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6.0 Tank Stats


dipstik

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Updates:

 

 

12/19/19: Now using Sund Tech Absorb implants/ear for stat pools.

12/18/19: Added more refined gear and stat data for variance in implant/ear and other stat sources.

12/17/19: reduced single avoidance/shield matrix values from pool as to not double count relics and accuratly calc BiS. increased boss dps from 15k to 30k. increased minimum for bmod and lethal setup for 545 defense implant and earpiece.

12/16/19: added lethal mod data. added taken row for damage taken assuming 15k dps from boss, with self heals and bubbles

12/14/19: updated for reactive warding info, had bad minimum defense data, new sheet links. reactive warding is best relic option if it doesn't bug with other absorbs.also assuming 75% bland damage again. removed 723 stat from pool for warding relic.

11/22/19: added preliminary dxun damage weights to sheet

10/31/19: fixed sin double counting base defense ; pt had 75% bland ; added lettered stats/sheet

 

 

references:

https://drive.google.com/drive/folders/1VjQ0MJQSHZz7ov-Owaxw8uhhIj2zPOqj - 6.0 Tank Stat Sheets

http://www.swtor.com/community/showthread.php?t=969665 - 6.0 Character Sheet Equations

http://www.swtor.com/community/showthread.php?t=842859 - 4.0 Tank Stats

https://drive.google.com/open?id=1X3XEO0Hq5al76pZNnY0EAFDmTJ8LH4fB damage weights

 

These are suggested defense, (d), shield (s) and absorb (a) ratings. format uses fraction melee damage (m) as tabulating header. high melee/ranged bosses would be closer to m=1, and high force/tech bosses are closer to m=0.1

boss_damage*squish - self _heals*heal_buff - heals_received*healer_buff*heal_buff - self_bubble - relic bubble = damage taken. Squish is the fraction of damage taken, so the lower the better. I have assumed 30,000 boss dps for these calcs.

 

I optimized the stats for the relics which provide best mitigation. Relic shorthand used:

 

S:Shrouded Crusader (on use shield and absorb)

A: Avoidance (Static Absorb buff)

M: Matrix Shield (Static shield buff)

I: Imperiling Serenity (Defense on Use)

W: Reactive Warding (bubble) - 12217 bubble every 42 seconds. You may want to use the next highest relic if ward bubbles are bugged by other absorb bubbles (barricade, static barrier etc.)

 

 

reactive warding relic best if boss dps < relic_bubble/((squish_with_relic - squish_without_relic)*cooldown). I have =ward in the tables that shows what the boss dps has to be to make the 2nd best relic for that fight better than the reactive warding relic. This would change the distribution. Luckily you have the sheets to figure that out.

 

Please find my errors... or tell me what gearing assumptions are of interest

 

BUGS:

need to know if accuracy changes affect boss accuracy

because no internal/elemental damage is being assumed, the squish numbers do not reflect true tank performance

no set bonus, amps or tacticals assumed

 

Assumptions

 

 

no cooldowns, just perfect execution.

assuming 75% bland melee/ranged kinetic/energy damage.

 

5436 light armor rating

10269 heavy armor rating

 

the following gear is assumed (but solution d s a is likely not attainable):

implant/earpiece x3: Sund Tech Warding Package MK-19 1123 end 523 def 801 mastery 471 absorb

enhancements x7:

Superior Steadfast Enhancement 80 431 endurance 140 defense 409 shield

Superior Vigilant Enhancement 80 431 endurance 140 defense 409 absorb

Stim: 284 end 109 def

relic x2: 184 end 256 mastery . tertiary stats are not in the pool stated for the BiS calced because they are added in the BiS relic math. The d s a reported here includes the respective stat if used. WA would include the additional 723 absorb and AM would have 723 absorb and 723 shield,

crystal x 2: 41 endurance

datacrons: 63 endurance 200 mastery

augment x 14: 144 endurance, 144 power, 108 anything

armoring x 9: Resistive Superior Armoring 80: 451 endurance 431 mastery

 

Unlettered: Mod x 9: Warding Superior Mod 80R-1: 347 endurance 347 defense 349 mastery ;

