Resists

That resists do almost nothing to mitigate damage is silly. Why even have them? Make resists mean something, please.

They do mitigate damage though? What specifically bothers you about them?

Go do the monoliths with no resists and get back to me on how it went. They mitigate damage. Quite a lot.

75% to be precise…

Probably the area level penetration thing, that often confuses people.

OP, if a mob hit you with 100 damage and you had no resists (in a lvl 75+ zone), you’d take 175 damage, 75% more than if you had capped resists. If LE used the traditional way of doing resists, you take 100 damage with 0 resists compared to 25 with capped resists, or 4x more. So the main difference is that not capping your resists is less punishing by design compared to other games.

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Try 0 Physical Resistance, find and waer Suloron’s Step, go to empowered Lagon and take some hits… :stuck_out_tongue_winking_eye: :joy:

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Just mix 60% Endurance and resistances, you’re unkillable in the current state of the game, Gz ! It does reduce the damage a lot.

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They DON’T mitigate damage actually (in standard game lingo anyway). They reduce the BONUS damage that enemies in higher level zones deal. 75 Resists in 75+ maps just get you back to zero.

If anything, a more proper way of saying it would be that resists mitigate penetration.

I like the current system, but they are using terms that have a standard meaning in games and it very much confuses people and it gives them a bad taste in their mouth.

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Want to argue so much!!!

While you are not incorrect, it’s easier for the average player to think of them as “normal resists”.

I’m not saying that I have changed my mind (or, heaven forbid, having had my mind changed by someone on the internet!!), I do have a better understanding of your point of view.

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The way you capatilized bonus is very confusing. Some people that don’t know the system might think that enemies deal “extra damage” on top of their normal damage.

The baseline penetration mechanic only reduces the amount of resistance that is used for the damage mitigation formula.

It doesn’t change the fact that resistances do mitigate incoming damage.

It doesn’t matter that resistances that are calculated are in the negative (in some cases), they still do mitigate damage.

For the average player all of that background maths doesn’t matter anyway.

If you have no resists, the penetration system drives them negative, meaning the monsters are dealing extra damage. It is bonus damage, it is just in the framework of resists/penetration. I could have used the word “extra” or “more” or any other synonym.

That doesn’t even take into account that monsters could have their own penetration that will allow them to do more than 100% damage. When I look at the damage a monster deals as a percentage, it becomes pretty obvious that resists aren’t actually mitigating any of the damage. Resists at level 75+ can never reduce a monsters damage below 100%.

Again, the system is good. It just confuses people when the calculation is put into the context of resists/penetration as defined by every other game. LE is redefining what those things mean. People either need to grasp with the new definitions, or LE could just create new terms.

The monster penetration slowly ramps up over the course of the game (up to lvl 75) but the formula to calculate incoming damage doesn’t change. Only the variables change. (Most importantly the enemies penetration).

The point still stand. Resistances do mitigate damage.
It doesn’t matter how you put it or how you phrase it. That doesn’t change.

At some point you will get into the negative or neutral resistance, and if you are not resistance capped the enemies deal increased damage.

In the end for the player it doesn’t matter how all the background math works, if you take 120 damage and after getting some resistances you take 100 damage, you mitigate incoming damage.

I do not necessarily agree, understanding allows you to avoid doing anything, if investing a large number of things in the restistance so that we end up barely mitigating the damage is not interesting. Understanding the mechanics of calculation allows the theoricraft, which is an essential part of an ARPG.

I totally agree that understanding mechanics allows more theory crafting.
I probably phrased my self badly here.
I wanted to say that in the end increasing your resistances will lead to taking less damage.

If you are a player that really wants to theory craft, you have all the ressources at your fingertips, the game guide is insane already for being a EA/Beta game and we also have alot of communtiy tools and knowledgable people in the forum.

How much “less” this is comes down to understanding the mechanics.

Me and Llama and probably dozens of other people already tried to explain this for various different people.

Some don’t grasped it immediately, some never did.

Fact is, even though LE uses a very uncommon method, resistances do mitigate damage and nothing is changing that.

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After that I admit that I don’t really know how the resistance works for the moment, I should learn from elsewhere.

My intervention concerns just this small point, that personally I find it important that each mechanism is readable and documented, for those of course who wish it and will make the effort to want to read and understand. Regarding resistance all I know is that it helps me a lot.

I have felt the impact several times. By taking hits without resistance, then taking those resistances and coming back to take hits, I saw a difference. Not incredible either but its, plus a little endurance plus a little more life, and suddenly everything is better ^^

I liken it to physics. For the vast majority of normal people, the physics you learn in school (Newtonian physics) is fine, it’ll explain virtually all of the stuff that happens that they experience. It’s also not complete. Hence you then get Relativity & Quantum Mechanics which explain everything else but are total overkill when trying to work out how long it takes Bob to drive from A to B at X mph.

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And that is fine.

Not everyone needs to know how the system works exactly.

But in case you are interested in learning, feel free to ask here on the forum or you can also dm me directly, i don’t mind.

The most important thing without getting too much into details:

Having some resistance is very helpful, but capping is not as strong/necessary as in other similar games.

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But you might need it when X mph comes close to speed of light…

Thank you very much for the proposal. Indeed I like to learn when I ignore something.

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I was mostly frustrated, but this has been a recurring frustration. Every arpg, I max my resists, in LE it seems to do little noticeable difference. I still get one-shot from full health all the time. Sure, I need to work on endurance, and dodge, and block and all the other useful defensive mechanisms, but (not counting idols) there are basically 22 affix slots to add all those in. And when levelling you don’t have access to the better bases that already include resists.

For example, my level 54 necro with 88 elemental resists across the board, and 70+ resists elsewhere just got killed on Lagon (multiple times) because of beam damage. Sure I should do a better job of avoiding it, but on necro I cannot. I have to stand directly in front of him to get my minions to do a damn thing other than follow me around. So sure, I react, and I’m moving, but even the fringe of the beam kills me faster than I can get away. I know, get good.

Another example, my level 70 something (at the time) mage with max resists and ~30 ish endurance is one shot by a rime giant avalanche thing (wasn’t telegraphed, is just what the death note told me). Through 750ish hp and 300+ ward.

Maybe resists do something, but it sure doesn’t seem like it often enough. This game is great, but this point has been my only consistent frustration. I was just voicing my opinion, but nothing in the thread has made me change that opinion. Resists might do something, but it sure doesn’t feel like it frequently. And when you spend a lot of your precious affix slots, it surely should do more than it does. Again, my opinion.

I prefer the way LE handles defenses.

Because there is not “the one thing” that magically makes you super tanky.
You actually havechoices and can mix and match to your liking.

All the attacks you mentioned are telegraphed. (If the avalache from the Rime Giant was not telegraphed, that might be a bug or you were overwhlemed by other effects).

But playing a necro is no execuse, to not being able to dodge, quite the contrary, you can walk around freely, while your minions do the dmg and can fully concentrate on dodging attacks (like the lagon beam).

IMO getting defenses greatly increases the room for error, but there are just some attacks that are meant to be very lethal, such as the lagon beam attack and there is nothing wrong for such an attack to be that lethal, since it has a very good and clear tell.

This is not meant as and “git gud”, but rather as an, keep one playing and getting better.
You will learn all of those mechancis and attacks sooner or later and at some points evading them will become natural.

EDIT: And if you want/need help to understand a certain mob type or boss better, just feel free to ask, there are plenty of players willing to help here in the forums.

There are also guides for Bosses for example.