway.
For characters with high regeneration, resistance doesn't have the damage spikes that defense does.
And on teams, defense buffs are still significantly more prevalent than resistance buffs.
As usual, the devil is in the details. How strong are they, etc.
I was just moaning about this in another thread. lol. teach me for opening my mouth without looking.
As mentions 20% res...but I think thats still to low. What is the rough ration, 1 def =2 res? I have heard people saying that anything under 20ish % extra def (like..building for the %) is not really worth the slots. SO therefore..anything LESS than 40 res, is not gonna be worth it? I am not talking about say..your fire/rad corr, with just Manu/Scorp shield and NO extra build defence, getting 20% res to all (or whatever) from IO sets and see no difference. I am talking about the way you can take a blaster, totally build for range def, and soft cap it. There is NO way you will be able to do that with resist bonuses..in spite of the 2 being 'equal.' As I said in the other thread..the very LEAST should be increasing the +res in Catalysed ATO sets to be a full double (or more), doubling the +res pvp IO, and adding a NON pvp +res IO at a low recipe lvl, like steadfast. Oh not to mention..def is just..better. And easier to get significant amounts. As well as avoiding any effects tacked onto a power. Unless bonus resist somehow lets you..Resist any debuff effects a power has, when it tags you.. |
I'm not saying that Res > Def, but don't sell its benefits short, either. Hard capped resistance can make a huge difference.
Defense is easier to get and it has a higher average mitigation, but it is also easier to bypass (cascading defense failure, tohit buffs, accuracy buffs (higher mitigation floor), tohit buffs, autohit powers, etc) and can just get unlucky sometimes. Resistance is much harder to strip off (it inherently resists resistance debuffs) and it provides much steadier mitigation. I'm not saying that Res > Def, but don't sell its benefits short, either. Hard capped resistance can make a huge difference. |
Like I was saying..its not so much the bad points of either def or res to me, its the way we CANT actually get res is similar amounts. back to the soft capping blaster..sure, that can debuffed and die, but the same blaster cant even get near capped res. So the comparison doesnt work at all.
Why? We have been building for defense for years, its time we make resist equal.
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Luckily, they've given themselves the caveat they dont balance around IOs, so if the game's broken with IOs, who cares, right?
Well, building for resistance instead of defense does have some bonuses:
For characters without DDR, 10% defense is not necessarily better than 20% resistance, as the 10% defense can fail to defense debuffs pretty easily, but the 20% resistance will resist resistance debuffs, which are a lot less common anyway. For characters with high regeneration, resistance doesn't have the damage spikes that defense does. And on teams, defense buffs are still significantly more prevalent than resistance buffs. |
Luckily, they've given themselves the caveat they dont balance around IOs, so if the game's broken with IOs, who cares, right?
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They mean that no content will ever require that your character is IO slotted to be able to complete it.
They don't mean that they don't balance power sets and IO set bonuses around what might be possible with combinations of those elements.
What do you think of this? He stated mez resistance bonus become 2 resist bonuses + resistance to mez (IE s/l res and hold res) and that the resistance bonuses are being increased.
I think this change will GREATLY benefit my characters. I may be able to cap resistances besides fire on my /FA Brutes. In fact, I see little reason to chase Def anymore since I have no DDR. Granted Def will still be nice but I would rather cap my resistances then be defense soft capped on my brute.
Thoughts on this?