Resistance Changes (New Balancing)

So pretty much the least used substat got some large adjustments in this round of testing batch notes.
In exchange for -25% efficiency, the resistance damage reduction % no longer gets halved after 0.5s into an attack’s startup, meaning the full effect will last until endlag is over.
Most high resist builds (the only viable type lol) will have a -20% drop in effect by comparing the new and old stat formulae (assuming the only change is the first number goes from 0.7 to 0.55).
So, what do people think? Obviously this will be better for longer moves like selino or barrage, but no gear combinations will be over 75% resistance at current level without putting every possible stat into resistance. This wont help low resistance builds be viable, but will a high resist build be more popular in the future?

(yes i use a full resist build if you couldnt tell)

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Never really used it but saw its immense potential firsthand from someone who made a high res build. It’s a both a pain and a menace to fight against.

I personally wouldn’t judge it immediately until the changes are in the game and can be seen firsthand.

I’m glad the weird half-second rule is gone, it needlessly overcomplicated a stat that’s already hard to understand the value of to begin with (opposite of Defense and Power which are just “higher number good”)

Never witnessed a full Res build before so I wonder how that’s gonna look after this balance change