Troo Posted January 26 Share Posted January 26 If so, and 59% is the new 45%.. thoughts? "Homecoming is not perfect but it is still better than the alternative.. at least so far" - Unknown (Wise words Unknown!) Si vis pacem, para bellum Link to comment Share on other sites More sharing options...
Major_Decoy Posted January 26 Share Posted January 26 (edited) Well, for Four Star difficulties, all enemies have +30% to hit, so no. 59% is not the new 45%. That said, Incarnate content and four star difficulty settings are entirely optional. Edited January 26 by Major_Decoy Link to comment Share on other sites More sharing options...
Snarky Posted January 26 Share Posted January 26 Defense>Resistance>Heal. (Unless you are on Dark Armor and are stunning and fearing and stealthing and to hit debuffing and have the best heal in the game on a few second cycle with a hair trigger, but, edge case) But no, Resistance , in my opinion, has still not overshadowed defense. Layered mitigation is the key. Whether it be the tortured path Dark takes to get there or the classic Invulnerability that goes Defenses with debuff resistance, and heavy resistances, and Dull Pain. 1 Link to comment Share on other sites More sharing options...
twozerofoxtrot Posted January 26 Share Posted January 26 I'm a little confused by the topic and what it's asking. Are we basically trying draw equivalence between Res and Def based sets? I think there are some nuances that keep them from being directly compared. Res protects against -Res. Def doesn't protect against -Def. Def inherently provides a layer of defense against status effects, Res based sets usually have you eating everything and relying on your status protection toggles, but Mags can stack up on you. And so on. As for the question in the OP, this is one reason why Absorbs are so powerful. You can't get Res above a 90% cap but if you can rock 5k(ish) effective HP, then that 90% goes a longer way. Absorbs are affected by Res. 1 Link to comment Share on other sites More sharing options...
Community Rep CR Americas Angel Posted January 26 Community Rep Share Posted January 26 No. Assuming we're comparing 90% smashing res to 45% smashing defense... 90% res stops 90% of damage. This is a reduction of 90% of incoming damage. 45% defense is subtracted from an even-level minion's 50% chance to hit to give them a 5% chance to hit. This is a reduction of 90% of incoming damage. However... The above assumes an enemy is attacking you with an attack that is base 1.0 accuracy. But this isnt always the case. Sometimes their attacks have a higher base accuracy than this. We don't just fight even level minions. Minions that are higher level than us get a level difference accuracy bonus. (And also a tohit bonus if the difference is extreme.) We don't just fight minions. Liutenants, Bosses, Elite Bosses, AVs, GMs, and other special class enemies all get a rank bonus to accuracy. Sometimes enemies get tohit and accuracy bonuses from their powers/ally buffs. You can read all about it, here: https://homecoming.wiki/wiki/Attack_Mechanics Also, the incarnate softcap is 58.75%, not 59%. 2 1 Join the Homecoming PvP Fightclub Discord What is Fightclub? Fightclub is PVP between two melee players fighting to the death in melee range with no moving/retreating allowed. It's like pylon testing...but the pylon hits back! Perfect for players who enjoy min/maxing builds. Click the discord link above for more info. Link to comment Share on other sites More sharing options...
aethereal Posted January 26 Share Posted January 26 (edited) Yes, 45% defense and 90% resistance both decrease damage by 90%, assuming no to hit buffs (and other minor caveats). Contra @America's Angel, accuracy doesn't change the mitigation provided by defense. Consider an enemy who attacks with accuracy 1.2. Against a defense 0 target, the attack hits .5 * 1.2 = 60% of the time. Against a defense 45 target, the attack hits (.5 - .45) * 1.2 = 6% of the time -- a reduction of 90%. To hit bonuses change the mitigation provided. Accuracy bonuses do not (with caveats). Enemies with enhanced accuracy hit more than 5% of the time, but they hit 10% as often as they would without defense. And neither commonly occuring level difference nor rank bonuses give to hit bonuses. Incarnate/hard mode do give to hit bonuses, 45% defense is not 90% mitigation there. The big caveat: if an enemy has so much accuracy that it overcaps to hit chance (ie, it would naturally have a greater than 95% chance to hit and it's capped down to 95%), then some of its accuracy is "wasted" against defense 0 characters but is functional against defense 45 characters and then softcap defense provides less than 90% mitigation. Edited January 26 by aethereal 2 Link to comment Share on other sites More sharing options...