BMOD: Warding Superior Mod 80BR-20: 366 337 339

LETHAL BMOD: Lethal Superior Mod 80BR-1 349 347 347

 

this gives the following:

unlet bmod lethal b

end 16013 16571 16571

def min 6149 5591 3026

def max 7661 7103 4538

mastery 10675 10585 10585

power 2016 2016 4581

tertiary 4276 4276 4276

augment 1512 1512 1512

 

pool 11937 11379 8814

(no A or M)

 

 

definitions:

defense d, absorb a, shield s,

fraction m/r+k/e kw (w for weapon), fraction f/tr+k/e kf, fraction m/r i/e ew, fraction f/t +i/e ef,

fraction named fn, fraction bland fb,

damage reduction of k/e dr_k, damage reduction of i/e dr_e, damage reduction of m/r dr_w, damage reduction of f/t dr_f, overall damage reduction dr

rdd is dynamic relic buff to defense rating, rda is dynamic relic buff to absorb rating, rds is dynamic relic buff to shield rating. rsd is static relic buff to defense

parentheses without a * means a function of. like f(x,a,b)=a*x+b

 

kw_squish(d,s,a)= (0*d+[(1-d)*(1-s)+(1-d)*s*(1-a)]*(1-(dr_k+dr_w+dr)))

ew_squish(d,s,a)=(0*d+[(1-d)*(1-s)+(1-d)*s*(1-a)]*(1-(dr_e+dr_w+dr)))

kf_squish(d,s,a)=(0*r+[(1-r)*(1-s)+(1-r)*s*(1-a)]*(1-(dr_f+dr_k+dr)))

ef_squish(d,s,a)=(0*r+(1-r)*(1-(dr_e+dr_f+dr)))

 

squish(d,s,a)= kw*(fn*kw_squish(d)+fb*kw_squish(d+0.1)) + ew*ew_squish + kf*kf_squish + ef*ef_squish

 

relics: relic_on_squish*time_on+relic_off_squish*time_off

for two on use relics it is assumed to have one relic used then when it loses its buff you use the 2nd relic, both on cd.

 

sigma= sqrt(sum(probability[ij]*(squish[ij] - squish)^2)

where i runs over kw_named, kw_bland, kf and ef (i thought there was ew damage, but i guess not)

and j runs over defended, resisted, shielded and full hit. note that squish[ij] differs from the squish previously calculated as it is independent of defense, shield and resistance. see the spreadsheet for more detail.

____________________________________________________

companion: 0.01 endurance, 1% healing received,.

base values: 5% defense, 5% shield, 20% absorb, 1123 mastery, 960 end, 52295 health +657 skill/buff

sin: additional 5% defense for 10% base, .

___________________________________________________

SIN

dark charge: 30% armor rating

tormet: discharge 0.05 additional defense (reduced accuracy)

swelling shadows: 0.02 dr, 20% armor rating

dark ward: .15 shield for 20 seconds, lose 1 stack when shield occurs

blood of sith: 0.10 i/e dr

dark bulwark: see math . up to 8 stacks from dark ward shields

lightning reflexes: 0.04 defense

wither: 0.05 m/r dr

harnessed darkness: dark protection: depricating volts - 0.04 dr

premonition: 0.02 resist, 0.04 absorb,

shroud of darkness: .02 endurance, 0.02 dr,

dark bastion: 0.03 shield, see math. 20% chance that ward shield pop will restore charge and increase 1 second

 

endurance: 0.01 companion, 0.02 shroud of darkness, 0.05 BH class buff = 0.08 passive

armor rating: 30% dark charge, 20% swelling shadows = 50%

defense: 0.05 base, 0.05 additional base, 0.05 tormet/discharge (accuracy reduction), .04

lightning reflexes, 0.02 premonition = 0.16 passive, 0.05 active

i/e resist: 0.02 premonition = 0.02 passive

shield: 0.2 shield, 0.15 dark ward, 0.03 dark bastion = 0.03 passive, 0.15 active

absorption: 0.20 shield, p(d,s,a) dark bulwark, 0.04 premonition = 0.24 passive, p(d,s,a) active

m/r dr: 0.05 wither = 0.05 active

i/e dr: 0.10 blood of sith, inq 0.10 class buff = 0.20 passive,

dr: .02 swelling shadows, 0.04 harnessed darkness/dark protection/depricating volts, 0.02 shroud

of darkness = 0.04 passive, 0.04 active

Bulwark math 6.0. swing timer T, effective absorb contribution A. calcs use swing timer of 0.85 seconds

discussion here: http://www.swtor.com/community/showthread.php?t=723680

m(T):=floor((23.75)/(T)):

with(SumTools);

p(d,s,r,kw,kf,fb,fn):=1/(kw+kf)*(kf*s*(1-r)+kw*s*(fb*(1-(d+0.1))+fn*(1-d))):

