Ridiculous over-emphasis on resists?

I’ve had exactly the opposite experience as you. (Same as in the other thread where you also defend the skeleton key component drop rates… interesting…)

At each point I am utterly and completely skimping together the max resist gear with zero ability to focus on any other stat, legendary or otherwise. I have farmed, vendor camped, faction grinded. Its all resists, all the time.

Curious, is there anything you don’t like / wont defend about the game? Not calling you a schill, but a little proof goes a long way.

This is important.

For some reason, on damage, the devs got that +damage should not be multiplicative.

Just in case anyone doesn’t know, if you have +500 to a damage type, and get 100 more, you only increase your damage by 20%. We all know this right? (If your base is 100 damage, and you have +500% damage, you do 500 damage. +100% more, you do 600. 20% increase)

Why? This stops +damage from being insanely overpowered. Imagine if you have +1000% damage, and you got another +100%, and it doubled your damage. You would now do +2000% damage. Everyone would one shot every boss in the game by stacking it.

Resists work the opposite way. A paltry +10 to a resist can cut your damage intake by up to 50% against a boss (granted, if you already had 70% resist).

All other stats are additive, not multiplicative, to keep them from being insanely overpowered.

Resists are the opposite, they are exponential. The first 1% resist you get stops 1% of damage. The last 1% you get stops 5% of damage, with a slow exponential increase between 1 and 5%.

In short, this overemphasizes resists vs other stats.

they are both additive :wink:

Resists work the opposite way. A paltry +10 to a resist can cut your damage intake by up to 50% against a boss (granted, if you already had 70% resist).

in that scenario the damage you take gets reduced by a third, not by half

You still have the choice to forego some resistance for some other stat and definitely always need to figure out the best mix of resistances, dealing damage, having enough health, regen / life leech, damage absorption, OA and DA. All of these are important, there is no overemphasis

Indeed. Despite threads complaining about Hulks or Obelisks. My most hated enemy is by far the possessed Elementalist/Arcanist. Generally I can pot through it or have enough “cheat deaths” to continue.

just look at any random build thread cast majority of them use some kind of obvious cheated MI 3/4 resist mods to reach the max res. way too many resists to look out for in this game and standard uniques and components hardly provide much.

retards who say “oh other arpgs have to do it too!” in PoE thers only 4 resists to cap compared to the fucking 10 in this game. i understand the sentiment of vets here when they just GSstash/trainer MI pants and boots and call it a day, getting dem resists up would be such a hassle fuck otherwise.

Yeah, tell that to 95% my characters who have capped resists with nothing but blue and legendaries. Not a single MI in most of them, only one has one single MI and it’s not even a good MI.

People are making it sound that is nigh impossible to cap resists. It’s not like there’s armor resist augments and jewelry resist augments. And devotions. This is probably one of the easiest games to cap resists. At worst i only have one resist that is not capped, but it’s still nearly capped.

It used to be far worse when a large chunk of the items didn’t even give resists, but Crate added a bunch of resists in recent updates.

Try not to focus on the “double-rares” people post in their builds but more on the build itself. People post the most optimal setups and provide obvious alternatives. The resists themselves aren’t actually that hard to achieve without the rares.

It depends on the player though. I don’t mind having 1 or 2 resist types sitting at 60 or 70 end-game. But here’s the thing. I know I could easily cap those resists but I’d have to give up certain gear which boosts damage/HP. You need a healthy mix of both.

It’s also fine to swap out gear as the situation demands… I usually let my aether resist sit around 50% unless I’m going to Valbury, and pierce resistance lower than 80% is fine on softcore (Fabius spawning with a lucky pierce item might mess you up though). I have 2-3 items in my inventory that I can switch to on demand because it’s inefficient to have every resistance maxed all the time if it’s not necessary (once again, speaking from a softcore perspective).

Please, show us your favorite build using grimtool, so we can see how resistances are a problem.

One simple solution would be to cap resistances at say 50%. Ignoring a resistance would result in twice rather than 5 times more damage taken. Completely the opposite of what you claim.

Capping or getting close is pretty much mandatory in ultimate and severely restricts build and equipment choices, like Mankind’s Vigil being the most useful augment and requiring everyone to farm Legion rep or cheat.

Armour and armour absorption has the same issue and results almost everyone wearing two pieces of scaled hide and the popularity of Stonehide.

We might as well say that having to get health or DA restricts build options, because no shit it always does. Resists are supposed to be treated the same as health and DA, not some afterthought because they are the first thing that absorbs damage.

And you make it sound that there’s only one or two items for each slot in every build when i have several builds that can easily swap 4 or 5 items in each slot and still have capped resists.

10% less health means 10% less damage will kill you. 10% less resist below an 80% cap means 33% less damage will kill you.