Troo Posted January 26 Author Share Posted January 26 so.. is it accurate to say: 45% defense and 90% resistance both decrease damage by 90% in typical content 58.75% defense and 90% resistance both decrease damage by 90% in Incarnate content 88.75% defense and 90% resistance both decrease damage by 90% in Four Star content "Homecoming is not perfect but it is still better than the alternative.. at least so far" - Unknown (Wise words Unknown!) Si vis pacem, para bellum Link to comment Share on other sites More sharing options...
Snarky Posted January 26 Share Posted January 26 it is early but my read is that defense at 45 stops minions at base 95% Link to comment Share on other sites More sharing options...
DoctorHugh Posted January 26 Share Posted January 26 I'm not a mechanics wonk, but one thing I do consider is the magnitude spread of incoming hits. If I understand it correctly, resistance mitigates damage on every incoming hit. Defense means you're more likely to avoid the hit, but when it does hit, defense does nothing to mitigate it. In my experience, there's a significant difference between a stream of incoming, smaller hits (which I can react to), and having two defense rolls in a row fail and smack me for max damage. 1 1 1 Link to comment Share on other sites More sharing options...
aethereal Posted January 26 Share Posted January 26 (edited) 10 hours ago, Troo said: so.. is it accurate to say: 45% defense and 90% resistance both decrease damage by 90% in typical content Yes (besides cases where you're at extreme level shifts (+6 or more) or where enemies get +to-hit from their powers. 10 hours ago, Troo said: 58.75% defense and 90% resistance both decrease damage by 90% in Incarnate content I believe so, though it's shockingly hard to get information on the to-hit bonus for Incarnate characters. This is the common wisdom at leaast. 10 hours ago, Troo said: 88.75% defense and 90% resistance both decrease damage by 90% in Four Star content I don't think so. I understand this to be the place where the to-hit bonus for Four Star content is added: https://cod.uberguy.net/html/power.html?power=challenge_empowerment.challenge_empowerment_3.hard_mode_3 That suggests as far as I can see +25% to-hit. That would mean that enemies would have a base 75% chance to hit, so you'd need 70% defense to floor their to-hit chance, so 70% defense to get 90% damage mitigation. EDIT: Caveat about hard mode (especially) and incarnate content: because of the higher base chance to hit, you're much more likely to be in the scenario where accuracy bonuses overcap the base chance to hit, and thus flooring the chance-to-hit mitigates damage by less than 90%. In normal content, enemies need 1.90 Accuracy to touch 95% chance to hit you. In Four Star content, they need only 1.27 Accuracy to touch 95% chance to hit, so it's pretty likely that they will be way over cap on to-hit chance, so mitigation will be less than 90% even by flooring their to-hit. I am open to being wrong about incarnates and hard mode! Edited January 26 by aethereal 1 Link to comment Share on other sites More sharing options...
aethereal Posted January 26 Share Posted January 26 4 hours ago, DoctorHugh said: I'm not a mechanics wonk, but one thing I do consider is the magnitude spread of incoming hits. If I understand it correctly, resistance mitigates damage on every incoming hit. Defense means you're more likely to avoid the hit, but when it does hit, defense does nothing to mitigate it. In my experience, there's a significant difference between a stream of incoming, smaller hits (which I can react to), and having two defense rolls in a row fail and smack me for max damage. I think this is a valuable point. In a lot of ways, we focus too much on the expected case here. Unless you're open to faceplanting every, what, tenth spawn to twentieth, what we should be considering is how much damage you take not in the expected case, but the 90th or 95th percentile of unlucky cases. Note that luck does play a factor for Resistance-based characters as well -- if enemies hit you 50% of the time (ie, they're even-conn minions with no to-hit bonuses, and you have no Defense), then they can still hit more than 50% of the time and you'll take more damage when they roll well. However, the downside is greater for Defense-based characters than Resistance-based characters. If the enemies expect to hit you 50% of the time, then your maximally unlucky case is they hit you 100% of the time, and thus you take 2x your expected incoming DPS. If the enemies expect to hit you 5% of the time, then your maximally unlucky case is they hit you 100% of the time, and thus you take 20x your expected incoming DPS. Note that the maximally unlucky case for the Defense character is much more unlucky than the maximally unlucky case for the Resistance character. But also note that when you're talking enemies who have say a 70% chance to hit you (because of Accuracy bonuses), your unlucky downside is that much more reduced. The whole mitigation question is almost impossibly nuanced, which is why we often retreat to simple cases. Link to comment Share on other sites More sharing options...
