Alright, so I wanted to try to make a build that increased the overall resist caps as much as possible.
With that in mind, I chose gear to maximize resist caps. After some more playing around, I ended up going for 100% shield block chance + 100% shield recovery time as well. (Is that even possible in game? There doesn’t seem to be a cap in GrimTools, so I assume it is).
I rounded out the build with Inquisitor as the second class, and chose some armor that gave physical resistance. (Maybe going for Armor over Physical resistance is better? Anyone with tank experience, I’d love your insight).
Here’s the final product:
https://www.grimtools.com/calc/YVWKQ8yV
Every resistance is overcapped by at least 20%, barring poison/acid which is only 19%.
I’m a bit concerned about the armor levels, but against trash (as in, anything that does less than ~11k base physical damage in one hit) it should be slightly better than 91% resistance for any other damage type. Meaning, they’ll deal literally 0 damage to you. It’s only against the hard hitting stuff that the armor levels might be a problem. Something that’s probably better tested than theorycrafted.
I’m not even sure if it could clear everything, something with insane lifegain like Kupacabra would probably spell death (by boredom) for this build. It only has Cadence (not even maxed) and retaliation damage. It might be a better multiplayer build than a singleplayer one.
That said, it’s just a theorycraft at this point, wondering what your guys’ thoughts and suggestions are.
Just some fun calculations. With just overguard and inquisitor seal (plus any permanent buffs) affecting you, a (non-Chthonic) enemy dealing <10,202 base vitality damage would deal 0 damage to you. They’d have to deal more base damage than that to even scratch you.
On the other end of the scale, with every possible buff procced (nothing from allies or banners), including damage reduction from War Cry, a Chthonic or Eldritch enemy dealing <57,021 base pierce damage would deal 0 damage to you. Again, they’d have to deal more base damage than that to even scratch you. “That’s a lotta damage!” - Phil Swift with Flex Tape®.
To put that in perspective, Aleksander’s Meteor does (very rough estimate) ~25000 base damage, just in physical and aether combined. About half and half of each.