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2.4 Tank Builds


dipstik

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Guardian 2.4

 

SHADOW

 

TFB DATA

post 2.5 slope and intercept:: -2.86631E-05 0.370996245

post 2.5 spike at 2682: 0.04225

pre 2.5 slope and intercept: -3.4083E-05 0.43397

spike at 2682 in 2.4: 0.053634426

 

total d s a squish post 2.5 pre 2.5

2500 180 1027 1293 0.299358745 0.348790151

2600 180 1080 1340 0.296452002 0.345333771

2700 180 1133 1387 0.293585494 0.341925235

2800 180 1186 1434 0.290760 0.338565326

 

2682 180 1123 1379 0.29410 0.342535207

 

relic data (2.4)

weighted relic base diff

def proc 0.3371 0.3252 0.3413 0.0054 5999

abs proc 0.3379 0.3247 0.3425 0.0047 6948

shd use 0.3391 0.3218 0.3425 0.0034 9391

use def 0.3403 0.3292 0.3425 0.0022 14566

warding 32.3810

 

Is the healing relic no longer viable for Shadows? I didn't see it mentioned anywhere.

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it is viable until 2.5, but i think the warding relics gives more front loaded mitigation, which is what shadows need more of. the healy relic gives 782/23=34 hps, while the warding gives 1360/43=31.6 absorb (i used 42 seconds for relic calcs in 1st posts). given that the healy will be obsoleet with 2.5, and gives reactive mitigation, the warding relic is recommended. Edited by dipstik
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Can someone explain how to read/understand the relic section? Like am I comparing the first numbers? Second? To see which will be better for the class to use.

 

Allow me to interpret, ideal relics for all tanks averaged over most encounters will be the Dread Forged Relic of Fortunate Redoubt and the Dread Forged Relic of Reactive Warding. If the relic tier you're at does not have a Reactive Warding Relic and you are a Guardian or Vanguard, get the Relic of Shield Amplification. If you are a Shadow and doing either Nightmare mode of the previous operations or HM of the current operations, get the Relic of Shield Amplification. If you are only running HM of SnV and TfB, get the Relic of Ephemeral Mending.

 

So, ideally Fortunate Redoubt + Reactive Warding or if you can't get the Reactive Warding -> Fortunate Redoubt + Shield Amplification.

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as an example:

 

weighted relic base diff =warding

def proc 0.3037 0.2927 0.3075 0.0050 6526

abs proc 0.3047 0.2937 0.3086 0.0039 8329

shd use 0.3062 0.2938 0.3086 0.0025 13070

use def 0.3066 0.2964 0.3086 0.0020 15846

warding 32.38095238

 

 

so weighted is basically your expected mitigation with that relic. the column called relic, is what your squishiness is while the relic is on, and the base is what your squish is while your relic is not proced. the diff column gives you how much mroe mitigation you are getting compared to not having a relic at all. =warding column tells you what dps will make that relic equal to the warding relic (above that dps you want that rows relic).

 

so u can wither use the lowest weighted, lowest =warding or the highest diff. if u are fighting a boss that dopes more than 8329 dps, you would want to switch out the warding relic for the absorb proc one.

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Alright follow up questions to the relic one;

 

1. Has there been the math done on the new Ops to detail out their damage output per boss like was done with SV and TfB? If so where can I find this info?

2. What was the formula used to figure these out? As all of this math is done with Dread Forged I presume, so kinda curious if the numbers change with the lower tiers.

 

 

And one really odd question directed to dip about the AMR profile for the Shadow;

Is the primary stat proc relic a mistake? As the last time I looked at it (around the time of my first post) it was the 255 primary stat on proc relic.

 

Thanks for all the help folks

~Zen

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here is DF and DP info ( i need to get those added to KBN post, since i dont have room in my 2 posts): http://www.swtor.com/community/showthread.php?t=685465

 

the numbers for 2.0 and 2.2 are in these forums, but only for snv and tfb which have similar damage type ratios to DF and DP respectivly. you can see how numbers change at different stat budgets here: http://www.swtor.com/community/showthread.php?t=616779

 

and yeah, the shadow build has wrong relic, ill fix that. should be redoubt and warding.

