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to expand on it, its a stat that caps out its damage mitigation after a certain point with exponential diminishing returns. meaning going from 1000 to 1100 isn't gonna see much gains.
however, you can stack high elemental res to compensate for the other portion of damage some attacks have. it is also typically not much, but every point of HP counts.
but the best defense is to not get hit. pure and simple.
use low tier gear, problem solved
and the best defensive skill is health boost 3.
if you want to be funny, max heroics. though on a raw build its quite fun to cap out your raw with just fortitude 1 and heroics active under a vitality mantle.
I would like to see Defense rebalanced at some point to actually be a relevant stat in how it varies, though. The actual differences in survivability in this game between players usually come from specific skills like Divine Blessing, elemental resistances, and inherent melee/ranged resistance stats, but never really Defense.
I also hate it when fatalis does his breath attack where it just flies so far into the air and you can't even reach it and scorches the entire arena, you just die to that attack and it's so fast that you can't see it coming</sarcasm>
Incoming raw damage multiplier - 80/(80 X 1000) = 0.001
Which means you take one damage when you get hit by 1000 damage. Sure, it doesn't seem much when tempered Rajang chunks half your health in one swing, but you'd be far worse off if you didn't have the defense for it.
Unequip all armor, drop mega bombs, stand near it and use slinger to detonate, you will see it takes more than half of your base unbuffed health. So yeah, don't use defense boost skill sure, but defense is still useful.