Champions Online Defense Passives Guide by Rune
First, defense concepts.
All defense passives are balanced around the concept of ?works slightly differently, but gives roughly equal measure of protection? for the majority of the game?s PvE content. PvP is a completely different beast.
In a game in which any character can select any power, the choice of which defense to select is up to the player, and can be based on playstyle or character immersion reasons, but there are playstyle differences you should be aware of.
Each of the major defense passives is tailored to different playstyles fairly strongly, so if you like feeling tough all the time, Invulnerability or Regeneration will probably be your favorites, but if you like nuking everything down fast before much gets a chance to hurt you, then you will probably prefer Personal Force Field.
Second, basic defense bonus values.
Most [not all, I?ll get to that] defense passives are balanced around the same math. All such is given to the player in a number I call, ?Defense Bonus?, or DB.
Damage Reduction values are rendered in a simple math calculation, whose formula is the following;
[DB/100] + 1 = DR
This Damage Reduction result is the number by which incoming damage is divided.
Block is also rendered in this DB value, so if you heard that basic Block reduces incoming damage by half, that means it?s DB is 100%. [It?s actually closer to 200% DB, but this is just an example.]
So, here?s how that fits into the formula;
[100/100 = 1] + 1 = 2
Incoming damage is divided by 2, so you take half damage.
This means two very important details.
Under most circumstances [with two exceptions], you can not mitigate 100% of all damage. You can however reduce it to a tiny trickle that you hardly feel, and with a health on defeat item equipped, generally get back more than you lose consistently.
A second self heal click power or other heal click power that you can target yourself with [or a teammate healing you] can make you almost undefeatable in PvE at a decent level, so long as you don?t agro silly numbers of foes.
Now, for ease of reference, you can tally up your characters current mitigation by adding together all Defense Bonus values from powers and items equipped, and looking at this table;
total Damage Bonus -> Damage Reduction -> Damage Taken by character
100% ? 50% ? 50%
200% ? 67% ? 33%
300% ? 75% ? 25%
400% ? 80% ? 20%
500% ? 83.33 ? 16.66
600% ? 85.72 ? 14.28
700% ? 87.5 ? 12.5
800% ? 88.88- 11.11
900% ? 90% ? 10%
If your own Defense bonus falls between these values, you can easily plug in and extrapolate how much mitigation you are getting, and how much actual damage you character is receiving.
If you for example have items adding up to roughly 40% defense bonus, and no other power [as many of you will be until level 5 to 8], then you can expect to have this for your mitigation;
[40/100 = .4] +1 = 1.4
40% DB = 38.57% DR = 71.43% DT
The majority of any characters mitigation is most likely going to be coming from his Block powers.
Finally, all numbers currently listed for specific powers and gear are old numbers and not correct, I will be updating the posts as time permits.
*To Block hit /and hold/ your shift key on the Keyboard, or Right and Left Trigger simultaneously on the Xbox 360 gamepad.
* I use a custom bind to make blocking work on just the Right trigger, it is;
/bind joy8 +powertrayexec 16
Even basic blocking is very powerful. Learn to use it, hold it down when you see a big attack tell coming, and you will come to love it, unless you just don?t really like reactive gameplay elemants at all. At least it?s not a dreaded Quick Time Event.
Blocking as a power gives you a bonus to Defense while active at 200%, or two thirds of all damage reduced. This value is completely independent of the other reductions, and takes place last, making it incredibly powerful. It completely stacks with any and all other defense powers and upgrades to give you serious protection when you need it, at the cost of being inactive while you do it. Block Powers enhance this defense bonus by a respectable amount;
DB 250% at rank 1
DB 300% at rank 2
DB 360% at rank 3
In any ?Role? other than offensive, you also gain energy, based on the amount of damage blocked. Block a huge hit, and you will gain quite a bit of energy from it.
In Defensive Role, the value of energy gain from blocking is doubled, so turtleing and then unleashing becomes a valid playstyle.
[Edit] Thank you to J3K for the Joypad block correction
Invulnerability and Lightning Reflexes