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The game forces the value of "To-Hit - Defense" to always be at least 5% and no greater than 95%. The formula for determining an attacks real chance-to-hit is "(To-Hit - Defense) x Accuracy". Then they have accuracy bonuses on top of that. Most enemies have a base To-Hit value of 50% (except for ones below your level or WAY above your level). Most are 4 slotted with reactive armor, but again. Check out any build around here (mostly done by Gibe) and I would imagine most of them aren't 6 slotted for resistance. melee defense is against ALL DMG within melee range, no matter the type.Įxceeding the resistance cap is almost pointless (except for protection against debuffs), running 6 slot full IO sets becomes pointless after a while when you could round out your build more. You are immune to S/L, I was talking about melee/ranged defense. I exceed the resist cap for those by like 70% even BEFORE I activate Unstoppable, according to the builder stats. But you don't NEED more S/L resist or defense if you have your defense / resist powers filled with 6x L50 set IO's. And getting DESTROYED by them.Īnd no, the set bonuses alone won't make me immune to those damage types in the same way I am nearly immune to smashing / lethal. You say that is 5% of my gameplay, yet fully half of my missions at L50 on Pleaides were facing something that dealt psi / toxic. And I'm playing SS/INV Tanker, and working up a tanker build - focused on resist and defense, health and end regen, and recharge reduction.
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