-dmg and layered mitigation


Arcanaville

 

Posted

Personally, I feel that having layered mitigation tends to beat out stacking same-type stuff.

So -dmg with Defense is fine with me (assuming that I'm soft-capped and looking for something that's not redundant)... just like -tohit with Resistance.

But, if I'm looking to capitalize -dmg; chances are good that I'm doing it on a Resistance toon; since I can add Defense from pool powers and IO set bonuses (ie. KM/Electric/Soul/Void Brute or Stalker; Electric/KM/Soul/Void Tank)

IMO, I'd be a bit more hardpressed, using the same methodology to build Resistance of a Defense toon.


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Posted

Quote:
Originally Posted by MikeRobe View Post
Because your resistance is being debuffed to ~70% (not an exact number because resistance resists debuffs)
If resistance is reduced to 70% on the resist capped character, the defense character would be reduced to -200%. Resists resist resistance debuffs.


TW/Elec Optimization

 

Posted

Quote:
Originally Posted by Combat View Post
If resistance is reduced to 70% on the resist capped character, the defense character would be reduced to -200%. Resists resist resistance debuffs.
Except that the defense capped person is not getting their defense reduced by a resistance debuff. And you will note that I said that resists resist resistance debuffs in my answer to say that the value was ~70%. So, a resist based character hit with a resistance debuff is hurt more than a defense based character hit with a resistance debuff. Therefore the statement was true and that's all I was saying.


 

Posted

Quote:
Originally Posted by MikeRobe View Post
Except that the defense capped person is not getting their defense reduced by a resistance debuff. And you will note that I said that resists resist resistance debuffs in my answer to say that the value was ~70%. So, a resist based character hit with a resistance debuff is hurt more than a defense based character hit with a resistance debuff. Therefore the statement was true and that's all I was saying.
I'm saying that if both are hit with a resistance debuff of that magnitude, they will have the following:

70% resistance, 0% defense
-200% resistance, 45% defense

In contrast, if they are hit with a debuff that is 20% BEFORE resistances, they would have:

88% resistance, 0% defense
-20% resistance, 45% defense.

Functionally, the damage is increased by the same percentage regardless of the size of the resistance debuff. Which means that resistance based sets are NOT weaker to resistance debuffs.


TW/Elec Optimization

 

Posted

Meh. Whatever. I'm stupid and OK with it. I will continue to believe that a resistance based character hit with a resistance debuff is hurt more than a defense based character hit with a resistance debuff... mostly because the next shot is more likely to hit the resistance based character than the def based character and the def based character has time for those resistance debuffs to wear off. Layered mitigation is better.


 

Posted

Quote:
Originally Posted by Combat View Post
Resists resist resistance debuffs.
I'd never heard that before. Has this been verified?


 

Posted

Quote:
Originally Posted by Shadey_NA View Post
I'd never heard that before. Has this been verified?
Yes. It's pretty easy to check with a power analyzer, if you're curious.

There's a decent argument to be made for the benefit of layered defenses, since it's more robust against one layer failing, and can get more benefit from buffs. But in terms of average damage taken, everybody is equally vulnerable to resist debuffs. -20% res means you take 20% more damage than you took without the debuff, no matter how much resist you had in the first place (unless you were beyond the resist cap and the debuff just ate some of your over-the-cap padding, in which case the resist-based character is affected proportionally *less*).


 

Posted

Quote:
Originally Posted by Hopeling View Post
Yes. It's pretty easy to check with a power analyzer, if you're curious.

There's a decent argument to be made for the benefit of layered defenses, since it's more robust against one layer failing, and can get more benefit from buffs. But in terms of average damage taken, everybody is equally vulnerable to resist debuffs. -20% res means you take 20% more damage than you took without the debuff, no matter how much resist you had in the first place (unless you were beyond the resist cap and the debuff just ate some of your over-the-cap padding, in which case the resist-based character is affected proportionally *less*).
Suhweet.

