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    I just had an awful idea about how to make Resistance useful.

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    Post by Siegfried. Sat Sep 29, 2012 9:26 pm

    It's simple -- each point of Resistance gives the character one point of in-built poise, with the usual diminishing returns rule. I can see some absolutely hideous builds arising from something like this, but this thought was too much fun not to share.
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    Post by vatar5 Sat Sep 29, 2012 9:33 pm

    Just no...oh gawd I almost fainted when I imagined SL 49 ninja-flipping elemental-weapons wielders with max poise...
    Plus it will ruin the GS advantage.
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    Post by ICEFANG Sat Sep 29, 2012 10:44 pm

    maybe with every att point equivalent, 10 Res is one, 12 two, 14 three, that would be cool. 50 is 10 haha.
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    Post by Forum Pirate Sat Sep 29, 2012 11:25 pm

    Resistance is useful, just not for pvp. I find it quite helpful on the admitedly rare occasion i pve. It applies a static debuff to any damage recieved from npcs and mobs, and has a huge (x7) multiplier for any otherwise fatal blow. (ie with 40 resistance a blow that would have done 300 damage does 260 normally and like 20 damage if it would have been fatal otherwise.)

    Thats pretty freaking awesome, and paired with the rtsr it makes one a pve terror. Its great for co-op especially as you're not so reliant on the hosts healing.
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    Post by Siegfried. Sat Sep 29, 2012 11:38 pm

    The only use I can current find for Resistance is for a build that's meant to stack defense. Example.

    You can easily hit the mighty mid-400s this way. Post-350 defense values are underrated; once you hit 400 and above, you're taking shockingly little damage from even reasonably powerful attacks. But the issue here is that the additional defense isn't worth the 29 points of stat investment that could instead make that character more efficient at dealing damage, give them more HP or allow them to move more quickly with the same gear.

    Essentially, Resistance just works against the economy of levels. You'll notice the only way I made it work here was with a strength character because of the additional 50% for two-handing; with any other kind of build, aside from elemental ones, the required stat investment on damage stats would just be too high to allow investment in Resistance.

    So while the stat might have some applications, they're too narrow to be a consistent, considerable part of the game.
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    Post by Forum Pirate Sun Sep 30, 2012 12:16 am

    Again, its not the defense bonus thats its benifit, its the static damage debuff and the huge multiplier when applied to otherwise fatal blows. I presented math even.

    Its not the best stat, there is no question there, but it is useful for pve builds if one has already hit 40 vit, as an elemental weapon is more than sufficent for pve damage wise.
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    Post by ICEFANG Sun Sep 30, 2012 12:32 am

    Changes to RES in PTD

    Spoiler:
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    Post by Rynn Sun Sep 30, 2012 12:41 am

    Forum Pirate wrote:Resistance is useful, just not for pvp. I find it quite helpful on the admitedly rare occasion i pve. It applies a static debuff to any damage recieved from npcs and mobs, and has a huge (x7) multiplier for any otherwise fatal blow. (ie with 40 resistance a blow that would have done 300 damage does 260 normally and like 20 damage if it would have been fatal otherwise.)

    Thats pretty freaking awesome, and paired with the rtsr it makes one a pve terror. Its great for co-op especially as you're not so reliant on the hosts healing.
    You're reading that wrong, or someone wrote down the info wrong if you got it from the wiki. Resistance would only drop that fatal PvE blow to about 150 with 99 resistance. I stopped messing around with it, so all i know is fatal blows are reduced by about 35% at 50, and 50% at 99, and that other damage is reduced by either 1 point per point of res... or some percentage that with further testing was lower then 1% per point.

    I still never fully figured out how resistance works, but it has a MAJOR effect on PvE.
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    Post by carlucio Sun Sep 30, 2012 12:47 am

    Just remove it from the game.
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    Post by GTP_Zodicus Sun Sep 30, 2012 9:27 am

    It adds to "youre" def, if you look at you're def numbers you will see a total and (XX) that x is what part of the def is you're natural def, so could res help drop the damage from critical hits? they ingnore a % of armour so mabye more natural def could help? Any one test that out? with how rediculausly often people go for BS mabye it could have a use in PVP?
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    Post by Rynn Sun Sep 30, 2012 10:18 am

    GTP, we already theorycrafted Resistance a while ago, and earlier in this thread supplied it's use.

