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Mitigation, the REAL problem. Also, operatives need a 2x dmg multiplier.

STAR WARS: The Old Republic > English > PvP
Mitigation, the REAL problem. Also, operatives need a 2x dmg multiplier.

Xenon-se's Avatar


Xenon-se
01.12.2012 , 09:40 AM | #561
Quote: Originally Posted by Asnine View Post
If you don't think tanks are useful in this game for PvP I politely suggest you L2P.

AoE taunt / ST taunt / guard alone makes a tank invaluable.
Tanks are viable. No question about that.

The issue is tank PvP items and lots of tank talents that focus on shield, absorb and defense. Stats that half of the advanced classes totally ignore.

Against dps Operatives, dps Merceneries, Powertechs and dps Sorceres you might as well be in DPS PvP equipment. And you might as well be in mostly DPS PvP talents as well. Just use the tank "stance" to get access to guard and you are good to go.

Using tank PvP equipment and tank talents just does not make you a better tank against damage from Operatives, dps Merceneries, Powertechs and dps Sorceres

(yes - tank pvp equipment will still help you against marauders, juggernauts, assassins and snipers - and tank talents have a lot of pvp utility, such as grip for assassins and jet charge for powertechs etc).

I think it would be a Good Idea(tm) if some of the weapon based attacks that Operatives, Mercenaries and Powertechs use does not count as tech attacks. That would make em less useful against tank juggernauts, tank assassins and tank powertechs - but not really worse against others.

Then again. Bioware might have designed Operatives, dps Merceneries, Powertechs and dps Sorceres to be "tank killers". What do I know

ltankhsd's Avatar


ltankhsd
01.12.2012 , 09:41 AM | #562
Quote: Originally Posted by chainsawsamurai View Post
The easiest way to browse TORhead for what attacks you can and cannot mitigate with Defense/Shield is that they will say they deal "Weapon damage." This is uniform for all Melee and Ranged class attacks, conversely all Tech or Force attacks will state some other type of damage (Kinetic, Elemental, Energy, or Internal). I've been through them all in the last few days while doing my testing.

The term "Weapon damage" is essentially a stand in for either Kinetic or Energy Damage depending on what weapon you have equipped.

Just bear in mind that "Weapon Damage" doesn't really exist in game and is just a tooltip catch all. It complicates the situation and causes a bit of confusion, but looking for those attacks on the TORhead tooltips is the easiest way to do your homework.
Yeah that seems to be the round about way to tell on that site. Thanks.
The one problem I did find with Torhead though was that they say they use stated based on a level 50 in greens and last night when I was making my original rebuttal post to this thread I looked up the numbers they had for one of the abilities and there is no way they took those numbers from a lvl 50 in green gear. That's why I used numbers from my own character.

Hamchuck's Avatar


Hamchuck
01.12.2012 , 09:41 AM | #563
Quote: Originally Posted by ltankhsd View Post
People don't just spam one ability unless they are idiot bads. They have a wide variety of abilities to choose from and not all of those abilities will be Force or Tech. The ones that aren't will trigger shields so when you look at the totality of the circumstances I will be more tanky than a Powertech or Jugg DPS spec who just also happens to wear heavy armor.
Baddie here.

Regardless of my baddie status, I don't spam just one ability. Unfortunately for the people here, my hard-hitting attacks -- the ones that the good PvPers use -- are kinetic damage: Hidden Strike, Backstab, Shiv, Laceration. Your 40.99% Shield Rating and 36.67% Absorption mean nothing. Armor is the only thing mitigating those and for that, we have Acid Blade for penetration and Corrosive Dart for internal damage.

The only damage I do that is mitigated by more than armor are Carbine Burst, Overload Shot and Rifle Shot, all of which I use, but rarely in PvP.

ltankhsd's Avatar


ltankhsd
01.12.2012 , 09:43 AM | #564
Quote: Originally Posted by Avison View Post
Those numbers add up to an average of 15% damage reduction against weapon damage attacks. Not so far off from me. Are you a juggernaut? Or a powertech? Or even an assassin?

I'm a Juggernaut. Are you popping relics?

Details please. I'm here to make a claim and get accurate information and discourse. Not "teh tankz r teh finez" and "[internet meme quote] I don't agree with you, here's no information why".

Please, details.
I've already given the details in this thread. I'm not going back and reposting it all just for you. I'm a shield tech.

chainsawsamurai's Avatar


chainsawsamurai
01.12.2012 , 09:44 AM | #565
Quote: Originally Posted by ltankhsd View Post
Yeah that seems to be the round about way to tell on that site. Thanks.
The one problem I did find with Torhead though was that they say they use stated based on a level 50 in greens and last night when I was making my original rebuttal post to this thread I looked up the numbers they had for one of the abilities and there is no way they took those numbers from a lvl 50 in green gear. That's why I used numbers from my own character.
Yeah TORhead is a little boned on that whole situation right now, I don't blame them for trying.