 

 

Dread Fortress Damage Ratios

 

Nefra

M/R K/E DTPS: 8017.74

F/T I/E DTPS: 195.63

Total DTPS: 8213.37

 

M/R K/E: 0.9762

F/T I/E: 0.0238

 

Gate Commander Draxus

M/R K/E DTPS: 2582.08

F/T K/E DTPS: 332.46

F/T I/E DTPS: 303.47

Total DTPS: 3218.01

 

M/R K/E: 0.8024

F/T K/E: 0.0651

F/T I/E: 0.0943

 

Grob'Thok

Boss Tank

M/R K/E DTPS: 3933.88

F/T K/E DTPS: 1504.63

Total DTPS: 5438.51

 

M/R K/E: 0.7233

F/T K/E: 0.2767

 

Corruptor Zero

M/R K/E DTPS: 2332.84

F/T K/E DTPS: 1506.44

F/T I/E DTPS: 339.95

Total DTPS: 4176.23

 

M/R K/E: 0.5586

F/T K/E: 0.3600

F/T I/E: 0.0814

 

Dread Master Brontes

M/R K/E DTPS: 1959.79

F/T K/E DTPS: 948.20

F/T I/E DTPS: 393.54

Total DTPS: 3301.53

 

M/R K/E: 0.5936

F/T K/E: 0.2873

F/T I/E: 0.1191

 

 

Dread Palace Damage Ratios

 

Dread Master Bestia

M/R K/E DTPS: 2129.51

F/T K/E DTPS: 1488.19

F/T I/E DTPS: 60.73

Total DTPS: 3678.43

 

M/R K/E: 0.5789

F/T K/E: 0.4046

F/T I/E: 0.0165

 

Dread Master Tyrans

M/R K/E DTPS: 2675.99

F/T K/E DTPS: 1475.85

F/T I/E DTPS: 155.94

Total DTPS: 4307.78

 

M/R K/E: 0.6212

F/T K/E: 0.3426

F/T I/E: 0.0362

 

Dread Master Calphayus

M/R K/E DTPS: 3828.27

F/T K/E DTPS: 119.20

F/T I/E DTPS: 39.07

Total DTPS: 3986.54

 

M/R K/E: 0.9603

F/T K/E: 0.0299

F/T I/E: 0.0098

 

Dread Master Raptus

M/R K/E DTPS: 2877.02

F/T K/E DTPS: 1517.11

F/T I/E DTPS: 175.47

Total DTPS: 4569.60

 

M/R K/E: 0.6296

F/T K/E: 0.3320

F/T I/E: 0.0384

 

OVERALL

 

Dread Fortress

 

M/R+K/E: 77.3227%

F/T+K/E: 17.6268%

F/T+I/E: 5.06244%

DtPS: 4869.55

 

Dread Palace

 

M/R+K/E: 66.6464%

F/T+K/E: 31.1310%

F/T+I/E: 2.22263%

DtPS: 4205.61

Edited by dipstik
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How exactly does the Warding relic work? As I see 2 different possibilities for the relics effect and everyone I speak to seems to be confused... So which of the following is it;

 

1. When it procs it absorbs the first 1.3k damage that you take, then goes on CD.

2. When it procs it absorbs 1.3k from all attacks that hit you during the 6 second window, then goes on CD.

 

 

Mostly my guildmate tanks seem to think its the first one, and me... Well I have no idea. And a dps put to them that maybe its the second.

And if it is the first.... How exactly is it BiS? It'll absorb X amount total, then be on CD for 40 seconds.... It seems so... bad for most fights.

Edited by ZentheSecond
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TL: DR I was interested in some math to confirm mitigation >> accuracy when considering less than 100% debuff uptime due to f/t resist bosses have had since 2.0. Definitely no benefit to accuracy.

 

If you want to read I'd love comments on my assumptions, for knowledge stake:

 

Shadow tank, and like most I build for mitigation and only have default accuracy plus the 3% technique mastery and 1% bonus from companion affection. This was always based on the assumption that mitigation was better than accuracy, without anything quantitative behind that assumption. Looking at your text dipstick you note using the assumption of 100% uptime on accuracy/damage reduction debuffs, but after a string of bad RNG I started wondering about the actual modeling for debuff uptime and the tradeoff between accuracy and mitigation. I started with this (my first theorycrafting venture) but this was pretty convincing so I stopped.

