one loading screen tip is monsters gain resist penetration 1% per area level and maxes out at 75.
based on my understanding that means monsters at areas level 75 and above all have 75% penetration.
doesnt that mean in order to maintain 75% max resists we need to have at least 150% resists to account for the 75% penetration? or am i understanding this loading tip wrong.
Getting your resists over 75% will not help with the area level penetration because itâs applied after the cap.
Ideally, you want a little more than 75% to prevent any shreds or effects that reduce resists (like poison ailment) but not much more. If you have a way to cleanse ailments very frequently, you can aim for an ideal 75% everywhere.
But also, please note that lower resistances are less punishing in Last Epoch than in some other games (like Path of Exile). If you have resists lower than the 75% cap, you can still be fine. Itâs one easy layer of defense to get (so you should), but you will not get a bazilion more damage if you dare having a lower-than-75% resist.
very helpful information. thanks for the clarification.
the info is interestingly not obvious or easily found despite it being one of the core basic survival mechanics.
Like P3H4 said, the penetration is applied after the resists and you only really need 75% or close to that.
The main thing is that because of this system (and unlike almost all other ARPGs) in LE 1% resistance really equals 1% damage reduction at all times.
In PoE, going from 74% to 75% resists is around a 4% damage reduction. It makes capping resists very important.
In LE, itâs always 1%, so you can have some resists a little below cap and itâs not as important. You still want to cap them, but because itâs always just 1% and you have (preferably) other defenses itâs fine to be a bit lax at times.
In case it helps you visuallize it, a while ago I made a brief post with a small little table showing a couple of different values and comparing them between PoE/GD and Last Epoch.
I remember we had an example like this from you a while ago. The way you put it is a bit contraproductive in my opinion. I think you should try to flip it and say going from 75% to 74% resistance is taking 4% more damage.
In PoE going from 74% to 75% gives you additional 3,846% damage reduction.
The 4% is coming from 75% â 74% (losing it in this case)
Which is why I said âaroundâ. If you calculate 75 to 74 or 74 to 75, they are slightly different numbers, but theyâre close enough to 4 in both cases.
Sidenote: in your LE table you have 115,00% when you meant 15,00%
When we are talking about things like this, âaroundâ is simply not enough, because there is a difference that ingame would be significant enough to not just round it.
So either use the correct numbers or put it in a way that makes the numbers easier
If we just start to round all the numbers then the difference between different stats and thresholds just becomes very vague and unprecise. Rounding numbers like that literally alters them by 5-10%, which is not acceptable in my opinion.
Sure, but the nature of math means that going one way or the other will wield slightly different numbers. Even in LE.
If you have 74%, you take 101 damage, if you have 75% you take 100 damage (with 100 as base). That means that 75->74 = 1% more damage taken but 74->75 is 0.99 less damage taken.
In this case, I didnât bother getting the real number because it was just an example on the difference between PoE or LE in regards to the importance of resistances and I knew it was slightly less than 4 one way and slightly more than 4 the other way. Rounding and being in the ballpark was enough to get the point across.
You also loose points for unnecessary decimal points (Iâm ignoring the incorrect usage of a comma instead of a decimal point for the decimal point because youâre German & you all just do it wrong over there). It doesnât need to be 75.00%, 75% is easier to read & still as accurate.
If itâs a fraction of a percent, nobodyâs going to care. And I say that as an accountant & generally numerically anally retentive nerd.
Then why is the decimal point called a decimal point?
Please, tell me how 75.00% is better than 75%. Or how about 75.0000000000%? Thatâs way more precise! There is absolutely no need for the additional zeroes & if Iâd put that down in any exam answer Iâd have lost marks for the unnecessary zeroes. But Iâm sure a physics degree wouldnât have been too fussed about reduced precision. Unless we were talking about the Heisenberg Uncertainty Principle, then it could probably have been the entire point. Unnecessary precision is not a good precision.
Itâs not. English people call it that because english languages use a dot. Other languages donât use a dot, so they donât call it that.
If you show a scientist 75%, they donât know the level of precision. Have you rounded the number? It could be 74.6, or 75.3.
If you show them 75.00%, they will know that this number is accurate to 2 decimal points. It could be 75.003, but it could never be 75.5.
If you show them 75.0000000000%, they will know that this number is accurate to 10 decimal points. It could be 75.00000000001% but it could never be 75.00000002%.
So the answer is: itâs better because it has more information.
I agree that there was no need for it here, but it does show that there is no rounding being done. The numbers are both accurate and precise.
Also, there might not have been a need to having those decimal points, but there was also no harm done in it. The extra information it provides isnât relevant, but neither is it distracting. Unless we consider pedantic british people that we all know and love.
Itâs harder to read because there are more characters to parse, especially when a comma is used as a decimal point & youâre a native English speaker. That requires a lot more cognitive effort. It was also unnecessary.
For example, the advice from P3H4 about using Cleanse and staying at 75% resistances is great if you mostly just run Monoliths. But itâs not very good advice if you plan to run Aberroth, because Curse of Aberroth is a thing that reduces your Resistances and cannot be Cleansed
Julraâs black void puddle applies Void Shred as another example.
I donât know about any comprehensive resource that would list who applies what, so unfortunately youâll have to make your own list.
1/25 or 1/26 doesnât change the point, which is that itâs few times larger than 1/100 (or 1/99, who cares). I think it would be better if it would be the opposite, with diminishing returns instead. Because in this case, player would have a freedom to stop when he feels itâs optimal â some would think that 40% is enough for them, some want 60% or 75% (well, with this system, cap 75% wouldnât be needed at all, actually). But when each next point is more valuable than previous one, usually it doesnât make sense to stop until you reach the cap, so there are less meaningful choices this way.
The tradition to have resistances this way is very old and Idk why noone still didnât change it, itâs another of many things which are completely stalled in ARPG genre.
Another bad thing about this system is how clunky usefulness of additional points drop from maximum utility on 75 to 0 utility on 76th point. Because of that, when you are changing item, which had like 15% cold res and 25% fire res, now everything changed and unless new item have exactly that, you have useless res points or undercapped in some res, i.e. missing the most useful points. Itâs very clunky and makes build less flexible.
Actually, LE already changed this. Not to the way you want it, but by making it linear.
PoE has increasing returns, which is why itâs important to cap your resistances. Those last few points are huge. In LE, the last few points have the same value as the first ones, so you can stop sooner if you want.
Itâs not a big deal to have 70% resists in LE, itâs a huge deal to have them in PoE.