Snarky Posted January 26 Share Posted January 26 (edited) I started on invul brutes. Layered mitigation and big old health pool. I moved to Dark Dark Brutes. Stealth, Stun, Fear, hardy resists, to hit debuffs, and the best heal in the game. With a comfy health pool I moved onto Blasters built for Range and Defense. Hit and run Now I am on a Dark Dark Corruptor. Not built for range or defense. It takes all of the Dark Brutes tricks and puts them on steroids, then adds adds some ST holds and enemy debuffs and even a enemy 30 sec time out (black hole, just break glass). Not much resists or health compared to the Brute, but decent AoE and great ST blasting. With great power comes not giving a crap what your enemies plan. Stun them black hole them, to hit debuff and fear them, floor their regen and lower their damage, just make their lives miserable. Then, once you’ve said “hi” scourge them down. Defense? Resist? Yes please meat shield…. Go make friends. I will be right beside you. Edited January 26 by Snarky 1 Link to comment Share on other sites More sharing options...
Troo Posted January 26 Author Share Posted January 26 (edited) 11 hours ago, Troo said: so.. is it accurate to say: 45% defense and 90% resistance both decrease damage by 90% in typical content 58.75% defense and 90% resistance both decrease damage by 90% in Incarnate content 88.75% defense and 90% resistance both decrease damage by 90% in Four Star content I'm okay with these being mostly accurate. That allows me to take my next step into more nuanced blending. I'm looking at you -toHit. I've done capped defense. I've done capped resistance with only incidental defense. I've blended the two. Now the hard question. Is below accurate? -20% ToHit and 35% Defense = 45% Defense with both decreasing damage by 90% in typical content and if so then, combining -20% ToHit and 32% Defense and 75% Resistance = decreasing damage by greater than 90% in typical content Edited January 26 by Troo "Homecoming is not perfect but it is still better than the alternative.. at least so far" - Unknown (Wise words Unknown!) Si vis pacem, para bellum Link to comment Share on other sites More sharing options...
Shred Monkey Posted January 26 Share Posted January 26 In normal MMOs, if you're getting hit by 1000 hp attacks, 90% resists can theoretically keep you alive long enough for heals to help. Defense, on the other hand keeps you alive until that one hit gets through and BAM your dead. However, CoH is different from normal MMO's in that we don't have healers... so with resists you just run out of HP. Personally, I just go with defense and wakies and just throw in resists when it's convenient. And if I'm really trying to be unkillable, I'll layer on top of all that a bunch of soft controls... knockdowns, staying at range, geometry tricks and slows to abuse bad pathing AI... fun stuff. 1 Active on Excelsior: Prismatic Monkey - Seismic / Martial Blaster, Storm Dragon Monkey - Electric / Dual Blades Tank, Gadget Hunter Monkey - Dual Wield / Traps Corruptor Link to comment Share on other sites More sharing options...
Troo Posted January 26 Author Share Posted January 26 17 minutes ago, Snarky said: With great power comes no giving a crap what your enemies plan. Stun them black hole them, to hit debuff and fear them, floor their regen and lower their damage, just make their lives miserable. 😄 I do love me some dark corruptors. My favorite has been Rad/Dark. It's akin to a cat playing with a mouse. Radiation's "I'm never going to miss" combined with Dark's "You're gonna have a tough time hitting me" layered over "how's that perma Slow, perma Fear, Stun and go straight to hell debuffage taste".. yummy. The heal is just a cruel cherry on top. Dark corruptors are the inspiration for this topic. I would very much enjoy playing a Energy Melee/Dark Miasma character. "Homecoming is not perfect but it is still better than the alternative.. at least so far" - Unknown (Wise words Unknown!) Si vis pacem, para bellum Link to comment Share on other sites More sharing options...
Game Master GM Crumpet Posted January 26 Game Master Share Posted January 26 7 hours ago, Snarky said: it is early but my read is that defense at 45 stops minions at base 95% In a lot of cases, but a higher amount will counteract -def attacks. The -def (as far as I understand it) comes off the overflow first 1 Link to comment Share on other sites More sharing options...