So following the logic...
-Dam takes place before your resistances. If you are hit with a 20% -res going from 90 to 88% resistance and you have a 50% -dam from you on the baddie... you will receive a mitigation of 94% compared to 95% without the -res?

Is this correct?


 

Posted

So, I'm scratching my head here...how are you folks getting a -20% resist on a 90% resistance to land at 88% resistance? .2 * .9 = .18; .9-.18 = .72 .... should be talking a 72% number here after that debuff shouldn't we? I admit I don't know the ins and outs of how it all works but it seems to be a bit skewed here in the discussion.


 

Posted

Quote:
Originally Posted by Shadey_NA View Post
I'd never heard that before. Has this been verified?
Many times.

This is a side effect of the implementation of the game engine. +damage and damage are, internally, the same attribute. (This is why there are no powers that globally buff +damage powers, like Assault. They would create a recursive buff scenario, likely driving your damage to the game's largest internal numerical representation.)

Anyway, since damage and +damage are tied together this way, anything that resists damage also resits +damage. And since buffs and debuffs are the same attribute with opposite sign, resisting +damage means you resist -damage.

Also worth noting: damage resistance's effect on -damage is per damage type. This is because there's no such thing as "universal" -damage. All things that claim to debuff "Damage (All)" actually apply a debuff for eight standard damage types: Lethal, Smashing, Fire, Cold, Energy, Negative, Toxic and Psionic.

This means that, if you have different resistances to different damage types, how much -damage you experience may vary with what type of damage you deal. A Broadsword/Invulnerability Scrapper with a 50% -damage debuff applied will be less affected than a Dark Melee/Invul Scrapper with the same debuff, because Invuln has much higher resists to lethal damage (the type of damage Broadsword deals) than it has to Negative damage (which is a big part of the damage from Dark Melee).


Blue
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Posted

Quote:
Originally Posted by MikeRobe View Post
So, I'm scratching my head here...how are you folks getting a -20% resist on a 90% resistance to land at 88% resistance? .2 * .9 = .18; .9-.18 = .72 .... should be talking a 72% number here after that debuff shouldn't we? I admit I don't know the ins and outs of how it all works but it seems to be a bit skewed here in the discussion.
Damage Resistance also resists Damage Resistance debuffs.

If you have 90% resistance, only 10% of the debuff gets through.

10% of 20% is 2%

90% - 2% = 88%

Edit: Note that this resistance to debuffs is always calculated based on your base resistance level, before any debuffs are applied. Because of this, there is no such thing as "cascading DR debuff failure" the way there is for +Defense and Defense debuffs.


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
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Posted

AhhIsee, I knew it resisted resist debuffs, was not sure of the mechanism with only "10% getting through" Thought it resisted a % value. Thanks


 

Posted

Quote:
Originally Posted by UberGuy View Post
Edit: Note that this resistance to debuffs is always calculated based on your base resistance level, before any debuffs are applied. Because of this, there is no such thing as "cascading DR debuff failure" the way there is for +Defense and Defense debuffs.
Which would be why a building for resistance would be better than building for defense if you could acheive a high level (not that it's practicle for most builds)? My supposition would be that with the new IOs on beta, building for added resistance to a Elec/ tank would make as much sense (if not more) than building for defense.


 

Posted

Quote:
Originally Posted by UberGuy View Post
Many times.

This is a side effect of the implementation of the game engine. +damage and damage are, internally, the same attribute. (This is why there are no powers that globally buff +damage powers, like Assault. They would create a recursive buff scenario, likely driving your damage to the game's largest internal numerical representation.)

Anyway, since damage and +damage are tied together this way, anything that resists damage also resits +damage. And since buffs and debuffs are the same attribute with opposite sign, resisting +damage means you resist -damage.

Also worth noting: damage resistance's effect on -damage is per damage type. This is because there's no such thing as "universal" -damage. All things that claim to debuff "Damage (All)" actually apply a debuff for eight standard damage types: Lethal, Smashing, Fire, Cold, Energy, Negative, Toxic and Psionic.

