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Tank stats in PVP


Ashes_Arizona's Avatar


Ashes_Arizona
01.12.2012 , 01:38 AM | #171
Well this explains a lot of things rather well.

ArathornPT's Avatar


ArathornPT
01.12.2012 , 05:19 AM | #172
I'm curious about this aswell.

Hayken's Avatar


Hayken
01.12.2012 , 05:28 AM | #173
Tank in PvP, playing with 3 friends.

1 tank (w. 500 expertise).
2 healers.
1 assassin for Guard, Taunt and AOE taunt.

Unkillable.



Tank solo-queue

Very killable :P

Nikodeamas's Avatar


Nikodeamas
01.12.2012 , 05:31 AM | #174
Quote: Originally Posted by Hayken View Post

1 anything with a pulse
2 healers.
1 assassin for Guard, Taunt and AOE taunt.

Unkillable.


Fixed.

ArathornPT's Avatar


ArathornPT
01.12.2012 , 05:34 AM | #175
^^^lol!

Samurro's Avatar


Samurro
01.12.2012 , 05:42 AM | #176
I dunno, but am I the only one here thinking tank survivability is fine?
I mean all this could change when fighting only against 50s, but currently I feel like really hard to kill even without a healer.

So the real point of this topic is, are Defense Rating and Shield/Absorb Rating useless in PvP? No they are not, because they mitigated some kind of attacks!

Do they need to be buffed so tanks get even more damage resistant in PvP? I don't think so...

The conclusion that tanks could use offensive mods/gear in PvP is quite okay for me, but still you lose some kind of mitigation with reducing your defense stats.
Style > Skill > Stats

Darth Suffocation - Open World PVP

Cliche-Guevara's Avatar


Cliche-Guevara
01.12.2012 , 05:42 AM | #177
Quote: Originally Posted by ltankhsd View Post
I posted this in the other thread but I'll post it here too...

Ok I've read OPs post and went through my abilities to try and make sense of it all.

Here is how I understand things:
There are attacks classified as Melee/Ranged which trigger shields and their absorption as stated in the shield chance tool tip.
There are attacks classified as Force/Tech which do not trigger shields.

Each of these attacks has a specific damage type:
Kinetic/Energy which is mitigated by armor.
Internal/Elemental not mitigated by armor.

I went though my Powertech shield tech abilities and as best as I can tell. Most abilities ARE mitigated by something and those that aren't have a lower base damage than other abilities. Here are 3 examples based on numbers from my own toon:
  1. Rocket Punch (Tech): Engages the jetpack, allowing you to strike the target with a heavy punch that deals 1222-1263 kinetic damage. This attack not trigger shield but it's damage would be mitigated by armor.
  2. Unload (Ranged): Unloads your blaster into the target, dealing 577 - 703 weapon damage every second for 3 seconds which is up to 2,109 energy damage. Weak and standard enemies caught in the blaster fire are stunned for the duration. Fires both blasters if dual wielding. With this attack it has both a chance to trigger shields AND is mitigated by armor.
  3. Flame Burst (Tech): Fires a burst of flame at the target that deals 681 - 749 elemental damage. This ability is not mitigated by shields OR armor.

Now here are my damage reduction and absorption stats Damage Reduction 50.97%, Shield Chance 40.99%, Absorption Rating 36.68%. Applying appropriate mitigation of someone like myself to the above abilities assuming max damage value:
  1. Rocket Punch 1263-50.97% = 619 damage
  2. Unload (2,109-50.97%)-18% = 848 damage assuming I absorb only 50% of time like OP does which case my real chance is even less. Also since this ability is channeled it is unlikely all 3 ticks will hit for max damage.
  3. Flame Burst 749-9% = 681.59

Final Thoughts
Now I obviously haven't parsed through every skill in the game but which I saw from my own abilities was that my Tech attacks that do Elemental damage did a lower base damage as if they already built the mitigation into the ability itself. For example my Flame burst ability automatically does 41% less damage based on tool tips than my rocket punch does. Obviously all these numbers will change based on how you spec but ultimately I think it all evens out. Can someone else go through their own different class and see if this seems to be the case?

