Area-based Resistance Penetration - Why is Health better than Res? What makes Pen different than Shred?

Enemies penetrate resistances based on area-level up to 75%. This is only applied after res cap which means overcapping res to counter this is not possible (is that right?) so the only point to overcapping is for Shred.

So does that mean at end-game your resistances are effectively 0% no matter where you are?
Does that mean right when you start the game you are taking extra damage because you have 0% res and there is an area level?
Will penetration take you lower than 0%? If so, what makes penetration different from Shred?

This is something I thought I understood but apparently do not, as health-stacking is the best defense for pretty much anyone at endgame and that was not the conclusion I came to on my own. There’s this whole aspect of area-based penetration but it sounds like you just still go for 75% res (maybe 90% for shred) and call it a day.

Any kind souls willing to help explain?

Its really silly but resistances do not lower damage taken further than 100%.

So you can reduce your damage taken from 175% to 100%. It does not go lower. So you cannot, say, have 150% resistance take 175% damage to 25% for example. Therefore capped resistances will reduce your damage taken by roughly 43%.

Now having overcapped resistances can be good if your resistances are being shredded, but people usually use their cleanse for things like this.

Yes.

Yes. The difference is that shred can be dispelled with cleanse and penetration always happens.

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i’m not sure i like this system.

would’ve rather had two -30 all res spread in the campaign like poe , and none of that running around with 0 because that’s just how it works.

i’ll give it more time before making a final opinion.

Yeah there’s a lot of unintuitive things in this game that make sense only after you’ve learned how it works. But it is difficult to learn because its not intuitive lol.

No you wouldn’t, lol. In the LE system, missing 1% resistance is taking 1% more damage. In PoE, missing 1% resistance against softcap is taking 4% more damage. This system encourages building other forms of defense and getting 75% all res is not in any way strictly necessary, assuming you are building and stacking other forms of defense. Builds can often get away with 60-65% in resistance stats and be perfectly fine.

Edit: To add on here, You need a total of 525 resistance stats spread across gear, idols and your passive trees in LE and 540 in PoE. Except in PoE you don’t have idols also to work with, and typically taking resistances on your passive tree is not worth point investment as the trees for viable end game builds are very strict. It is still much easier in this game to get your resistances maxed out, especially with the crafting system in LE allowing us to put whatever mod we want on whatever item we want (and more than one stat if needed in many cases).

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This. It’s very unintuitive because most would think, “yea, but you are taking 4% more damage from the 25% damage you are taking from capped res”. The difference is on the backend, the game is balanced around “capping” resistance. LE is baselined at 0% resistance while PoE is baselined at 75% resistance. (Having no resistance in LE means you take 75% more damage, having no resistance in PoE means you take 300% more damage.)

All the LE system does is make it so having less than the cap hurts much less. The counterpoint to this is that it also, inherently, makes other forms of defense stronger.

I like the way LE makes you balance your defensive layers.

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Exactly. The PoE is balanced around softcapped resistances, so being under that is very detrimental.

Thank you for the thorough reply, it made me go “aaaaahhh”. Just needed it put a certain way. Thank you!

Ah, the good old days. I remember this topic when they first introduced this concept. FWIW, they supposedly lowered damage across the board to accommodate for this change.