 

Debuff assumptions just to confirm my knowledge:

Shadow: 5% accuracy and 5% damage reduction

Guardian: 5% accuracy (armor debuff irrelevant)

Vanguard: 5% damage reduction (not considering riot gas due to long CD)

 

I could be wrong on Guardian/Vanguard since I’ve only played them casually.

 

Shadow Slow Time Scenario

For shadow slow time, if you assume activation every 10 seconds and duration of 15 seconds a miss would lead to 5 seconds of downtime per cooldown for every miss. With 6% misses, on average you have 3% downtime and on average 0.15% more damage taken due to debuff downtime (5% more damage 3% of the time). I assume 10% F/T resist on a boss is correct.

 

Swapping an oriconian for dread forged implant would be a ~1.3% accuracy gain and ~125 mitigation point loss. For an isolated shadow and its slow time debuff, you’d now have ~4.7% miss, ~2.4% downtime, and 0.12% more damage taken on average than with 100% uptime. Using dipstik’s chart a loss of 100 mitigation points (2600 > 2500) would be ~0.35% more damage taken (~0.29% post-2.5).

 

If I’m not doing something wrong it’s currently a tradeoff of 0.03% less damage by taking one implant with accuracy (and improving debuff uptime) for ~0.44% more damage taken from mitigation loss (125 points at 0.35% per 100 points mitigation).

 

I hope I’m reading your work correctly and basically yeah, it's way not worth the tradeoff.

 

Couple added points:

1) I’m not considering redundancy, e.g. shadow-shadow or shadow-vanguard arrangements on the same boss. Then one would have to consider a significantly lower cumulative miss chance (0.1-0.2%, but I don't know vanguard accuracy) and even then you’d have to assume rotations are in sync. So this only applies to solo content or split tank scenarios.

2) For the current shadow, the implant change would also affect health pool and self-heals, but I don’t know how much that affects your mitigation calcs.

3) I won’t attempt to model accuracy debuff and its effect on m/r attack mitigation and overall ‘squish’ profile. Of course in the case of Force Breach you could time the attack such that you’d require 2 consecutive misses to lose the debuff, so assuming 100% uptime is probably appropriate.

 

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So how does the Reactive Warding relic actually work? Does it reduce damage by X for the duration? Does it work on all damage types?

 

Think of it like a sorc bubble that lasts 6 seconds and absorbs a maximum of 1360 damage.

 

Hmm... the reason I ask this is that I haven't seen any extensive parse analysis on the proc yet. I finally got my hands on an Arkanian one and from what I can tell the lockout time is not the stated 40s. This lower lockout also doesn't seem to be due to different damage types or due to different bosses/adds hitting.

 

What also seems to have happened when the amount of damage absorb was fixed in 2.4.1 was that if the absorbed damage is split, the total amount absorbed is slightly less (ie 739 instead of 740 for an Arkanian relic).

 

In terms of mitigation priority, it seems that Blade Barricade, Shield Chance and Defence Chance do take priority over the proc, so it might be the case that it works post-mitigation.

 

In terms what can be absorbed, the proc definitely works on internal, elemental, kinetic, and energy damage.

 

Spreadsheet Analysis: https://docs.google.com/spreadsheet/ccc?key=0Ap394Q8NB51gdDNKS1RZc1MwcFU1MTBlejRZaWlxc3c&usp=sharing

 

Parse: http://www.torparse.com/a/474132/18/0/Overview

 

Enter Combat 22:30:23

Last Proc Lost 22:36:51

Parse Length 0:06:28

 

Actual No of Procs 14

Expected Dmg Absorbed 10360

Actual Dmg Absorbed 10357

Actual % Avg 99.97%

 

Avg Time Btwn Procs 0:00:29

Min Time Btwn Procs 0:00:20

Edited by leto_cleon
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@leto:

I can confirm that the arkanian relic was double bugged since the beginning. Seems they just fixed one of the bugs. I was making a bug report about the double bug of the arkanian relic at one time.

 

Atleast the dread forged one is fine and doesn't have any bugs at the moment.

Edited by THoK-Zeus
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@leto:

I can confirm that the arkanian relic was double bugged since the beginning. Seems they just fixed one of the bugs. I was making a bug report about the double bug of the arkanian relic at one time.

 

Atleast the dread forged one is fine and doesn't have any bugs at the moment.

Hmm... I do wonder, if this lockout bug makes the Arkanian Warding Relic better.