E(n,p):=Summation(piecewise(i<11,(n!)/(i!*(n-i)!)*p^(i)*(1-p)^(n-i)*i,i<19,(n!)/(i!*(n-i)!)*p^(i)

 

*(1-p)^(n-i)*10,19<=i,0),i=1..n):

P(m,p):=piecewise(m>=19,(m!)/(19!*(m-19)!)*p^(19)*(1-p)^(m-19),0):

A(T,p):=piecewise(m(T)<19,1/(m(T))*Summation(E(n,p),n=1..m(T)),Summation((Summ ation(E

(n,p),n=1..19+i)* P(19+i,p))/(19+i),i=0..m(T)-19)+((1- Summation(P(n,p),n=19..m(T)))*Summation(E

(n,p),n=1 ..m(T)))/(m(T))):

 

this assumes 23.75 second ward duration, 19 charges, 10 stacks of bulwark.

regression for absorb% = (-16.8500*p^3 + 5.1771*p^2 + 14.7145*p - 0.2669)/100 (only for 0.85 timer) R^2=1.0000

p is chance of ward proc, taking shield, resist, defense, damage weights into account. regression taken for p=.3 to .675

_______________

GUARDIAN

 

warding strike: .03 dr (active)

soresu form: stance: 61.5% armor rating, .06 dr, .15 shield,

dust storm: force sweep .05 defense (accuracy debuff on mob) (active)

lunge: m/r dr .03

guardian slash: f/t dr .05

expeditious protector: 15% armor rating

blade barricade: risposte: .05 defense (active)

blade barrier: blade storm: absorb = SH*Base*47545 + 1*BonusHeal

abating defense: .04 shield,

inner peace: i/e dr .05

warding power: warding strike: .03 absorb

defensive swings: .02 defense .02 resist (time average of .06*(6/18))

 

overall dr: warding strike: .03 dr, .06 dr soresu form: stance

armor rating: soresu form: stance: 61.5%, expeditious protector: 15% armor rating

shield: .15 shield stance, abating defense: .04 shield

defense: dust storm: force sweep .05 defense, blade barricade: risposte: .05 defense (active), defensive swings: .02 defense

resist: .02 resist defensive swings, .05 riposte

m/r dr: lunge: m/r dr .03

f/t dr: guardian slash: f/t dr .05

i/e dr: inner peace: i/e dr .05

absorb: warding power: warding strike: .03 absorb

bubble: 1 * BonusHealing + (0.05 * 47545)

 

Absorb Damage

- Damage Type = (int) 5

- Spell Type = (int) 3

- Level Cap = (int) 0

- Unknown (610) = (int) 0

- Amount Max = (float) 0

- Amount Min = (float) 0

- Amount Percent = (float) 1

- Standard Health Percent Max = (float) 0.05

- Standard Health Percent Min = (float) 0.05

- Max Damage Absorbed = (float) 0

- Healing Power Coefficient = (float)

______________________________________________

 

POWERTECH

 

stance: 15% shield, .05 dr, 61.5% armor rating,

combust: flame burst: .05 m/r dr

heat screen with heated absorbers:

-no buff: (.01*1.5+.02*1.5+.03*1.5)/4.5=.02 absorb for 4.5 of every 10.5 seconds=.02*4.5/10.5=.00871 absorb

-with buff: ((30+1)*1.5+(30+2)*1.5+(30+3)*3)/6=32.25 for 6 of every 10.5 seocnds = 32.25*6/10 = 19.35

total: .00871+.1935=0.19871 absorb

shield vents: .02 shield,

power armor: .02 dr, 15% armor rating,

ion screen: .02 dr

deflective plating: .04 m/r defense

firestorm: .05 f/t dr

ablative upgrades: .04 absorb

shield enhancers: rocket punch and rail shot: .03 shield

 

utility:

shield cannon: 12% max health every 105 seconds

class passive (not tree): 2.5% health every 3 seconds at most taking aoe

 

armor rating: 61.5+15=76.5

shield: .15+.02 shield, .03 shield = .2

.05 dr, .02 dr, .02 dr = .09 dr

.05 m/r dr

.05 f/t dr

0.19871 absorb, .04 absorb = .23871

.04 m/r defense

 

