Forums › English Language Forums › General › General Discussion

Buscar

Fire Resistance is a joke?

19 respuestas [Último envío]
Dom, 03/10/2013 - 16:20
Imagen de Xxenohart
Xxenohart

I would like for someone to explain to me how with the proper poison, freeze, shock, stun UVs I can become immune to the status effect but with Fire MAX on my vog cap and Fire High on my Vog Coat I still have 4-5 seconds of burn time. Without those Fire UVs I had a 6 second burn time so basically what OOO is saying is that Fire MAX+HIGH=1sec burn time reduction? Can someone please explain this to me? Even better could OOO fix this nonsense?!?!

Dom, 03/10/2013 - 17:33
#1
Imagen de Lycheesoup
Lycheesoup
Status Strength?

When you say "immune to status", it's important to consider the strength of the status.

  • Minor Status (caused by Haze Bombs, weak enemies and some environment hazards), requires one MAX! and one High resist to be immune.
  • Moderate Status (caused by Status Alchemers, most environmental hazards, and many enemies), require two MAX! resists and a Low resist to be immune.
  • Strong Status (Caused by Brandish charge attakcs, FOV charge attacks, and stronger enemy attacks) cannot be resisted fully.

So, your Vog set (which has 2 MAX! resists by default, and a MAX! and High resist) should protect your from many sources of fire - but sadly doesn't make you immune to Strong fire statuses. Unless I'm mistaken though, the damage you take from fire is greatly reduced and might be worthwhile comparing to someone without fire resist UVs.

Edit: Oops! I had my resist values wrong, thanks Gwen!

Dom, 03/10/2013 - 16:41
#2
Imagen de Little-Juances
Little-Juances

Fire has 2 attributes to consider duration and damage.

Dom, 03/10/2013 - 17:08
#3
Imagen de Gwenyvier
Gwenyvier
It depends greatly on what is

It depends greatly on what is setting you on Fire. If you do get set on fire than the status resist helps determine the length and effect of the status. For example you will take more damage from Fire in Skolver than you would in Vog, even if the status time is the same.

Also... Lycheesoup's numbers are a bit off.

Max + High makes you immune to Minor status. (Status bombs being the most widely used; tested in LD repeatedly)
2 Max + Low makes you immune to Moderate status. (Wisps, Alchemers, Polaris, some environmental hazards; tested in C42, Ghost in the Machine, and LD repeatedly)
Strong status effects you can't become immune to, although you can resist a lot of the effect of them with the right gear.

Environmental hazard immunity is an iffy deal. It seems to depend greatly on the depth you are in.

~Gwen

Dom, 03/10/2013 - 17:32
#4
Imagen de Flowchart
Flowchart
-

actually both your numbers are off.
For minor status, it's 7 points (max + high) to be immune as striker/recon
6 points for guardian
9 points (2 max + low) for PvE

Not sure about moderate status resists, but wisps are minor status.

Dom, 03/10/2013 - 17:34
#5
Imagen de Fallconn
Fallconn
FALCON PUNCH!

So you got set on fire by a slags fire breath is what I'm thinking. amirite?

Dom, 03/10/2013 - 17:37
#6
Imagen de Iron-Volvametal
Iron-Volvametal

acshully all tree uv ur numbrz r rong

4 ∞ resiztense u kneed ∞ fier resizstense on bolth ur vog kub coate end capp

Dom, 03/10/2013 - 17:58
#7
Imagen de Zeddy
Zeddy
@Flowchart

You're wrong too! (kind of)

You're right about being immune to minor. Whisps, however, do weak status and not minor. Weak is between minor and moderate, and are inflicted by toothpicks, Polaris and certain PvE sources.

Lun, 03/11/2013 - 03:29
#8
Imagen de Goofio
Goofio
@Flowchart

Actually, you only need 5 points of resistance as Guardian. Max+low, or high+medium will be enough for immunity to status bombs. You will also be immune if a single piece of armor has max inherent resistance and a medium UV. I tested this last week after Retequizzle mentioned it in a forum post.

Dom, 03/10/2013 - 19:54
#9
Imagen de Fehzor
Fehzor

To add to what Gwenyvier said on notable status inflictions,

Max+max+med grants you immunity to *some* status vents early on in the game.

Realistically, this is how I view most statuses when constructing loadouts:

Negative resistances

Makes the game incredibly punishing. I'm talking about getting OHKO'd by most attacks that deal fire/shock. Poison is annoying, but having negative poison resistance isn't so bad when fighting poisonous enemies. Freeze is also bad, but since your team mates can just free you, isn't such a big deal.

No resistances whatsoever

Makes the game somewhat punishing, but not so much. When you don't resist anything you're fighting (but aren't weak to them either) then you're likely to be 3-4 hit KO'd by shock/fire. This isn't such a big deal if you're decent at the game. It is usually worth giving up statuses to exist here with huge buffs (i.e. Very high global damage + Very high global charge time reduction)

Poison is about the same as before, being a pain but eh, and ice follows suit.