 

Assuming the 40s lockout halves the number of procs, 7*1360 is only 9529 damaged absorbed (vs 10360).

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Hmm... I do wonder, if this lockout bug makes the Arkanian Warding Relic better.

 

Assuming the 40s lockout halves the number of procs, 7*1360 is only 9529 damaged absorbed (vs 10360).

 

Well the timer is either 20+X seconds (for the arkanian relic) or 40+X seconds (for the dread forged one). So going for a specific time (lets say your 390 sec parse):

 

390 sec, 14 activations means X =7,85 seconds, so its 8,15 activations of the dread forged relic (390/(40+7,85))which equals to 11084 damage.

 

The difference between the 2 relics depends on the X, the average additional downtime of the relic, the shorter X is, the better the arkanian relic would be.

Edited by THoK-Zeus
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good work bdatt. if i had done the analysis i would have gotten into a bunch of states and joint probability, but u used my slope values right, and did soem pretty intuitive math to get a result.

 

in terms fo the warding relic: if its post mitigation (if shield takes priority, then it would just be armor and internal resistance), that makes it light years better than the other relics. it does make it hard to keep track of though... i think best case would be to get the warding proc on leftover damage from an absorbed kinetic/energy attack... in terms of backing out the pre mitigation damage reduced.

Edited by dipstik
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in terms fo the warding relic: if its post mitigation (if shield takes priority, then it would just be armor and internal resistance), that makes it light years better than the other relics. it does make it hard to keep track of though... i think best case would be to get the warding proc on leftover damage from an absorbed kinetic/energy attack... in terms of backing out the pre mitigation damage reduced.

 

Hmm... I haven't seen a case where it combines with a shield roll. What it looks like is that if defence/shield/resist rolls all fail, then that damage is absorbed. Even so, I have yet to see an instance where the buff has gone to waste. What makes it hard to track though is that "loses shield defence" only appears in the log if the the damage is split. Might be a bug.

 

Addendum: I might be wrong. I'm going through the full log and sometimes 740 absorbed comes from "hit" and sometimes it comes from "glance" (ie shielded). I also see an instance where Blade Barrier is on and absorbs 3 internal damage hits, cause the proc not to be consumed.

Edited by leto_cleon
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Spreadsheet: https://docs.google.com/spreadsheet/ccc?key=0Ap394Q8NB51gdGNIa1M1eGxoY2ZhSXhCb0p2dHlyUlE&usp=sharing (Silly me forgot to share the spreadsheet its shared now - 7 Nov)

 

After deciding to go through the log and look at all 80 of the shield defence procs, there are times when the presence of Force Armour or Blade Barrier causes the proc to go unconsumed. When Force Armour, Blade Barrier, Scrambling Field are present and the proc is consumed (ie the proc ends before 6s), it is very difficult to tell how the proc is consumed.

Edited by leto_cleon
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  • 2 weeks later...

pay no mind to this post- the before values are correct. somsone was mistaken about resist adding to defense.

 

updated the AMR profiles (have to update the rest) for resistance applying to melee/ranged damage. here is the before and after (for DF/DP average):

 

BEFORE:

 

shadow

Defense 526

Shield 940

Absorb 1216

 

jugg

Defense 1057

Shield 940

Absorb 685

 

PT

Defense 613

Shield 1236

Absorb 833

 

AFTER

shadow

Defense 550

Shield 940

Absorb 1192

 

jugg

Defense 1119

Shield 940

Absorb 623

 

PT

Defense 659

Shield 1212

Absorb 811

Edited by dipstik
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Some further analysis on the Arkanian Warding Relic using another fight (HM Ops Chief and HM Olok) - https://docs.google.com/spreadsheet/ccc?key=0Ap394Q8NB51gdEt5dXc5RjZRRU5UZmpqY2lSOF9hR3c&usp=sharing

 

It seems that with the damage absorbed from Guardianship (receiving), Force Armour and Blade Barrier can be additive with the reactive warding proc.

 

I also seem to have found an instance where ranged energy damaged passed through saber reflect.

 

 

22:02:18.136 Letocleon gains Shield Defense.

22:02:18.138 Letocleon activates Saber Reflect.

22:02:18.138 Letocleon gains Saber Reflect.

