Resistance Changes Feedback Thread

Being able to scale 12,000 resist to 1,000 HP essentially having a 93% resist. It was too much.

I liked the system, but it was abusable.

And it was confusing to many players used to the traditional way of doing resists.

I also liked it.

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Just set a cap for that.

This “lowest common denominator”-thing sucks on so many games these days.
:dollar: :euro: :yen: :pound:
+

Resists are too easy to cap right now, and they are completely meaningless since Penetration is now part of level scaling.

Penetration should be rare, and resistances should be very hard to get. People should have to choose to build resists and have it come at the cost of not being able to get something else. Maybe building 75% physical and fire resist means you aren’t going to be able to get a couple other resists above 10%.

It would be nice if resists were actual resists (and not negated by the game having innate penetrations). It would be neat to see people running around with an average of 30 in each resist. They could increase some, but it would force others to be lower. Or they could get all resists higher, but then you don’t have a lot of room for Health or Dodge or Block, etc.

Resists should be meaningful, but not mandatory. It should add another layer of choice. Each mastery could also add some specializations from that as well. Void Knight could get more Void resist in their tree. Forge Guard could get Fire resist in the tree. Druid could get Physical resist in the tree. Every mastery should have 2 forms of defense they are good at. Each resist counts as a form separately.

I like that resists can cap. I like the % system. I don’t like the current implementation. I haven’t seen a game that made it impossible to cap every resist. Maybe that is something a game should try.

That could also lead into a long-term game goal of allowing different gear sets. This would only be a thing if players could predict the type of damage they would be taking in a stage. I have talked about monsters matching the biome in other threads. It is annoying that they currently don’t.

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If enemies have up to 75% PENETRATION by area level 75…then that means they will reduce resistances by 75%, depending on the resistance type they are attacking with …so 75-75 = 0%. If you have 150% resistance and enemies have 75% PENETRATION by area level 75…NOT SHRED …PENETRATION…then 150-75=75% left over resistance for the type of dmg they are doing…effectively making the true resistance cap 150% to HARD CAP it…

That is wrong. Penetration is calculated after resist is capped. The MOST resist you can have at 75+ after pen is 0.

It goes in order;

  1. Shred (20 stacks max, -40 resist on players at max stacks)
  2. Resist is then capped down to 75% if above that.
  3. Penetration is calculated lowering effective resist.
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Note the last line.

As Darkdeal says, you get your resistance, then shred, the cap is applied (if you post-shred resist is above 75%) then the per area-level penetration.

There is no point in going above 140% (cap of 75 + max shred of 40 + Mark for Death’s -25) & limited point in going much above 75 since there isn’t that much shred in this game & mobs having Mark for Death is kinda rare (even if you pick it as a monolith modifier). Some overcap between 75 & 140 is a good idea, but feeling that you absolutely have to have 145% leaves you missing out on other affixes (offensive & defensive). A decent chance for Frailty on hit will give you more defensive benefit when you need it more (bosses) than going balls to the wall on on resists (140%).

Penetration applied AFTER resistance cap.

145% resist. Apply cap = 75%. THEN apply area penetration = 0%.

75% resist. Apply cap = 75%. Apply area penetration = 0%.

Whether you’re at 145% or 75%, you’ll be at 0%. Damage is normalized with area penetration. This was put in place so going below max resist increased your damage taken at face value. If you’re 25% below max resist, you take 25% more damage. Without area penetration, being below 25% max resist means you take 100% more damage.

I wouldn’t say damage is normalized. Just resistance don’t matter anymore.

That’s kinda what normalisation means though, in that context.

What I mean was they reduced damage across the board due to the penetration changes since the absolute damage values goes up with penetration (1000 damage with penetration means you take 1000 damage, old system you had damage reduction working to reduce that 1000 damage).

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Help Math Gurus!

I was building Forge Guard full ARMOR…
Later in game i wanted to go 50/50 armor/dodge. IS it viable?
I have some difficulties making it 50% reduction from armor with 50% dodge on T5 maxed gear - since early game this was possible, but late game - dodge downscales with enemy level - and it seems impossible? The same 600 dodge doesn’t give me 50% dodge anymore as before :sob: and later it might be completely unusable to go hybrid.

What is your experience, should i choose one (armor) and stick with it?

Go to https://lastepoch.tunklab.com/ and click on “armor mitigation” and “dodge chance”. Set your area level to whatever you want and look at the graph to see at what armor/dodge value you need to hit what percent you want. Conversely you can check by area level. Put in your armor/dodge amount and look at the graph to see your armor mitigation/dodge chance by area level. It looks like you were around level 50 with 600 dodge giving you 50% dodge.

You can have 6 items with % dodge and 9 items with + dodge. Assuming T5 for all, you can get around 1300 - 1500 dodge. That’s of course not taking into account any dodge/armor passives and skills which would boost that to a higher number.

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Thanks i was using spreadsheets i’ve made, and it was quite obviously going out of hand at around level 90. For level 100 and 50% mitigation armor/dodge i’d need about
6800 armor
1100 dodge
which is impossible. Thanks a lot for the website, wasn’t aware it provides those calculations.

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