aethereal Posted January 26 Share Posted January 26 53 minutes ago, Troo said: Now the hard question. Is below accurate? -20% ToHit and 35% Defense = 45% Defense with both decreasing damage by 90% in typical content No, you add up the ToHit and the defense -- so -20% ToHit and 35% defense is the equivalent of 55% defense (so it's 10 over softcap for ordinary content). So, I mean... yes, that would decrease damage by 90% in typical content, but so would -10% ToHit and 35% defense. To be clear: I'm talking about the amount of ToHit debuff that lands, not the amount that your power nominally does. As a debuff, ToHit is affected by the purple patch -- so if you're using it on a +4 enemy, the nominal amount of the power is multiplied by 0.48 before it lands. And ToHit is I believe further affected by AV resistance. This is why, I think, many people in the ultra-high performance crowd are less enthusiastic about ToHit debuffs than they are about defense. 53 minutes ago, Troo said: and if so then, combining -20% ToHit and 32% Defense and 75% Resistance = decreasing damage by greater than 90% in typical content Defense (including ToHit debuffs) and Resistance are multiplicative in effect. So if you have floored enemy to-hit chance (by whatever combo of to-hit and defense) and gotten to Tanker resist cap, then you have mitigated damage to 10% * 10% = 1% (99% damage mitigation). So yes. Any amount of resistance combined with floored to hit will mitigate damage by more than 90%. 1 Link to comment Share on other sites More sharing options...
Troo Posted January 26 Author Share Posted January 26 @aethereal that's super helpful. Thank you. I remembered something about -toHit being worth 1/2 from something... stoopid purple patch. It seems you are following my train of thought. I appreciate your skipping ahead to AVs and high performance. 1 "Homecoming is not perfect but it is still better than the alternative.. at least so far" - Unknown (Wise words Unknown!) Si vis pacem, para bellum Link to comment Share on other sites More sharing options...
Community Rep CR Americas Angel Posted January 26 Community Rep Share Posted January 26 13 hours ago, aethereal said: Contra @America's Angel, accuracy doesn't change the mitigation provided by defense. Incorrect. Versus an attack with a base accuracy of 2.0, your 45% defense is only providing 85% mitigation. (Whereas 90% resistance would still provide 90% mitigation.) Accuracy essentially caps how low you can get an enemy's chance to hit. The wiki link I posted above has the detailed breakdown of how this all works. 1 Join the Homecoming PvP Fightclub Discord What is Fightclub? Fightclub is PVP between two melee players fighting to the death in melee range with no moving/retreating allowed. It's like pylon testing...but the pylon hits back! Perfect for players who enjoy min/maxing builds. Click the discord link above for more info. Link to comment Share on other sites More sharing options...
aethereal Posted January 26 Share Posted January 26 Just now, CR Americas Angel said: Incorrect. Versus an attack with a base accuracy of 2.0, your 45% defense is only providing 85% mitigation. (Whereas 90% resistance would still provide 90% mitigation.) Dude. I said that in the message you just quoted. Link to comment Share on other sites More sharing options...
Community Rep CR Americas Angel Posted January 26 Community Rep Share Posted January 26 1 minute ago, aethereal said: Dude. I said that in the message you just quoted. Ah okay. I thought when you wrote "contra" you were disagreeing with something I'd written. Join the Homecoming PvP Fightclub Discord What is Fightclub? Fightclub is PVP between two melee players fighting to the death in melee range with no moving/retreating allowed. It's like pylon testing...but the pylon hits back! Perfect for players who enjoy min/maxing builds. Click the discord link above for more info. Link to comment Share on other sites More sharing options...
aethereal Posted January 26 Share Posted January 26 4 minutes ago, CR Americas Angel said: Ah okay. I thought when you wrote "contra" you were disagreeing with something I'd written. Your post gives the strong impression that any amount of Accuracy reduces the mitigation provided by Defense. You never at any point in your first post mention that Accuracy equal to or below 1.9 (for enemies without ToHit bonuses) do not result in mitigation reduction for Defense. And 1.9 Accuracy is a pretty high bar -- a +4 Boss with a 1.2 base accuracy power would reach 1.9 Accuracy, but not exceed it. A +4 AV with a 1.0 base accuracy power reaches but doesn't exceed 1.9 Accuracy -- so you either need a +4 AV with a higher-than-usual accuracy power, or a +4 Boss with a higher-than-"normal high"-accuracy power, or whatever. So yes, I was disagreeing with what you wrote. I don't claim to know what was in your head when you wrote it, but the text that you wrote does a bad job of explaining the reality of the situation. In contrast, the text I wrote was careful to explain the caveats, and it seems like you didn't read it or didn't understand it. 1 Link to comment Share on other sites More sharing options...
