Resistance mods are unnecessarily confusing.
Not what is said is what it is actually protecting against. Let's take Solar for example, You would think that Solar would protect against fire, i mean it makes sense. But no. Solar only protects against weapons that deal solar damage. Fire is tied to Concussive dampener.
Now i know that you would think that Concussive dampener would protect against explosive. Whilst it does, it also protects against area of effect damage. So fire being an area of effect attack. You would need Concussive dampener not Solar.
Instead of this terribly designed setup, how about we simplify it, but still keep it the same.
Solar and all other elemental resistance mods now protect against all attacks that deal its respective damage. So yes fire is now tied to solar resistance mod and not Concussive dampener mod.
Concussive dampener now gives you a bonus resistance towards explosive damage. Like missiles from ships, tanks, Axion dart, retaliation swarm and interceptor. Etc.
Melee resistance. This one is obvious, it now protects against melee attacks.
Sniper resistance. Whilst not all enemies uses Snipers, most of them use Linears. But for simplicity sake let's count them the same. So Sniper resistance mod will now protects against Snipers and Linears.
This will make it way easier to apply the correct mods for the activity you are going into.
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Solar resistance does work against acolyte grenades, in addition to concussive. The only nuance is the stacking damage resist.
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It’s a little confusing but that is because people don’t read. That is a fact I’m sure of after 11 years.
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Its not that convoluted. Sniper resist is for everything over a certain range Melee is for under a range Elemental resistance is for elemental damage Conc is for AoE Its straight forward.
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Elemental mods also protect against AOE damage of that type, Concussive Dampener protects specifically against AOE damage. I always run concussive dampener, unless I know there are very few AOE damage threats in the activity, in which case I will swap to either sniper resist, or melee resist depending on the distance my build is setup to engage in. Then I run two elements that cause the most threat... regardless what the damage threat of the activity is. If its an activity which has very little damage from that threat, then I use the ones which have the most impact (most enemies using). Yes, the resistance system could use some work. But, it generally works as it says it does. Only that melee is against damage from an enemy within X range, and sniper is damage from an enemy beyond Y range... (think its 15m and 30m).
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Honestly to me, the whole mod system for Destiny needs a rework. A max capacity of 10 and they make the better mods cost 3 or more?!? That's just poorly designed.
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Concussive should work against any aoe, not just non elemental. Melee shouldn’t just be melee and neither should sniper, those are references to ranges not literal attacks. That’s just more of the issue you’re complaining about. I mean you made a good point with the elementals mods but you stretched with the other three.