Andreah Posted Tuesday at 03:21 AM Posted Tuesday at 03:21 AM It's more valuable if you already have lots of resistance, but are short of the hard cap for your AT. 1
Snarky Posted Tuesday at 10:13 AM Posted Tuesday at 10:13 AM (edited) 6 hours ago, Andreah said: It's more valuable if you already have lots of resistance, but are short of the hard cap for your AT. the true "cap" for Resistance is 100%. do not panic, i am agreeing with you. what i am talking about is that Resistance is it's own Resistance debuff Resistance. Das ist ein schwierig Satz. ... umm, it is a difficult sentence. CoH/V keeps track of the true Resistance value as it caps you to your AT cap. then applies that value to any Resistance Debuff an enemy tosses your way. so, if you have 100% S/L Resistance your S/L Resistance cannot be debuffed from your AT cap. .....except,.. there are a few extremely rare mobs that have unresistable resistance debuff attacks. one oddball Longbow Warden among them you almost never meet. Edited Tuesday at 10:13 AM by Snarky 2
Andreah Posted Tuesday at 11:12 AM Posted Tuesday at 11:12 AM In addition, and mainly what I meant, is that if your resistance is high, say 54%, and adding this one IO puts it to, say 57%, then the 46% that was getting through turns into 43% -- that's an 6.5% reduction of incoming damage. The closer you are to your cap, the more each single percentage increase relatively reduces the incoming damage. And then, even if you are at the cap, your resistance to debuff still increases. And using the formula from Ukase, above, if your health was down to say, 25%, it's adding 10.4% resistance. And in that same scenario of a 54% base resistance, it's increasing it to 64.4, which reduces the incoming damage by 22.6% compared to not having it. IMO, that's nice amount. 2
Jacke Posted Tuesday at 11:39 PM Posted Tuesday at 11:39 PM (edited) What @Snarky and @Andreah said. Also, have to remember the opportunity cost of boosting increasing Resists, especially when the Resist values are low. What else could that Extra Slot, containing that Resist-boosting IO, what else could that Extra Slot do elsewhere in the build to add to another Power with the effects and bonuses from adding a different IO. It's complicated and judging between different variations of a build is hard. But that is the route to making the build better for how a Player plays it in game. Edited 7 hours ago by Jacke 2 Remember! Let's be careful out there! City Global @Jacke, @Jacke2 || Discord @jacke4913 @TheUnnamedOne's BadgeReporter Popmenu Commands Popmenu including Long Range Teleport Available Zones Finding Your City Install Root on Windows for HC Launcher, Tequila, Island Rum
KillerShrike Posted Wednesday at 06:22 PM Posted Wednesday at 06:22 PM For me, it depends on how many slots your build allows for on Defense Set receptive powers. If you can only afford 1 slot, then there are better choices. However, if you can fit it into your build its worth it. There's at least 2 other better choices by default, and it depends on whether the slots are all on the same power or split between many powers (then you have to consider set bonuses, and also other better non-unique options). Personally, I would slot Shield Wall +Res and LotG +7.5% Rech before the Scaling proc. After that, if I can spare another slot on the same power I'll toss Scaling in. On Hover specifically, I might first consider other options also before Scaling...+To Hit, KB Prot, ghetto Stealth, Fly adjustments, etc also compete for that slot. So...context matters. YMMV.
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