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And currently, until they'll fix, even on apo some tank builds make you immortal.
Mind to post your build?
Kinda strange you are having hard time in vet.
DMR?
Now, with that said, there are currently a couple builds out there that allow you to be nearly immortal. They're almost guaranteed to get nerfed eventually, but for now, you can use them to clear some tough boss fights in your apoc runs.
Oh yeah this is the correct answer. I have an extremely optimized build IMO. I am riding the damage reduction cap, and have pretty good heals and pretty regular mod uptime. In general on apocalypse I am performing well since I have fought all the enemies several times, but just as sure as I mess up and get surrounded its over.
Also Venom can still one shot me from full health and his AoE's will kill me in a second or 2 if I end up in one not paying attention.
So even the tankiest builds need to stay on guard as the difficulty ramps up. On survivor and veteran though hou can literally face tank anything if you have the right gear.
This is how the entire stupid system works.
No, the game doesn't once explain this to you.
That system isn't really stupid, just poorly communicated to the player. This is a fairly standard approach for modern games, though. Warframe and Monster hunter use it (albeit with different stats), just off the top of my head. None of them seem to explain underlying mechanics, though, and I'm not entirely sure why. Perhaps the thought is that most players couldn't wrap their heads around the math?
But basically - all sources of armour are additive with each other and give you a single "armour damage resistance" stat. All sources of damage resistance and damage reduction (the game uses them interchangeably) are additive with each other and give you a "buff damage resistance" stat. Both of these stats are multiplicative with each other, and the result is capped to 80%. The in-game Inventory display can go over 80% (for some odd reason), but resistance itself does not.
Any other source of damage mitigation - like enemy damage debuffs or damage shared with pets - seem to be processed on a different pass and are effectively multiplicative with everything else. There don't seem to be any other caps, so such buffs can technically take you over 80% effective resistance.
This would only be true if the return from damage resistance were linear. It is not. Effective health is a rational function of damage resistance which trends towards infinity as resistance trends toward 100%. A single percentage point is worth FAR more near 80% than near 0% resistance.
Watch the video. It does a better job of explaining it than I have in the past. Even a single percentage point going from 79 to 80 can potentially increase your EHP by 50-100.