This means that, if you have different resistances to different damage types, how much -damage you experience may vary with what type of damage you deal. A Broadsword/Invulnerability Scrapper with a 50% -damage debuff applied will be less affected than a Dark Melee/Invul Scrapper with the same debuff, because Invuln has much higher resists to lethal damage (the type of damage Broadsword deals) than it has to Negative damage (which is a big part of the damage from Dark Melee).
Whoah. So a Fire/Fire and an Elec/Elec have an inherent advantage over Fire/Inv in this respect?

Learnin is fun!


 

Posted

Quote:
Originally Posted by UberGuy View Post
Anyway, since damage and +damage are tied together this way, anything that resists damage also resits +damage. And since buffs and debuffs are the same attribute with opposite sign, resisting +damage means you resist -damage.
I know this will be a ridiculously stupid question. Are +damage powers like fulcrum shift tagged unresistable then?


 

Posted

Quote:
Originally Posted by SinisterDirge View Post
I know this will be a ridiculously stupid question. Are +damage powers like fulcrum shift tagged unresistable then?
They are indeed.

Actually, most buffs are tagged unresistable for related reasons. To give a couple of examples, the +toHit from Tactics would be resisted by Focused Accuracy's debuff resistance, and the +Regen from Empathy/Regen Aura would be resisted by the regen debuff resistance in Fast Healing, if those buffs were not tagged unresistable.

While these examples are ally buffs, most self-only buffs, such as armor toggles, are also unresistable. Mez protection toggles are unresistable, or mez resistance (often found in the same toggles as the protection) would resist mez protection.


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Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
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Posted

Quote:
Originally Posted by Hopeling View Post
But in terms of average damage taken, everybody is equally vulnerable to resist debuffs. -20% res means you take 20% more damage than you took without the debuff, no matter how much resist you had in the first place (unless you were beyond the resist cap and the debuff just ate some of your over-the-cap padding, in which case the resist-based character is affected proportionally *less*).
This is basically true, but I think I'm going to end up showing that the -20Res on the Defense character is more likely to actually terminate in death in most cases. (For the same reason I think -dmg is more beneficial to def than res, increased damage taken is more harmful. There's not a lot of difference between +res and -dmg to the defense character, incidentally, but a def/res character isn't what I want to look at here.)


 

Posted

Possibly, yes. The idea of average damage isn't perfectly applicable to the actual survival of defense-based characters, since they are particularly vulnerable to things happening in non-average ways.


 

Posted

This topic has definitely come up before. It's somewhat intuitive, if framed in the right way. Let's say you have 1500 HP. If you're taking 100 HP/s of damage and regenerating 50 HP/s, in perfectly continuous ways, then you're losing 50 HP/sec, and it will take 1500/50 = 30 seconds for you to die. That's the perfectly average view of mitigation.

Now instead imagine you're being swung at by attacks that deal 1000 points of damage, delivered once every 5 seconds, that have a 50% chance of landing. We'll leave the HP recovery continuous. That's still an average of 100 HP/sec damage actually landing on you, but the instantaneous amounts that land are very large excursions from that average. In this scenario, here's a 25% chance that any sequence of two attacks will both land in a row, dealing you 2000 points of damage in a 10-second window, which isn't long enough to recover enough HP to make up the difference. That's going to kill this character barring other healing.

Basically, the larger the quanta of incoming damage are relative to your remaining HP, the more likely it is that streak of hits over the next several attacks will kill you. Honestly, the same thing is strictly true of mitigation that's heavily predicated on resists (since foes have chances to miss even players with no defense), but we tend to consider this a dominant effect on defense-oriented mitigation because, at high levels of defense and low levels of other mitigation, large HP% excursions in damage are more noticeable because nothing else mitigates them.