We might as well say anyone thinking resists are treated the same as health is an idiot.

I thought it was kinda the opposite on resists, a little too easy to get them really high, this is on lower level veteran stuff mind you. A few pieces of gear that give 1 or 2 resists each and then buffing them with add-on’s and I have near 50% resists in some and above 30% in all damage types before getting through the harpy nest. Making a new character i found i could get half the types to 20% before getting to the broken bridge to whit mire with no add-ons. If gear only gets better, and I am just using the basic add ons I imagine this will only get easier as gear gets better.

I can’t say it makes life a whole lot easier though. Yes it does some, but even at 30% resist there are enemies who deplete a life bar pretty fast. The common enemies are mostly fodder but a hoard with a boss or hero can do damage pretty quickly. What hurts me the most now is that in order to have all these resists I pretty much have no health or mana regen, and there are substantial gaps in damage output types so there are some enemies that die quickly, and others take forever to kill. I can’t figure if its better to spread over many damage types or to focus one or two and try to overwhelm the enemy resistances.

And there are items that significantly boost damage output of certain types so Im not sure how that is so different. Its kind of complex and I don’t care to figure how they calculate the final damage as long as its is consistent and balanced, but I have seen my DPS double and triple by the exchange of a few items or toggling certain skills.

THIS /10chars

To the OP:

I do think there is a learning curve to resists and survival in GD - I recall when I first started playing how much harder it was to get resists capped. Now that I have more gear and understand augments/add-on’s, it is much easier to achieve. I also know that I can take certain devotions and stack damage on gear, or vice-versa. Having an understanding of the different areas and damage types is a big part of it as well.

All that is to say - I can understand the frustration. Now that I have the aforementioned knowledge, I am making more of an informed decision regarding damage/OA vs. capped resists. When GD started I don’t know that they anticipated how big it would become - for the casual player it may be too much to juggle and result in stalling at a certain point. I actually find this tougher at low levels, especially when you hit Blood Grove. Hardly any gear has vitality/chaos resist at this point - it is easier to come by later in the game.

Half or a third just depends on denominator.
If you had 80 resists, 100 damage becomes 20.
If you drop 10 resist, you take 30 damage. Damage taken increases by 50%.

No, you don’t have that choice. No other stat has remotely the same impact on a fight as resistances do. Nothing is even close.

How about some math?

Assuming you have average stats on ultimate, you have perhaps 12-14k health, average armor around 1200, +1000 percent to damage, and near capped resists so lets say 70.

In a fight vs a boss, one piece of gear might net you
+1200 health (if it has hp and +hp%) - This means your ability to absorb spike damage goes up by about 10%
+100 damage percent - This means you damage goes from 1000 to 1100 % increase, or up by about 10%
Armor increase another 1000, so it absorbs an extra 700 some small portion of the time - I dont want to calculate this but we can agree it has less than a 10% impact?

Now resists. The final 10% resist makes you take 50% less damage than before.

Hence, getting 10% resist here is 5 times more important than the benefit you will get from any other item. There is no choice here. The player makes less of a choice than if resists were less important.

“But once resists are capped, you make choices”

Sure, fair enough. Once the all important stat is maxed, then you have choices. That’s the point of the thread, that one stat rules them all.

If you disagree, use math please.

You have to know what you can sacrifice and for how long. Over time I have acquired different pieces that though not from set can complement each other well. Usually I have several items in me that I switch to If I know I am going at a place where the dominant damage type is something I lack in resistance. You can ride this wave until you get better gear and for 90% of the time it’s not as hindering as you would think.

However I have not played Vanilla GD for a while and as I remember various items got buffs in terms of resistances through the patches. And before on several occasions I’ve noticed these threads about resistances and their over importance. Which they are, but it’s easier to get them nowadays then what it was before. Of course people would want to put their gear with fun procs and effects over the simple, but sturdy options. And you can play like that, but then you better had build your char with that in mind. You can sacrifice some attributes, but can’t sacrifice everything defensive and expect to be doing alright. So if you drop resists, better have a good hp buffer, or good CC or don’t try it. Majority of class combos can’t have everything. At least in Vanilla GD. :slight_smile:

And I am not against buffing late game items that didn’t see any use because of their lack of defensive options. Only saying that MI’s aren’t essential for the majority of builds although can be more powerful. And don’t go start a build with something too rare you don’t have. They are the creme de la creme, not your main meal.

And in the Skely key thread it’s just too difficult to not troll. :slight_smile:

Do you think trolling is a good idea, especially boasting about it…:undecided:

oh capping resists is easy and fun…look i maxed aspect of the guardian and essentially obtain poison immunity! such gear freedom! too bad for your non occultist character haha

Or you, when you’re standing in poison and forget to hit the button to keep up a permanent buff that for some reason isn’t an aura.