View Full Version : Resist capps?
Garg [RogueNET]
03-07-04, 14:24
What are the capp on resists?
CON: ?
CON + pokes = same as CON or higher capp on it?
ARMOR?
ARMOR + CON?
Thanks for any help :D
con caps at 114
con+armour caps at 200
dont think armour by its self has a cap
N being natural resist A being armor resist
N = 50
A = 50
N x 0.9 + A = 95 total resist As far as I know this is still correct
114 is natural cap
200 is total resist cap which would have to include armor
Garg [RogueNET]
03-07-04, 16:48
Ok, thanks MkV and T :)
N being natural resist A being armor resist
N = 50
A = 50
N x 0.9 + A = 95 total resist As far as I know this is still correct
114 is natural cap
200 is total resist cap which would have to include armorDon't forget that CON resist gives a specialization bonus past 105 I think. If you have 114 CON resist, then it's worth 119 armor resist.
--Stryfe
Implants:
Bone enforcements adds to total resist cap.
Everything else (heart, head etc) adds to con.
Don't forget that CON resist gives a specialization bonus past 105 I think. If you have 114 CON resist, then it's worth 119 armor resist.
--Stryfe
Thats true but if anyone is thinking of doing this don't its a total waste of points :)
Thats true but if anyone is thinking of doing this don't its a total waste of points :)
Well if you include a heat 3 buff you can set up a tank with 114 in enr, fir and xrr. Also pretty high poison, capped resist-force and high runspeed and health.
Thats what my tank will be like when i cap con (thats gonna take a looooong time, only 87 atm). Cause he will be for opfights only meaning i will always have a ppu up my ass when i'm playing him.
And still the setups pretty good when i'm on my own.
if you're going for specialized PvM then you can do it. IMHO if you don't plan on doing PvP then it might be worth it to specialize a bit. IE if you're making a warbot hunter then boost ENR and XRR at he cost of some POR and FIR.
I made one like that on the test server for the sole purpose of surviving the lower-level DoY tunnels, right before they hit retail. She hit cap on energy and x-ray, capped HP and had great Athletics. Then again, that's all she was good for. I deleted her in favor of tradeskillers and firemob hunters (for tradeskill XP and Strange book drop tests) but it would be interesting to take her to MC-5 and see how the concept would do there.
Zork, you might want to switch setting up around a heat 3 buff, for a hazard 3 buff. Most ppus i know use haz and well, it's a pain switching spells, specially midfight :p
Does Shelter/Deflector still add resists over/above that of armor?
I want to build a hybrid for the tunnels. I'm guessing Energy/Xray resists are a must, but I'm wondering how much extra oompf my shelters will yield. I'm also resist-force poor because of the Experimental controller 3 and I have half my STR in transport (that may change).
Neo LoneWolf
04-07-04, 13:43
Erm, Ice, Shelter & Deflector reduces the damage you take in a seperate step to resists in the inflicting damage process.
Shelter/Deflector will cut the damage you take by a straight % before resists are applied.
So basically, yes, they are on top of resists, but they themselves don't count as resists.
Shelter/Deflector will cut the damage you take by a straight % before resists are applied.
As far as I know its taken from the remaining damage that is after resists you get shot at and absorb around 80 % due to your resists then upto 70% of the remaining damage is absorbed by shelter/deflector. It all depends if you cap shelter/deflector a PE caps deflector so absorbs the 70%
All taken from here
http://neocron.ems.ru
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