Some resistances

This gives your character a decent amount of resistance, and makes her take a few hits depending on your other resistances when fighting shock/fire status. This makes the game easily playable, provided you've got some sort of offensive buffs to follow suit... poison/ice are still exactly the same as they are when you've got negative resistances to them. This is because poison just doesn't do much and ice is broken by team mates/enemies.

Overkill

Max+max+high+high (or anywhere in that ballpark) resistance means that you don't have to worry about the status you're facing. This means a few things- that fire/shock aren't going to be any problem at all. But also that poison/ice aren't- ice is the big one here. Normally, if you get frozen with your shield broken and can't be helped, you're going to get screwed over big time regardless of whether you'd be saved in 3-4 seconds or 5-6 seconds. But if you're not able to be frozen? No damage. Poison isn't as big, but can be- not being poisoned means that you're able to deal more damage than you would otherwise be able to, while still putting yourself in thing's faces. Resisting ice/poison statuses also means that you'll be a bigger asset to your team.

So while fire and shock scale up a little bit when given immunity, ice and poison scale up a lot when given immunity.

And yes, this is an observation. You can probably disprove about half of it if you really want to with numbers, but this is what I kind of see happening.

Dom, 03/10/2013 - 20:34
#10
Imagen de Redblades
Redblades
erm

so....
If I get a merc demo helm 5* with a shock max uv, and keep my shock max skolver coat, I will be polaris shock immune as recon, striker AND guardian?

Dom, 03/10/2013 - 21:50
#11
Imagen de Xxenohart
Xxenohart
All this info is great but it

All this info is great but it seems to be about LD. I want to know why I am not fire immune in FSC!

Dom, 03/10/2013 - 21:57
#12
Imagen de Hexzyle
Hexzyle
@Xxenohart

Fire immune to what?
All the information is in this thread for both LD and PvE, you just have to read it ^^

Lun, 03/11/2013 - 05:04
#13
Imagen de Gwenyvier
Gwenyvier
Did not know the Guardian

Did not know the Guardian info, as I never play it. And I will freely admit I'm wrong on the other things people pointed out me being wrong on.

To add to Fehzor's bit on status vents; I know 2 Max + Med made you immune to the vents in the Winterfest mission in T2, I believe in T3 you were out of luck though. Just as an example.

For Xxenohart. FSC is Strata 6, it is as deep as you can get in the Clockworks currently, excluding Shadow Lairs. Most things deal out stronger status the farther you go down (see Fehzor's status vent remark). At that depth your status resist will make the fire damage you take significantly lower (maybe a bar of health if you don't shield it?) but the only thing you MIGHT be immune to is the Zombie Breath and the Oiler's oil slick. It is why dodging is more important than any amount of defense/resist. Dodging trumps everything, but the defense/resist is there for if you do get hit.

~Gwen

Lun, 03/11/2013 - 06:42
#14
Imagen de Hexzyle
Hexzyle
Also note that rediculous

Also note that rediculous Fire Resist will severely decrease the chance you get ignited when touching shadow fire blocks and fire traps, even down to a point of about being ignited only every 2 - 3 touches

Lun, 03/11/2013 - 09:20
#15
Imagen de Canine-Vladmir
Canine-Vladmir
HEY! man! HEY!

What would have happen if one had Max Fire (like you) AND Elemental Resistance Max?
i mean Fire is Elemental too.

Lun, 03/11/2013 - 09:34
#16
Imagen de Hexzyle
Hexzyle
@Canine-Vladmir

Fire is not elemental. Fire is untype.
Although fire traps deal a hit of initial elemental damage, with a chance of dealing fire, same with shadow fire.

Lun, 03/11/2013 - 09:51
#17
Imagen de Canine-Vladmir
Canine-Vladmir
Huh

i guess your right. So its normal... wait? how come i dont burn with Divine Set on? i get about 3 secs of fire and 1.5 pips of health taken?

Lun, 03/11/2013 - 10:36
#18
Imagen de Bopp
Bopp
wiki

To learn about how fire works, just read the wiki pages "Status effect" and "Fire". Hint: Fire-resistant armor protects you against fire (while normal and elemental armors do not).

Jue, 03/14/2013 - 14:25
#19
Imagen de Jackaline
Jackaline
I just did an FSC run with my

I just did an FSC run with my 3* armored Fused Demo armored character. I thought that fire was going to be a bigger problem than it was, but instead, compared to my fully vog fire res'd character with fire res trinkets, I just got 3-4+ seconds on the fire count, which corresponded to one or two more fire ticks, and each tick removed roughly the same amount of health as my fire res'd. Fire resistance really is a joke, and while its effects can be noted, compared to the resistance effects on other statuses, I wouldn't recommend investing in it other than for endgame optimization.

Sitio elaborado con Drupal, un sistema de gestión de contenido de código abierto