22:02:18.139 Letocleon's Saber Reflect causes 8592 threat gain on IA-82 Artillery Droid.

22:02:18.139 Letocleon's Saber Reflect causes 8592 threat gain on P-2B Assault Droid.

22:02:18.236 Letocleon's Saber Reflect hits IA-82 Artillery Droid for 1566 energy damage, causing 7865 threat. (reflected)

22:02:18.237 Letocleon's Saber Reflect hits IA-82 Artillery Droid for 1566 energy damage, causing 7733 threat. (reflected)

22:02:18.332 IA-82 Artillery Droid's Ranged Attack glances Letocleon for 0 damage, causing 1027 threat.

22:02:18.350 IA-82 Artillery Droid's Ranged Attack hits Letocleon for 0 damage, causing 1748 threat.

22:02:18.540 Dokknz's Hammer Shot heals Letocleon for 348, causing 156 threat.

22:02:18.785 P-2B Assault Droid's Ranged Attack hits Letocleon for 2011 energy damage, causing 2011 threat. (740 absorbed)

22:02:18.786 P-2B Assault Droid's Ranged Attack hits Letocleon for 2011 energy damage, causing 2011 threat.

22:02:18.786 P-2B Assault Droid's Ranged Attack hits Letocleon for 2011 energy damage, causing 2011 threat.

22:02:18.974 Letocleon deflects IA-82 Artillery Droid's Ranged Attack, causing 1 threat.

22:02:19.031 Dokknz's Hammer Shot critcally heals Letocleon for 648*, causing 291 threat!

22:02:19.439 Letocleon activates Taunt.

22:02:19.440 Letocleon's Taunt adds effect Taunt to IA-82 Artillery Droid.

22:02:19.441 Letocleon taunts IA-82 Artillery Droid, causing 9159 threat.

22:02:19.528 Dokknz's Hammer Shot heals Letocleon for 348, causing 156 threat.

22:02:19.635 Letocleon's Saber Reflect hits P-2B Assault Droid for 1566 energy damage, causing 9279 threat. (reflected)

22:02:19.636 Letocleon's Saber Reflect hits P-2B Assault Droid for 1566 energy damage, causing 9279 threat. (reflected)

22:02:19.636 Letocleon's Saber Reflect hits P-2B Assault Droid for 1566 energy damage, causing 9279 threat. (reflected)

22:02:19.637 Dokknz's Trauma Probe heals Letocleon for 935, causing 421 threat.

22:02:19.729 Letocleon's Guard adds effect Guard to Superstitious.

22:02:19.842 Letocleon's Saber Reflect hits IA-82 Artillery Droid for 1566 energy damage, causing 7772 threat. (reflected)

22:02:19.842 Letocleon's Saber Reflect hits IA-82 Artillery Droid for 1566 energy damage, causing 7736 threat. (reflected)

22:02:19.843 Letocleon gains Courage.

22:02:19.932 Letocleon deflects IA-82 Artillery Droid's Ranged Attack, causing 1 threat.

22:02:19.952 IA-82 Artillery Droid's Ranged Attack hits Letocleon for 0 damage, causing 1794 threat.

22:02:20.026 Dokknz's Hammer Shot critcally heals Letocleon for 654*, causing 294 threat!

22:02:20.071 IA-82 Artillery Droid's Ranged Attack glances Letocleon for 0 damage, causing 1029 threat.

22:02:20.342 Letocleon activates Master Strike.

22:02:20.342 Letocleon gains Unshakable.

22:02:20.351 P-2B Assault Droid's Ranged Attack hits Letocleon for 0 damage, causing 2011 threat.

22:02:20.352 P-2B Assault Droid's Ranged Attack hits Letocleon for 0 damage, causing 2011 threat.

22:02:20.352 P-2B Assault Droid's Ranged Attack glances Letocleon for 0 damage, causing 1148 threat.

22:02:20.435 Dokknz's Hammer Shot heals Letocleon for 351, causing 158 threat.

22:02:20.732 Letocleon's Master Strike hits IA-82 Artillery Droid for 1485 energy damage, causing 2970 threat.

22:02:21.039 Letocleon's Master Strike critically hits IA-82 Artillery Droid for 2310* energy damage, causing 4621 threat!