The math looks right to me, but in practice it works a tad differently.

- Rocket Punch has a 9 sec CD for 1263 Kinetic dmg (Affected by armor) and reduced to 619 after all reductions.
- Flame burst has no CD for 749 Elemental dmg (Not affected by armor) and was reduced to 681 after all reductions.

Even with talents to proc the CD resets on Rocket punch every 4.5 secs, which was 619 dmg / punch ==> 619 dmg for 4.5 sec CD (3 GCDs If you have 2/2 Flame shield and it procs on every opportunity) ==> 206dmg / GCD

Flame burst is 681 / Burst with a 1.5 sec CD (1 GCD)

Only reason to use Rocket punch over flame burst is if you have Flame Surge specced 2/2 for the 30% higher crit dmg or you need the Ion Gas Cylinder DoT from Ion Overload.



Quote: Originally Posted by VoidSpectre View Post
except flame burst and rocket punch are tech so no shield or defense

you kinda made our point. armor is good and mitigates a good amount of things. shields/defense mitigates very little. the dps gear has the same armor



basically the trade off is so tiny in survivability getting the tanking stats. if you have to trade off dps on your gear you should actually increase in survivability to more than just the few weak attacks

Shame because as a 18/2/21 Powertech both my mitigation with shield is garbage, along with my main ability to deal dmg because Rail Shot is a weapon dmg skill and is subject to all forms of mitigation.

Ermo's Avatar


Ermo
01.12.2012 , 06:12 AM | #178
Quote: Originally Posted by Samurro View Post
I dunno, but am I the only one here thinking tank survivability is fine?
I mean all this could change when fighting only against 50s, but currently I feel like really hard to kill even without a healer.

So the real point of this topic is, are Defense Rating and Shield/Absorb Rating useless in PvP? No they are not, because they mitigated some kind of attacks!

Do they need to be buffed so tanks get even more damage resistant in PvP? I don't think so...

The conclusion that tanks could use offensive mods/gear in PvP is quite okay for me, but still you lose some kind of mitigation with reducing your defense stats.
Do tanks feel harder due to their defence skills or due to their armour attributes?

The isssue here is about one (Shielding) of three types (Armor, Evade/parry, Shielding) of mitigation which only works against a minority of attacks in PvP. Why should any Tank use Tank gear in PvP if it does not help them longer?

In general:
Armor: Constantly reduces kinetic and energy damage (not internal or elemental)
Shield: % chance to reduce incoming damage by %, not able to shield crits
Defence: % chance to ignore damage, can be reduced by accuracy of enemy players

As you see the three types of defence have different purposes, and against all types there is a counter type. (Internal/Elemental damage skills, Crit rate, Accuracy) Two of them can be changed simply by using those attributes on your gear.

And a Tank spedning any item points in tanking attributes on the gear reduces his dmg output. A fair deal I would say.
Spending a lot points into tankings stats to find them almost useless in PvP is a joke.

Another point most people do not see is, that at least 2 tank classes (Trooper, JK) have talents that base on a shield proc. (Shadow I do know to lesss to say if they too) Those talents get wasted in PvP if they can't rely on the shield procs.

Fairell's Avatar


Fairell
01.12.2012 , 06:15 AM | #179
i often face tanks that manage to be nearly indestructible even without healer. i dont know what happens if shield/absorb starts working on most attacks.
Fairell - Infiltration Shadow - Darth Traya
Xar'fai Legacy

Riulassher's Avatar


Riulassher
01.12.2012 , 06:25 AM | #180
Spamming Ion Pulse/Flame Burst costs a lot of energy. Every second burst will drop its user into lower energy regen tier.