Community Rep CR Americas Angel Posted January 26 Community Rep Share Posted January 26 14 hours ago, Troo said: so.. is it accurate to say: 45% defense and 90% resistance both decrease damage by 90% in typical content 58.75% defense and 90% resistance both decrease damage by 90% in Incarnate content 88.75% defense and 90% resistance both decrease damage by 90% in Four Star content 4* Aeon is 85% softcap (70% vs minions) 4* ITF is 128.75% softcap (95% vs minions) However, the 4* ITF has a lot of +tohit buffs being thrown around by enemies, plus a bunch of -def attacks coming your way. So you're likely going to want 150% or more for it. 1 hour ago, aethereal said: Your post gives the strong impression that any amount of Accuracy reduces the mitigation provided by Defense. You never at any point in your first post mention that Accuracy equal to or below 1.9 (for enemies without ToHit bonuses) do not result in mitigation reduction for Defense. And 1.9 Accuracy is a pretty high bar -- a +4 Boss with a 1.2 base accuracy power would reach 1.9 Accuracy, but not exceed it. A +4 AV with a 1.0 base accuracy power reaches but doesn't exceed 1.9 Accuracy -- so you either need a +4 AV with a higher-than-usual accuracy power, or a +4 Boss with a higher-than-"normal high"-accuracy power, or whatever. So yes, I was disagreeing with what you wrote. I don't claim to know what was in your head when you wrote it, but the text that you wrote does a bad job of explaining the reality of the situation. In contrast, the text I wrote was careful to explain the caveats, and it seems like you didn't read it or didn't understand it. My post reads fine. It gives players a high level overview, lists the caveats, and then provides a link where they can find out how the caveats work. As for those numbers you posted - in both of those examples you're actually already over the 1.9 accmod threshold: A +4 Boss with 1.2 base acc power is hitting you 10.92% of the time. A +4 AV with 1.0 base accuracy is hitting you 10.5% of the time. For mobs attacking players, the following formula is used to calculate Accmods: AccMods = the power's inherent Accuracy × the Accuracy of the enemy's Rank × Accuracy factor due to level difference So for your boss example, above. That's: 1.2 x 1.3 x 1.4 = 2.184 And for your AV example, that's: 1.0 x 1.5 x 1.4 = 2.1 Even with the +1 level shift turning +4 AVs into +3 AVs you're still lookin at 1.95. Add in the 1.2 base attack powers that are super common on AVs and you're looking at 2.34. It's a pretty common occurrence in-game. And it's why I make sure to not tell players that 45% def = 90% res. Join the Homecoming PvP Fightclub Discord What is Fightclub? Fightclub is PVP between two melee players fighting to the death in melee range with no moving/retreating allowed. It's like pylon testing...but the pylon hits back! Perfect for players who enjoy min/maxing builds. Click the discord link above for more info. Link to comment Share on other sites More sharing options...
Troo Posted January 27 Author Share Posted January 27 1 hour ago, CR Americas Angel said: I make sure to not tell players that 45% def = 90% res. Are you suggesting 45% def < 90% res? 1 hour ago, CR Americas Angel said: So you're likely going to want 150% or more for it. This is an example of why I want to mess around with more blended layering to try and achieve the 90% damage reduction. "Homecoming is not perfect but it is still better than the alternative.. at least so far" - Unknown (Wise words Unknown!) Si vis pacem, para bellum Link to comment Share on other sites More sharing options...
aethereal Posted January 27 Share Posted January 27 2 hours ago, CR Americas Angel said: For mobs attacking players, the following formula is used to calculate Accmods: AccMods = the power's inherent Accuracy × the Accuracy of the enemy's Rank × Accuracy factor due to level difference So for your boss example, above. That's: 1.2 x 1.3 x 1.4 = 2.184 And for your AV example, that's: 1.0 x 1.5 x 1.4 = 2.1 I didn't realize that Accuracy (uniquely among stats in CoH to the best of my knowledge) stacks multiplicatively with itself instead of additively. But I see that that's correct. I stand corrected on the amounts, I was assuming it was 1 + 0.2 + 0.3 + 0.4 = 1.9 for the boss example. Mea culpa! It's still not common to exceed Accuracy 1.9 all told outside of AV fights (assuming no +to-hit). A normal +4 boss is 1.3 * 1.4 = 1.82 accuracy -- it needs a high-accuracy power to breach 1.9. A +4 lieutenant is 1.61 Accuracy, although with a 1.2 accuracy power, it gets to very barely above 1.9 Accuracy (1.92 -- the mitigation of 45% defense drops from 90% to 89.83%). 1 Link to comment Share on other sites More sharing options...
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