So how much resists do we need really?

How much resist do we really need?

That depends on the build and other strengths of the build. For example if you have low cold resist but are using a shield to block cold hits that mitigation makes up for the lower resist. If you have extremely high armor that also contributes to your resistances bolstering their mitigation.

If one element is annoying you can have an item that takes say 20% of void damage as fire, you can have 15% less fire damage taken on block etc. So now void resist isn’t nearly as important.

If you are taking any damage overtime but have 750 health regen. That could just completely override that damage or reduce a significant amount of it. So your damage overtime mitigation or resist in that situation isn’t as important.

Overall you want to build multiple layers of mitigation and sustain to eliminate any weaknesses. Of course max resist are more beneficial when you have other layers bolstering their effect like flat damage mitigation, armor, block, sustain, etc…(EHP - Effective Health Pool)

Apart from low levels of ward generated frequently (ie, in-between each hit, which is kinda how I think of active ward gen), are there any sources of flat DR in the game? I can’t think of any off the top of my head.

Not that I’m suggesting that such a peerless player who can regularly push any random collection of skills and passives up to 50k corruption with white gear might have made a mistake…

2 Likes

If you mean flat as in -100 physical damage taken then no, I don’t think any such source exists in LE. I believe they are referring to generic damage mitigation in this case though which there are many like aspect of the boar, cornered beast, red rings, ravenous void, arcane shielding, etc.

Nah, he knows the mechanics well enough to not confuse generic % dr with flat dr.

my bad, been a long while since i’ve relied on “in game guides”. even last epoch tools has a copy of the game guide on the site but i m so used to googling “x game wikia” and relying on wikis.

i really like how modern diablolikes tend to include all this info in game.

1 Like

Watch out your sources !!
The lastepoch(dot)fandom wiki is coming high in the google searches but it’s a really outdated (and sometimes very wrong)… ‘source of information’. I just checked and it’s hilariously outdated. I don’t remember when LE had only 7 base types of One-Handed Axes… but now it’s 17. And there is no such thing as a “Geogalvanic Best Weapon” base type, whatever that is. :stuck_out_tongue:

  • If you want general informations on mechanics or layers of the game : the in-game guide.
  • If you want an exhaustive database of items, skills, etc. : lastepochtools website
  • If you want more infos and tools to go deeper in the systems (like an Effective-Health-Pool(EHP) calculator) : lastepoch dot tunklab website
2 Likes

omg now I want this so bad! Lava lightning is best lightning!

WHAT IS EHG HIDING?! This is the lightning they don’t want you to have!

3 Likes

Lava lightning might be the best lightning, but void lava is the best lava and I want it.

2 Likes

I only play rogue. What is this “damage mitigation” you’re all talking about? ;o)

1 Like

I didn’t use it either when played LE long time ago, passive nod to prevent one hit once per 10 sec with optional refresh through smoke cloud was usually enough. Plus, optionally, high evasion.

Dodge and glancing blows are also part of damage mitigation, though.

If you’re going that route so are resists & one shotting mobs (bevause if they’re dead they cant do any damage, just like dodge).

Of course they are. Why wouldn’t they be?
Damage mitigation is the sum of all the mechanics that reduce your incoming damage.

That doesn’t reduce your incoming damage, it prevents it. So it’s not damage mitigation but damage avoidance.

Just like dodging then.

Or movement speed. To mitigate damage by avoiding hits.

But to be fair, it makes more sense to count dodge as damage mitigation than things we are suggesting, because it’s the first line of defense after you let monster hit you.

1 Like

Ok, I should have been more clear. One-shotting mobs nullifies damage.
They are basically different things:
-Damage mitigation means that you are acting on damage coming your way. Whether by reducing it or by avoiding it via dodge, evade, a movement skill, etc.
-One-shooting mobs means they don’t get to send damage your way in the first place.

So one is “Damage is heading towards me, what can I do to either prevent it or reduce it”, while the other one is “I have to kill everything before they have a chance to do anything”. One mitigates, the other nullifies it.

1 Like

In terms of game mechanics though, dodged hits probably don’t count like you was hitted, so it is kind of the same as if you would actually avoid the hit. You kind of can imagine it like that, since this is what game suggesting to imagine.

It doesn’t count, of course. Much like crit damage avoidance stops you from getting hit with critical strikes (which could matter for at least one unique).
But my distinction between damage mitigation and going glass cannon is that one tries to handle damage that is coming your way whereas the other wants to make sure no damage is coming your way in the first place.

I should also make a sidenote to say that this is what I’ve always understood as damage mitigation in games like these. It’s my definition. Other people can have different definitions.

But if you count dodging a hit as damage mitigation then so should movement or killing the target before it can take a swing at you since the mob’s hit never lands.

I did count movement. But killing the target isn’t the same thing (to me) because the mob never even tries to hit.
Basically one is “the mob is casting meteors, I have to deal with it”. The other is “I killed the mob fast, I don’t have to deal with their meteors”.

There isn’t much difference in the end, but with damage mitigation, I have to deal with incoming damage, with glass cannons I don’t have to deal with incoming damage (or any that goes through simply kills me).

1 Like