    Does anyone read the wiki attached to this forum?
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    Post by IV_Mark_VI Sun Sep 30, 2012 10:51 am

    What I don't understand is a "fatal" blow. Is this any attack that kills you, whether its a super attack, or a light attack that does 50 damage when you're at 40 HP?

    Attacks that would normally kill you have about a 7 time multiplier on damage reduced.
    - does this mean that if you put 10 points into resistance, offering a static 10 points of debuff, that something that kills you takes 70 damage off...?
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    Post by Rynn Sun Sep 30, 2012 11:02 am

    If the blow does more then roughly 70% of my HP in a single blow, and then kills me, it's considered a fatal blow and can get reduced.

    Rarely actually saves you, but it's more likely to pull a save out of it's butt with higher res.
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    Post by IV_Mark_VI Sun Sep 30, 2012 11:19 am

    Ok. So the -1 damage per point of Res doesn't seem like a big deal; but when you're lower in HP and get hit with a big attack, that would be nice to be saved.
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    Post by T-King-667 Sun Sep 30, 2012 2:44 pm

    Rynn wrote:GTP, we already theorycrafted Resistance a while ago, and earlier in this thread supplied it's use.

    Does anyone read the wiki attached to this forum?
    Yeah i remember when we tested that in our thread. I Made a deprived class and had 40 res and all the other stats were still at 11 And i worn no armor I was able to take 3 hits from the Bridge dragon's fire breath (the dragon just after you first find solaire) so if your making a co-op/pve build And you were originally planing to bring your vit to 99 To make a vit monster then your much better off bringing your vit to just 50 (where the effects drop drasticly after that) and put the other 49 stats you were origonaly going to put into vit to bring it to 99 and instead put 40 of them into res and have 9 to spare for whatever. And you can use the speckled stone plate ring to further increase all defenses Or uses the mag/flame/light plate ring if the specific area your co-oping in has the type of enemy suitable for that ring.
    Heres an example: http://tinyurl.com/8gytcfk
    A sl 84 co-op build
    And of course since your gonna be co-oping everytime you kill a boss you get a soft humanity in your stock and with every one all of your defense stats increase. So with 99 humanity your phy defence is over 400 and your elec/flame/mag defences are around 300. The speckled ring is to further increase all defences but ofcourse you can switch it out for somthing you may favor more.
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    Post by Isirith Sun Sep 30, 2012 7:35 pm

    So basically.. If you're tanking in PvE get some Resistance?
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    Post by T-King-667 Sun Sep 30, 2012 8:43 pm

    Isirith wrote:So basically.. If you're tanking in PvE get some Resistance?
    Well vit is still a better option because res dosent work against invaders and you never know whats gonna happen in pve/co-op But im saying that instead of bringing vit to 99 its much better to bring vit to 50 (anything after that and it barly increases) and bring your res to 40 and have much better results and even have leftover stats to spare. It may appear that your phy defense barly increases in your stats but there is a hidden stat behind res that greatly improves your defence against all npc enemys. 50 vit 40 res with some decent armor and your a God. Pretty much equivalent to a summond npc phantom that can take a trillion hits.
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    Post by Rynn Mon Oct 01, 2012 2:48 am

    Resistance is weaker then vitality in the effective HP equation: but after 50 vitality, resistance gives a stronger effect till about 50 itself, then HP overtakes it again.
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    Post by Juutas Mon Oct 01, 2012 6:25 am

    Still...really oddly designed stat.
    Fromsoft should've just made it boost more defences and it could bring more depth to PvP-builds.
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    Post by Isirith Mon Oct 01, 2012 7:10 am

    Time to make a PvE tank it would seem!

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