I've had heroes with minus-DB resist quirks or stats eat 4-5 and survive, and had FLA's with 80'ish percent die on the first roll. You can never truly rely on it, and trying to make it more reliable (but still no guarantee) requires sacrificing other meaningful options. There's really not much stock in trying to increase DB resists outside of possibly some niche situations for reasons explained above. Those trinkets of yours - something else might have helped you prevent going to death's door in the first-place. Even if you only had a 5% chance of eating a deathblow, there is still a chance you'd roll that 5% every time you hit deaths-door. Doesn't change the fact that Flagellants will still typically out-roll everyone else in the grand scheme of things, but as the saying goes, if there is a 'chance' for it to happen, it probably will. What more do you want? Just because that resist can still fail doesn't mean it isn't working as intended. They have a higher resist than everyone else. The flag just feels unfair in general though, like perhaps they could at least say “The next hit will be too much to bear” indicating that another hit will kill them. but what did he have? Up to 100% deathblow resist? Can’t the cap be raised to a point there isn’t that immortality. I just don’t think the 87 cap should mean my first flag is at some “unlucky” risk of dying by the second hit at 87 deathblow resist - and my second flag shouldn’t die in 1 hit at some “unlucky” risk at 83 deathblow resist. I’d rather put his health up asap but sometimes you have to try to kill an enemy asap (and the enemy team can all have high speed). I’m not one to usually let the flag hit death’s door either. My second one had martyr’s seal which should count for something - (dead by first hit on first death’s door) (dead by second hit - second time he reached deaths door) the first had ridiculous dodge stats aswell as maxed deathblow resist.
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