For the sake of this argument the numbers aren't really important anyway, it's the class of attack and what is currently applying to Shield/Defense that matters for this discussion.
21/2/18 - Carolina Parakeet

Gone, but not forgotten.

Venilator's Avatar


Venilator
01.12.2012 , 09:45 AM | #566
Quote: Originally Posted by Garbald View Post
I donīt really know why you are still trying to convince everyone about this, when most have excepted this about 30 pages ago

The problem remains however that exactly this makes tank equip and tank skills pretty useless in pvp.
What sets a tank apart in swtor is the ability to use a shield and the tank trees and items reflect that, they almost exclusively focus on + shield stuff (increasing absorb and or increasing chance to proc)

In pvp however >50% of the abilities used just ignore this main tank asset, that sets tanks apart from damage specs.
This simply canīt be working as intended, except if BWs idea of "reinventing tanks in pvp" means that tanks should not be skilled, geared or played with tanking in mind but like any other direct damage class with a minimal increase in defenses against a minimal subset of abilities.
Also note for dps jugs they have in reality more PvP survivability then "tank" spec jugs.

The reason for this is there is nothing that prevents them from activating Soresu form if they so desire.

As for shield chance and defense it is pretty evident that they took ques from WoW and War. Defense acts like block/parry in war since it was 100% damage negation every proc while shields act like block from WoW where it's a percentage of damage blocked.

Either way tanks are sad out of PvE.

Garbald's Avatar


Garbald
01.12.2012 , 09:47 AM | #567
Quote: Originally Posted by chainsawsamurai View Post
In fairness, the tanking stances alone are a substantial defensive increase. Far more substantial than anything you could spec or gear for even in an ideal environment.
Since most (or maybe all?) of the defensive stances are a baseline ability I think it would still be better overall to just spec a dmg line and run with the defensive stance then to actually spec the tank spec, you would get a minimal hit to your survivability but a substantial increase in dps ^^

Quote: Originally Posted by Venilator View Post
Also note for dps jugs they have in reality more PvP survivability then "tank" spec jugs.

The reason for this is there is nothing that prevents them from activating Soresu form if they so desire.

As for shield chance and defense it is pretty evident that they took ques from WoW and War. Defense acts like block/parry in war since it was 100% damage negation every proc while shields act like block from WoW where it's a percentage of damage blocked.

Either way tanks are sad out of PvE.
posted mine before reading your post, yes exactly my thoughts atm.

Avison's Avatar


Avison
01.12.2012 , 09:52 AM | #568
Quote: Originally Posted by ltankhsd View Post
I've already given the details in this thread. I'm not going back and reposting it all just for you. I'm a shield tech.
I called my math because while the percentage on the average max stat shield chance was right reducing the 10% to 5% wouldn't be correct. Because I'd have to do relational statistics to determine average rotations and average class encounters. But that still stands that shields absorb for Juggernauts at max champion gear... a meager 10% of weapon attacks.

Your numbers had that at 15%. Not much of a difference especially if you play a powertech.

Also you never mentioned your class as far as I can tell. Or what you're using to achieve those numbers.

I'm not sure that you're trolling but at this point I'm going to assume you're ignorant. See, we can all take condescending tones here. But seriously, information on your class/spec/usage.

Garbald's Avatar


Garbald
01.12.2012 , 09:53 AM | #569
Quote: Originally Posted by Hamchuck View Post
Baddie here.

Regardless of my baddie status, I don't spam just one ability. Unfortunately for the people here, my hard-hitting attacks -- the ones that the good PvPers use -- are kinetic damage: Hidden Strike, Backstab, Shiv, Laceration. Your 40.99% Shield Rating and 36.67% Absorption mean nothing. Armor is the only thing mitigating those and for that, we have Acid Blade for penetration and Corrosive Dart for internal damage.

The only damage I do that is mitigated by more than armor are Carbine Burst, Overload Shot and Rifle Shot, all of which I use, but rarely in PvP.
This I think sums up the problem quite nicely

Venilator's Avatar


Venilator
01.12.2012 , 09:53 AM | #570
Quote: Originally Posted by Garbald View Post
Since most (or maybe all?) of the defensive stances are a baseline ability I think it would still be better overall to just spec a dmg line and run with the defensive stance then to actually spec the tank spec, you would get a minimal hit to your survivability but a substantial increase in dps ^^
Actually your survivability would increase because you could kill what your fighting quickly. Dps is a form of damage mitigation in its own right. Also a Rage/vengeance spec jug has the same exact armor rating as an immortal spec jug in equal PvP gear. The only difference between the two is defense and shield chance... Neither work in PvP..... soo....