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Armadillo Defence Boost Plus Invulnerability

themightyzeniththemightyzenith Posts: 4,612 Arc User
edited January 2013 in Power Discussion
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:smile:
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Post edited by Unknown User on

Comments

  • ayonachanayonachan Posts: 557 Arc User
    edited January 2013
    It is just a 25% ALL Damage resistance. It is added onto Invulnerability's resistance. Also, your damage resistance from defense and tank role bonus as well as that ones in the spec tree are all added together. Your invulnerability's flat damage reduction is taken away after your damage resistance and avoidance is taken away before damage resistance.
  • bluecenturionbluecenturion Posts: 60 Arc User
    edited January 2013
    Er, new to champions, so I cannot answer your question.

    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.
    Go Kill, Hunt Skulz.
  • ayonachanayonachan Posts: 557 Arc User
    edited January 2013
    Raise your chosen superstats higher in order for your powers as well as your passive to increase in potency. Some specific powers only scale on specific stats like how Defiance only scales on Constitution(though the energy return portion scales slightly on con and recover). Strength and Ego provide your melee and ranged powers with slight damage buff, too(Str = Melee // Ego = Ranged).

    Invulnerability scales on your chosen superstats BUT it also scales very poorly when you reach the higher end of things.
  • themightyzeniththemightyzenith Posts: 4,612 Arc User
    edited January 2013
    Er, new to champions, so I cannot answer your question.

    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.

    This guy already answered for me:smile:
    ayonachan wrote: »
    Raise your chosen superstats higher in order for your powers as well as your passive to increase in potency.................................................................... Invulnerability scales on your chosen superstats BUT it also scales very poorly when you reach the higher end of things.

    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:smile:
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    Click here to check out my costumes/milleniumguardian (MG) in-game/We need more tights, stances and moods
  • pugdaddypugdaddy Posts: 248 Arc User
    edited January 2013
    Add some Dodge/Avoid to pump up your damage resistance even more. Simply find a Primary Defense with +Avoid and add Gambler's Gem for +Dodge. Masterful Dodge from Martial Arts is good too.
  • themightyzeniththemightyzenith Posts: 4,612 Arc User
    edited January 2013
    pugdaddy wrote: »
    Add some Dodge/Avoid to pump up your damage resistance even more. Simply find a Primary Defense with +Avoid and add Gambler's Gem for +Dodge. Masterful Dodge from Martial Arts is good too.

    Thanks. I was thinking of swapping unbreakable for masterful dodge actually. Is that a good move?
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  • helbjornhelbjorn Posts: 678 Arc User
    edited January 2013
    Thanks. I was thinking of swapping unbreakable for masterful dodge actually. Is that a good move?
    Yes, Unbreakable is not nearly as useful as it used to be, especially for end-game content like lairs and cosmics/legendaries. MD will give much better overall mitigation from high-damage attacks. Just make certain you have decent Avoidance to begin with, as MD doesn't buff that nearly as much as it does your Dodge chance.
  • zazelbyzazelby Posts: 48 Arc User
    edited January 2013
    Er, new to champions, so I cannot answer your question.

    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.

    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.


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  • kenpojujitsu3kenpojujitsu3 Posts: 1,325 Arc User
    edited January 2013
    helbjorn wrote: »
    Yes, Unbreakable is not nearly as useful as it used to be

    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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  • iceih03iceih03 Posts: 205 Arc User
    edited January 2013
    Are all those numbers correct? I always thought that tanks have something like 200% resistance. I have AoRP and in support role I provide my teammates with 96% damage reduction or like 100% for myself when I use Hybrid role. Combining with IDF am I providing my teammates better defense than Invulnerability?

    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.
  • polishlightningpolishlightning Posts: 404 Arc User
    edited January 2013
    zazelby hit it on the head. Take your resistance and put it into this formula, 1/(1+x), then multiply the hit you take by that number. So if you have 100% resistance, and get hit by 1000 damage

    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.
  • ayonachanayonachan Posts: 557 Arc User
    edited January 2013
    If I grabbed a rank 3 invulnerability right now with my stats it would be 74% with 164 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
  • themightyzeniththemightyzenith Posts: 4,612 Arc User
    edited January 2013
    I appreciate all your input here guys but my brain exploded about three posts ago:eek:
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    Click here to check out my costumes/milleniumguardian (MG) in-game/We need more tights, stances and moods
  • tomaantomaan Posts: 82 Arc User
    edited January 2013
    iceih03 wrote: »
    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.

    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).
  • iceih03iceih03 Posts: 205 Arc User
    edited January 2013
    tomaan wrote: »
    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.
  • finalslapsfinalslaps Posts: 198 Arc User
    edited January 2013
    ayonachan wrote: »
    It is just a 25% ALL Damage resistance. It is added onto Invulnerability's resistance. Also, your damage resistance from defense and tank role bonus as well as that ones in the spec tree are all added together. Your invulnerability's flat damage reduction is taken away after your damage resistance and avoidance is taken away before damage resistance.

    Isn't Armadillo only 25% resistance against "physical" damage?
  • ayonachanayonachan Posts: 557 Arc User
    edited January 2013
    finalslaps wrote: »
    Isn't Armadillo only 25% resistance against "physical" damage?

    No it is all damage
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