 

copy and paste into notepad/excel for legibility

UNLETTERED

 

 

sin m=1 m=0.9 m=0.8 m=0.7 m=0.6 m=0.5 m=0.4 m=0.3 m=0.2 m=0.1

d 6149 6149 6149 6149 6149 6149 6149 6149 6149 6149

s 3122 3136 3148 3157 3163 3165 3164 3159 3150 3546

a 3389 3375 3363 3354 3348 3346 3347 3352 3361 3688

base 0.17844 0.19847 0.21839 0.23823 0.25800 0.27772 0.29741 0.31709 0.33680 0.35565

S 0.17414 0.19365 0.21306 0.23237 0.25162 0.27082 0.28999 0.30915 0.32834 0.34680

A 0.17142 0.19060 0.20968 0.22866 0.24759 0.26647 0.28534 0.30422 0.32314 0.34272

M 0.17331 0.19273 0.21205 0.23126 0.25040 0.26948 0.28852 0.30755 0.32657 0.34360

I 0.17560 0.19593 0.21614 0.23627 0.25632 0.27632 0.29629 0.31626 0.33624 0.35537

relic WA WA WA WA WA WA WA WA WA AM

=ward 82995 74094 66892 60952 55975 51751 48126 44986 42245 40334

sigma 0.20408 0.20911 0.21210 0.21318 0.21240 0.20978 0.20528 0.19876 0.19005 0.18413

taken 4786 5361 5933 6503 7071 7637 8203 8769 9337 9895

 

jugg m=1 m=0.9 m=0.8 m=0.7 m=0.5 m=0.4 m=0.3 m=0.2 m=0.1

d 6149 6149 6149 6149 6149 6149 6149 6149 6149 6149

s 3255 3255 3255 3255 3255 3255 3255 3255 3255 3255

a 3256 3256 3256 3256 3256 3256 3256 3256 3256 3256

base 0.19798 0.21356 0.22915 0.24473 0.26032 0.27591 0.29149 0.30708 0.32266 0.33825

S 0.19447 0.20978 0.22509 0.24040 0.25571 0.27102 0.28633 0.30164 0.31695 0.33226

A 0.19247 0.20762 0.22277 0.23793 0.25308 0.26823 0.28338 0.29854 0.31369 0.32884

M 0.19372 0.20897 0.22422 0.23947 0.25473 0.26998 0.28523 0.30048 0.31573 0.33098

I 0.19506 0.21094 0.22682 0.24270 0.25857 0.27445 0.29033 0.30620 0.32208 0.33796

relic WA WA WA WA WA WA WA WA WA WA

=ward 101858 94424 88002 82398 77464 73088 69180 65669 62497 59617

sigma 0.20143 0.19961 0.19654 0.19216 0.18638 0.17906 0.17001 0.15893 0.14535 0.12849

taken 4904 5358 5813 6267 6722 7177 7631 8086 8540 8995

 

pt m=1 m=0.9 m=0.8 m=0.7 m=0.6 m=0.5 m=0.4 m=0.3 m=0.2 m=0.1

d 6149 6149 6149 6149 6149 6149 6149 6149 6149 6149

s 3754 3754 3754 3754 3754 3754 3754 3754 3754 3754

a 2757 2757 2757 2757 2757 2757 2757 2757 2757 2757

base 0.18767 0.19937 0.21106 0.22275 0.23445 0.24614 0.25783 0.26953 0.28122 0.29292

S 0.18307 0.19448 0.20588 0.21729 0.22870 0.24010 0.25151 0.26292 0.27432 0.28573

A 0.18197 0.19331 0.20464 0.21598 0.22732 0.23866 0.25000 0.26134 0.27267 0.28401

M 0.18041 0.19165 0.20290 0.21414 0.22538 0.23662 0.24786 0.25910 0.27034 0.28158

I 0.18527 0.19721 0.20914 0.22107 0.23301 0.24494 0.25687 0.26881 0.28074 0.29268

relic WM WM WM WM WM WM WM WM WM WM

=ward 77587 73036 68990 65368 62108 59157 56474 54024 51778 49711

sigma 0.19315 0.19313 0.19240 0.19096 0.18878 0.18584 0.18211 0.17752 0.17203 0.16553

taken 5034 5372 5709 6046 6383 6721 7058 7395 7732 8070

 