22:02:21.237 Letocleon's Saber Reflect hits P-2B Assault Droid for 1566 energy damage, causing 9279 threat. (reflected)

22:02:21.935 Letocleon deflects P-2B Assault Droid's Ranged Attack, causing 1 threat.

22:02:21.936 P-2B Assault Droid's Ranged Attack glances Letocleon for 0 damage, causing 1148 threat.

22:02:21.936 Letocleon deflects P-2B Assault Droid's Ranged Attack, causing 1 threat.

22:02:22.143 Letocleon loses Unshakable.

22:02:22.143 Letocleon cancels Master Strike.

22:02:22.640 Dokknz's Trauma Probe heals Letocleon for 885, causing 398 threat.

22:02:22.640 IA-82 Artillery Droid's Ion Field hits Letocleon for 4072 elemental damage, causing 4072 threat.

22:02:22.744 Letocleon loses Shield Overcharge.

22:02:22.745 Letocleon's Guard effect of Guard fades from Superstitious.

22:02:22.745 Letocleon's Saber Reflect hits P-2B Assault Droid for 1566 energy damage, causing 9279 threat. (reflected)

22:02:22.746 Letocleon's Saber Reflect hits P-2B Assault Droid for 1566 energy damage, causing 9279 threat. (reflected)

22:02:22.943 Letocleon's Saber Reflect hits IA-82 Artillery Droid for 1566 energy damage, causing 7880 threat. (reflected)

22:02:23.243 Letocleon loses Saber Reflect.

 

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2.5 info with damage debuff on boss applying before stat/armor mitigation (DF/DP average at 6k dps, assumes arkanian RW relic procs at 23s, DF RW at 43 s):

 

shadow

 

Defense 526

Shield 940

Absorb 1216

pre armor squish 0.482105691

total squish 0.28503891

pre heals/absorb dtps 1710.23

post heals dtps 1710.23

damage per HP 3.508292955

spike 0.051336322

weighted relic base diff =ark =DF

def proc 0.2790 0.2651 0.2838 0.0061 5290 5200

abs proc 0.2801 0.2663 0.2850 0.0049 6573 6461

 

jugg:

 

Defense 1057

Shield 940

Absorb 685

pre armor squish 0.585751481

total squish 0.307396701

pre heals/absorb dtps 1844

post heals dtps 1711.05

damage per HP 3.253125346

spike 0.04549478

weighted relic base diff =ark =DF

def proc 0.3022 0.2904 0.3064 0.0052 6210 6104

abs proc 0.3032 0.2914 0.3074 0.0042 7715 7584

 

vanguard:

Defense 613

Shield 1236

Absorb 833

pre armor squish 0.568857017

total squish 0.290074849

pre heals/absorb dtps 1740

post heals dtps 1740.45

damage per HP 3.44738609

spike 0.045144393

weighted relic base diff =ark =DF

def proc 0.2847 0.2725 0.2890 0.0054 5989 5888

abs proc 0.2858 0.2735 0.2901 0.0043 7442 7316

Edited by dipstik
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  • 3 weeks later...

heres some pvp info: full obroan gives 630 shield minimum and a budget of 1787 (without relics), no defense minimum (except from relic) for shadows and vanguards (both which want zero). this assumes 40% m/r k/e, 40% f/t k/e and 20% f/t i/e. no 90% accuracy attacks. maybe i should assume pvp dpers have 5% accuracy. 7k incoming damage per second.

 

shadow:

Defense 0

Shield 744

Absorb 1043

pre armor squish 0.493112319

total squish 0.403561433

pre heals/absorb dtps 2824.93

post heals dtps 2824.93

damage per HP 2.477937481

spike 0.055240042

required hps 2640.121522

TTK 16.74417685

 

 

jugg:

 

Defense 260

Shield 685

Absorb 841

pre armor squish 0.591053107

total squish 0.426151005

pre heals/absorb dtps 2983

post heals dtps 2849.72

damage per HP 2.346586043

spike 0.052670474

TTK 14.36819998

 

 

PT:

 

Defense 0

Shield 1087

Absorb 700

pre armor squish 0.554912056

total squish 0.408129335

pre heals/absorb dtps 2857

post heals dtps 2856.91

damage per HP 2.450203683

spike 0.060011606

TTK 14.7012221

 

 

the 4% from telekinetic throw might be a bad assumption. let me know what you think would be better assumptions and ill put them in the model and spit out some new numebrs.

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