Tanker-Doo!

To go with the Scrapper defense numbers, here are the Tanker defense numbers.
There are various ways — 6-slotting a slew of things — to hit the 90% DmgRes cap with Invuln, but only for smash/lethal. En/El can only get up to 40% or so.
I still find it … ironic that Fighting/Tough resists physical damage twice as well as Invuln/Resist Physical Damage.
I know where my respec with Velvet is going …

2 thoughts on “Tanker-Doo!”

  1. Two things that make Resist Physical Damage imminently more palatable than Tough, IMO:
    1. It’s one power. You don’t have to get some other (largely useless) power just to get it.
    2. It’s not a toggle. There is no end drain. For me, with three end-heavy combat toggles (and a fourth ‘light’ one in Combat Jump), that’s priceless. The fact that they raised the endurance cost of Tough in i5 makes it even less attractive to Gilly.*
    It’s never bothered me that any Toggle (even a pool power) provides better base protection than a passive… that’s the downside you pay for endurance-free protection.
    * – Now, HYPE has Tough, but this is because Hype MUST get Tough to hit the smash/lethal cap — unlike Invul, there is no ‘third power’ in the Fire/* pool I can take to hit the cap, so I *had* to go into a pool (and get boxing and try to come up with some kind of RP history for it) in order to be a full-fledged tank.
    Invul doesn’t have to do that. IMO, Invul .shouldn’t — one less pool to go into.

  2. As I noted in this thread, I’ve reevaluated the need for Tough, which is a good thing.

    Unyielding (6 SO DamRes), RPD (1 SO DamRes), TI (6 SO DamRes) – Total 86%
    Which is with white SOs, and is close enough to the 90% DR cap to make me not worry too much.

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