Hello there, I have a tank with the invulnerability passive. I currently have "71% resistance against all damage" with said invulnerability.
If I add 3 pieces of Armadillo gear to gain the 25% damage reduction defence boost, how does it work exactly?
Does it take 25% off any damage I receive BEFORE my invulnerability kicks in or vice versa.
OR, is the 25% (from this gear) added to my 71%(from my invulnerability).
If anyone knows the answer to this I would really appreciate it
Comments
But as a longtime Invulnerability lover from another, cough, game, could you tell me how you cranked your resist to 71%. Please do not be shy about sharing the intricate details. (read, spell it out for me, i'm really really new here) Thanks.
Invulnerability scales on your chosen superstats BUT it also scales very poorly when you reach the higher end of things.
This guy already answered for me
Basically i have R3 Invulnerability and good (but not absolutely amazing) gear to raise my super-stats.
Welcome to the game bluecenturion. I hope that you enjoy your stay
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Thanks. I was thinking of swapping unbreakable for masterful dodge actually. Is that a good move?
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Be aware that 71% isn't all that impressive in CO terms. In CoH (the game I presume you meant), 71% resist meant what it said, that you'd take 100-71% = 29% damage from attacks. In CO's system of diminishing returns on resistance, however, it means you take 1/1.71 = about 58% damage (or about 42% resist in CoH terms).
If you want 71% resist in CoH terms, you have to boost your total CO resist to about 245%, and I'm not sure that's even possible outside of blocking. Maybe with heavily modded epic-level gear.
"It is unthinkable. But such is the nature of villainy, don't you think? To do the unthinkable, to challenge the impossible, to conquer all before you and make destiny your own." - Ghost Widow
And that's why I like villains.
Unbreakable is more useful than it used to be ever since the change that allows it to keep refreshing even if we do attack as opposed to how it was before. That said, it can still be spiked off regardless.
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The real question here is how do tanks have so good survability? in theory any squishy teaming with me could be a tank, but playing the game proves it is not that way, and tanks are better tanking than me in my AoRP or any squishy in my aura range. I m pretty sure of that because I m a Gravitar regular and tanks always have better suvability (even if not in my team).
As usual sorry for english, I hope to be clear.
1/(1+1.00)=1/2
1/2x1000=500
So you take 500 damage taken.
200% resistance will give:
1/(1+2.00)=1/3
1/3x1000=333.3 damage taken.
I believe that's how Cryptic math works.
For dodge and avoidance. When you do dodge, your avoidance is actually what it says it is. So 80% avoidance with reduce damage by a flat 80%.
As far as Active Defenses, Unbreakable is good for small mobs and Masterful Dodge is good for villains like Grav.
Edit: Actual numbers may be lower with Invulnerable because of flat damage reduction.
Highest Invulnerability that you will ever see would be 99% with 187 flat damage reduction.
Let me see....Tank role gives you 10%, Defiance can give you 21% per stack, I can do the whole vindi/warden thing as well as jug so 145% for 615.4 defense
Right lemme add all these up now.....281%(301% for aoes) so 73%(75% for aoes) damage reduction right after your avoidance.
I'm gonna be generous and give a DW user 100% defense penetration on top of dw's defense penetration. Right so I'll just super-stack this attack to be 5000 base damage with 100% critical severity and have no variance for testing purposes against a 281% resistance tank with 70% avoidance.
No Crit No Dodge - 2625
Crit No Dodge - 5249
No Crit Dodge - 787
Crit Dodge -1575
and a power that isn't DW with no defense penetration but still does 5000 base damage with 100% critical severity and has no variance would do against the same tank as above.
No Crit No Dodge - 1312
Crit No Dodge - 2625
No Crit Dodge - 394
Crit Dodge - 787
Just for ****s and giggles 10k base damage attack with 200% critical severity and no defense penetration against the same tank.
No Crit No Dodge - 2625
Crit No Dodge - 7874
No Crit Dodge - 787
Crit Dodge - 2362
Realistically you cannot have 200% critical severity but you 'can' have 500 off from 10k base damage with force cascade! so here is another one with 10k base damage and 100% critical severity and 100% defense penetration~
No Crit No Dodge - 3359
Crit No Dodge - 7117
No Crit Dodge - 1068
Crit Dodge - 2135
Conclusion: None of the attacks above could 1 h-ko a 281% damage resistance user with 70% avoidance. Hell as an added bonus here is 100k base damage with 100% critical severity and no defense penetration...
No Crit No Dodge - 26248
Crit No Dodge - 52493
No Crit Dodge - 7874
Crit Dodge - 15748
If they blocked it with a rank 3 block and dodged then it would have done less than 3000 damage (6000 for a critical)
So there you have it, some high-end tank letting things smack them around without blocking...add in some tights and a mask and you start to wonder why you're at fetcon...
and why you like it
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You can make a "survivable" tank through damage soak/reduction or dodge/avoidance -- sometimes even with Offensive passives...you just need to use powers that compliment each other. (i.e. "Way of the Warrior" dodge/avoidance stacks nicely with several martial arts powers' dodge/avoidance bonus and "Inertial Dampening Field" + "Unbreakable" are a good complement to the damage reduction you get from "Unstoppable"...assuming you're willing to sacrifice a little damage output).
Obviously, the defensive passives are all pretty solid since the upgrade -- it's hard to NOT make a survivable tank with those at R3 and even halfway decent upgrades.
You can also take advantage of specializations that provide extra HP, Dodge/Avoidance, or damage reduction. Specializations that provide HP-on-kill are very helpful with my single-target tanks (if your kill rate is just right, you get a near-constant stream of HP during combat).
I get it, what really makes the difference between a real tank and my support role are all those extras, not just the pasive.
Isn't Armadillo only 25% resistance against "physical" damage?
No it is all damage