Juggernaut
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| Juggernaut | |
|---|---|
| Character | Brick |
| Type | On Kill |
| Tier | Second |
| Skill Tree | Tank |
| Minimum Level | 11 |
| Effect | +10% damage resistance per rank |
Juggernaut is a Tier Two talent in Brick's Tank tree. Investing skill points in this skill increases Brick's resistance to all types of damage for a few seconds after killing an enemy. The damage resistance starts at 10% with one skill point, and 50% with five skill points invested.
Skill Progression
Edit
| Level | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Damage Resistance | +10% | +20% | +30% | +40% | +50% |
| Actual Damage Taken | 91% | 83% | 77% | 71% | 67% |
Additional levels may be acquired through the use of Class Mods.
| Level | 6 | 7 | 8 | 9 |
|---|---|---|---|---|
| Damage Resistance | +60% | +70% | +80% | +90% |
| Actual Damage Taken | 63% | 59% | 56% | 53% |
Notes
Edit
- Like most reduction mechanisms in Borderlands, the amount of damage reduction is relative to the amount of damage taken, e.g. with 50% damage reduction, 66.6% damage is taken, and 33.3% damage is prevented (thus resulting in the enemy requiring 50% more damage to down Brick).
- As with most skills that last for "a few seconds", the effect duration is 7 seconds.
Effectiveness
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Because of the damage reduction mechanics, Juggernaut gives diminishing returns. The first few points are especially beneficial. After about 4/5 or 5/5, the effects are barely noticeable. Titans should consider putting only 1 point in this skill, and let the mod do the rest.
Due to the nature of percentages of increase, the survivability gain from consecutive points of Juggernaut is actually linear. For instance, if Brick has 1000 hp, each point of juggernaut will provide 100 hp of increased survivability per level, regardless of the previous level of juggernaut, as per the following equations:
Level 1 Juggernaut 1000 hp * 1.10 = 1100 effective HP
Level 2 Juggernaut: 1000 hp * 1.20 = 1200 effective HP
Level 8 Juggernaut: 1000 hp * 1.80 = 1800 effective HP
Level 9 Juggernaut: 1000 hp * 1.90 = 1900 effective HP
As you can see in the example, the difference between level 1 and 2 of Juggernaut and level 8 and 9 of Juggernaut when expressed in effective HP increases is identical. Therefore, there is actually no diminishing return at all with the Juggernaut skill in respect to effective HP increases and Titans should put as many points as they wish in the skill.
Indeed, if the skill provided a linear percentage of damage reduction increase as the original poster implies it should, it would have a hyperbolic effect on survivability at higher levels (e.g. the difference in survivability between 0 and 1% DR is miniscule; the difference between 99% and 100% DR is infinite - even though both are linear percentage increases).
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