 

 

 

BMODS

 

 

sin m=1 m=0.9 m=0.8 m=0.7 m=0.6 m=0.5 m=0.4 m=0.3 m=0.2 m=0.1

d 5591 5591 5591 5591 5591 5591 5591 5591 5591 5591

s 3126 3139 3150 3158 3163 3575 3574 3569 3559 3546

a 3385 3372 3361 3353 3348 3659 3660 3665 3675 3688

base 0.18198 0.20164 0.22120 0.24068 0.26009 0.27875 0.29804 0.31733 0.33664 0.35600

S 0.17759 0.19674 0.21579 0.23475 0.25365 0.27189 0.29068 0.30947 0.32828 0.34714

A 0.17482 0.19364 0.21236 0.23100 0.24959 0.26858 0.28715 0.30573 0.32436 0.34305

M 0.17675 0.19581 0.21476 0.23363 0.25242 0.26958 0.28817 0.30674 0.32532 0.34393

I 0.17879 0.19878 0.21866 0.23847 0.25820 0.27718 0.29679 0.31639 0.33602 0.35569

relic WA WA WA WA WA AM AM AM AM AM

=ward 66178 59321 53733 49097 45194 42453 39538 37003 34780 32817

sigma 0.20447 0.20915 0.21187 0.21275 0.21185 0.21227 0.20816 0.20218 0.19417 0.18385

taken 4954 5518 6080 6639 7197 7763 8298 8832 9368 9905

 

jugg m=1 m=0.9 m=0.8 m=0.7 m=0.6 m=0.5 m=0.4 m=0.3 m=0.2 m=0.1

d 5591 5591 5591 5591 5591 5591 5591 5591 5591 5591

s 3255 3255 3255 3255 3255 3255 3255 3255 3255 3255

a 3256 3256 3256 3256 3256 3256 3256 3256 3256 3256

base 0.20175 0.21696 0.23217 0.24738 0.26258 0.27779 0.29300 0.30821 0.32342 0.33863

S 0.19818 0.21312 0.22806 0.24299 0.25793 0.27287 0.28781 0.30275 0.31769 0.33263

A 0.19614 0.21092 0.22571 0.24050 0.25528 0.27007 0.28485 0.29964 0.31442 0.32921

M 0.19742 0.21230 0.22718 0.24206 0.25694 0.27182 0.28671 0.30159 0.31647 0.33135

I 0.19847 0.21401 0.22955 0.24508 0.26062 0.27615 0.29169 0.30723 0.32276 0.33830

relic WA WA WA WA WA WA WA WA WA WA

=ward 81408 75701 70743 66393 62548 59124 56055 53289 50783 48502

sigma 0.20146 0.19938 0.19609 0.19155 0.18565 0.17827 0.16920 0.15817 0.14472 0.12809

taken 5080 5524 5967 6411 6854 7298 7741 8185 8629 9072

 

pt m=1 m=0.9 m=0.8 m=0.7 m=0.6 m=0.5 m=0.4 m=0.3 m=0.2 m=0.1

d 5591 5591 5591 5591 5591 5591 5591 5591 5591 5591

s 3754 3754 3754 3754 3754 3754 3754 3754 4139 4139

a 2757 2757 2757 2757 2757 2757 2757 2757 3095 3095

base 0.19079 0.20217 0.21355 0.22493 0.23632 0.24770 0.25908 0.27046 0.28130 0.29266

S 0.18611 0.19721 0.20831 0.21942 0.23052 0.24162 0.25272 0.26383 0.27437 0.28545

A 0.18499 0.19602 0.20706 0.21810 0.22913 0.24017 0.25120 0.26224 0.27145 0.28242

M 0.18341 0.19435 0.20529 0.21623 0.22717 0.23812 0.24906 0.26000 0.27162 0.28259

I 0.18808 0.19974 0.21139 0.22304 0.23469 0.24635 0.25800 0.26965 0.28076 0.29239

relic WM WM WM WM WM WM WM WM AM AM

=ward 62161 58661 55535 52724 50185 47879 45775 43849 41965 40336

sigma 0.19321 0.19302 0.19215 0.19061 0.18836 0.18539 0.18165 0.17712 0.16673 0.15999

taken 5190 5518 5846 6175 6503 6831 7159 7488 7812 8128

 