Edit: The closer incoming damage and HP recovery are to continuous, the less likely this scenario is to arise in practice. If you're taking, say 20 attacks a second at 10 damage each, each with a 50% chance to hit, that's also an average of 100 HP/s damage that will land. But in this scenario, it's much, much less likely that you will suddenly suffer 2000 HP of damage in the course of 10 seconds, because the odds of that many of the attacks streaking hits on you in that timeframe is far lower.


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

 

Posted

Quote:
Originally Posted by Mad Grim View Post
Aha! So my KM/EA stalker is even more hax than I thought!
KM/EA stalkers are pure win. I have finally made a 50 stalker with this combo.


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Posted

With a 20% -Resist buff, 90% Resistance is <45% defense.

I stand by my original statement. The defense character only has a 5% chance of getting hit... and only a 5% chance of getting hit again after that. The odds are .25% chance you'll get hit twice in a row by that attack. Since most -resist debuffs only last 10 seconds and recharge on those attacks are roughly 8 seconds, the probability goes in the favor of the Defense based character. On a character that has aggro on 10 mobs, the odds stack drastically in favor of the defense soft-capped character. As the Resistance based character will flatline in a matter of seconds... Much like a defense-capped character getting cascading failure of -defense attacks.


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Posted

Quote:
Originally Posted by Beau_Hica View Post
On a character that has aggro on 10 mobs, the odds stack drastically in favor of the defense soft-capped character. As the Resistance based character will flatline in a matter of seconds... Much like a defense-capped character getting cascading failure of -defense attacks.
This part of your post is almost certainly not correct.

If the resistance-based character is hit by one 20% resisance debuff from every one of the 10 foes, they will be at a net of -20% resist. (10 debuffs of 20% is 200%, but this is 90% resisted,) This leaves them at a net of 70% damage resistance. They will take damage at three times the rate they would have taken damage had the foes applied no debuff (30% damage admittance instead of 10%). If they are defeated in a matter of seconds, they would have been defeated in a matter of seconds to start with - roughly three times as many seconds, to be exact. For defeat speeds measured in seconds, even Regen characters don't have the passive regen to recover without using other powerset tools, so these hypothetical defense- or resist-based characters certainly won't have the passive regen to make a big impact on such defeat times.

There is no resistance equivalent to cascade defense failure. Once one defense debuffing attack lands, it increases the odds another will land, and so on.


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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

 

Posted

Quote:
Originally Posted by Beau_Hica View Post
With a 20% -Resist buff, 90% Resistance is <45% defense.

I stand by my original statement. The defense character only has a 5% chance of getting hit... and only a 5% chance of getting hit again after that. The odds are .25% chance you'll get hit twice in a row by that attack. Since most -resist debuffs only last 10 seconds and recharge on those attacks are roughly 8 seconds, the probability goes in the favor of the Defense based character. On a character that has aggro on 10 mobs, the odds stack drastically in favor of the defense soft-capped character. As the Resistance based character will flatline in a matter of seconds... Much like a defense-capped character getting cascading failure of -defense attacks.

As an owner of a soft-capped Widow; I have to add in that the '5% of getting hit' increases as the mob size gets bigger and it seems that I'm running into a lot of mobs that debuff defense; Malta, Longbow, Knives, Cimmies, etc.

I get much more in the way of cascading failures than I'd like with her.


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Posted

Quote:
Originally Posted by Beau_Hica View Post
With a 20% -Resist buff, 90% Resistance is <45% defense.

I stand by my original statement. The defense character only has a 5% chance of getting hit... and only a 5% chance of getting hit again after that.
Yes... and the resist-based character has only a 50% chance of getting hit, and a 50% chance of getting hit again after that. And they take one-tenth as much damage when actually hit. If avoiding nine attacks out of ten, and taking full damage from the tenth, will let you survive until the end of the debuff, then taking all ten hits but reducing each by 90% will also let you survive until the end of the debuff, because that's exactly the same amount of total damage taken.

There are definitely benefits to defense compared to resistance (and also vice versa), but "taking less damage on average than an equivalent amount of resistance" isn't one of them.