i’m making this thread because the conversation was in danger of derailing another topic and i think this subject bears some discussion. i’m not taking a firm stance here, but just want to engage with others to see if my understanding is correct or flawed in some way. it could also be nice to have a resource to point people to in the event newer players are as confused by this system as i have been.
i can’t be alone in finding that unintuitive and confusing… it seems like either it should be treated as HP or treated as a percent reduction, not this combination of the two.
so just to see if i understand this correctly, let’s consider two builds:
Build A has 500 life and 1500 protections
Build B has 1500 life and 500 protections
Build A takes 25% of incoming damage, so a hit of 1000 damage (unmitigated by anything else for the purpose of this example) will do 250 damage and leave us with 250 health
Build B (if i’ve done my arithmetic correctly) takes 75% of incoming damage, which reduces the hit to 750, leaving us at 750 health
it seems like the build that focused on life over protections comes out ahead, having more HP left to absorb further hits, although both builds end up at half health in this scenario. that seems counter-intuitive to me because for most classes (except sentinel) reaching 1500 protections takes considerably more investment than reaching 1500 life. not to mention the fact that most builds just won’t get that level of protections on every element, which means protection-focused builds will probably still be vulnerable to damage from at least one element.
perhaps i’m mistaken, because i’m just basing this on my own experience of the game so far. i always find protections to be the most aggravating part of gearing and have mostly tended to forgo stacking them, most of the time being satisfied if i can get to around 30% elemental protections and whatever i can manage for the other three.
to elaborate on my idea that the system seems like it needs a rework: (and just to be clear, i’m mostly writing this because it helps me make sense of it, not necessarily trying to make an argument or be didactic)
if the protections were simply treated as EHP, Build A would take no damage and Build B would take 250 damage. i can see how that would be perhaps too generous to the player… if they were to change it to function this way they would definitely need to reduce protection numbers across the board to keep it balanced.
if the protections were simply presented as percent-based resistances as has been the standard in most ARPGs, along with the 75% cap we’ve come to expect, it would be clear to both builds that they need to bolster the other part of their defenses. Build A would have 75% resists, but only 500 life, and most likely would see the need to acquire more life. Build B would feel a bit beefier, but knowing that they only have 25% resistance would make it obvious that they need more.
i understand the devs wanting to make unique systems for the game and avoid the well-worn paths of other ARPGs that invite unwelcome comparisons, but the system we have in place just seems unnecessarily complicated. protections are presented as a type of EHP, but in reality give a percentage of protection just like traditional resistances.
perhaps i’ve misunderstood LLama’s post and the protections system as a whole. if anyone can correct my misapprehension, i would greatly appreciate it. in any case, if they have no plans to change or rework the system, i think it could do with a better in game explanation.