Why overcap?

I see people suggest to overcap resists by 25%. When map mods reduce max resists by x%, then it still doesn't matter how much I'm over the cap, right?
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Last bumped on Nov 19, 2023, 10:12:03 PM
Exposure and curses are quite common now so overcapping protects you against things like that. It can also make running certain eater and exarch mods a lot easier if you are way overcapped.
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onomastikon wrote:
I see people suggest to overcap resists by 25%.
Fine against most sources but some things have more resist reduction. Like "curses" AN mobs. And most resist reductions stack. 25% is good most of the time. Just dont expect it to be good vs all.

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onomastikon wrote:
When map mods reduce max resists by x%, then it still doesn't matter how much I'm over the cap, right?
Overcapping does nothing vs max resist reduction.
No wonder it's lost, it's in the middle of the jungle!
If your playing softcore you don't really need to overcap but it can help sometimes. The main reason though to overcap resist on most builds is just because you have nothing else to do with the extra stats from gear with resist. Like rare helms boots gloves all have min value from stats in general so getting over resists doesn't really cost you anything.

If your playing hc you'll want to be overcap by a good amount as resistances are your main form of defense especially with all the phys to ele conversion stuff people use.

Basically get overcap if you can as long as it's not costing you other defense or damage because it's generally fairly cheap to do anyway.
exposures, scorch, curses (especially the elemental weakness map mod) reduce your resists by a significant amount. it's usually enough to overcap by around 30%
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