 

 

 

LETHAL B MODS

 

 

 

sin m=1 m=0.9 m=0.8 m=0.7 m=0.6 m=0.5 m=0.4 m=0.3 m=0.2 m=0.1

d 3470 3026 3026 3026 3026 3026 3026 3026 3026 3026

s 2900 3152 3159 3163 3165 3574 3571 3565 3556 3544

a 3167 3359 3352 3348 3346 3660 3663 3669 3678 3690

base 0.20474 0.22214 0.23935 0.25651 0.27363 0.28998 0.30703 0.32408 0.34115 0.35826

S 0.19971 0.21670 0.23345 0.25016 0.26683 0.28283 0.29943 0.31604 0.33267 0.34934

A 0.19655 0.21325 0.22972 0.24615 0.26255 0.27939 0.29581 0.31224 0.32871 0.34524

M 0.19882 0.21567 0.23233 0.24894 0.26551 0.28040 0.29682 0.31323 0.32966 0.34611

I 0.19963 0.21722 0.23499 0.25270 0.27037 0.28728 0.30487 0.32246 0.34008 0.35773

relic WA WA WA WA WA AM AM AM AM AM

=ward 56926 53422 49337 45830 42790 40685 38301 36185 34297 32602

sigma 0.20815 0.20825 0.20948 0.20929 0.20769 0.20804 0.20395 0.19834 0.19110 0.18202

taken 5606 6107 6601 7094 7586 8074 8546 9019 9493 9967

 

jugg m=1 m=0.9 m=0.8 m=0.7 m=0.6 m=0.5 m=0.4 m=0.3 m=0.2 m=0.1

d 4538 4389 3467 3026 3026 3026 3026 3026 3026 3026

s 2454 2533 3021 3255 3255 3255 3255 3255 3255 3255

a 2545 2615 3050 3256 3256 3256 3256 3256 3256 3256

base 0.22224 0.23739 0.25164 0.26451 0.27727 0.29003 0.30279 0.31555 0.32831 0.34107

S 0.21821 0.23310 0.24712 0.25982 0.27236 0.28489 0.29743 0.30996 0.32250 0.33503

A 0.21754 0.23237 0.24457 0.25715 0.26956 0.28196 0.29437 0.30677 0.31918 0.33159

M 0.21600 0.23074 0.24622 0.25882 0.27131 0.28380 0.29628 0.30877 0.32126 0.33375

I 0.21790 0.23339 0.24745 0.26055 0.27388 0.28720 0.30053 0.31386 0.32718 0.34051

relic WM WM WA WA WA WA WA WA WA WA

=ward 67100 67841 64454 62093 59235 56629 54242 52049 50026 48154

sigma 0.21011 0.20643 0.19422 0.18661 0.18015 0.17252 0.16353 0.15296 0.14045 0.12542

taken 5638 6080 6495 6872 7244 7617 7989 8361 8733 9105

 

pt m=1 m=0.9 m=0.8 m=0.7 m=0.6 m=0.5 m=0.4 m=0.3 m=0.2 m=0.1

d 3026 3026 3026 3026 3026 3026 3026 3026 3026 3026

s 3754 3754 3754 3754 3754 3754 3754 3754 4139 4139

a 2757 2757 2757 2757 2757 2757 2757 2757 3095 3095

base 0.21097 0.22034 0.22970 0.23907 0.24843 0.25779 0.26716 0.27652 0.28533 0.29467

S 0.20580 0.21493 0.22407 0.23320 0.24234 0.25147 0.26060 0.26974 0.27830 0.28741

A 0.20456 0.21364 0.22272 0.23180 0.24088 0.24996 0.25903 0.26811 0.27534 0.28436

M 0.20281 0.21181 0.22082 0.22982 0.23882 0.24782 0.25682 0.26582 0.27551 0.28453

I 0.20631 0.21614 0.22597 0.23580 0.24563 0.25546 0.26529 0.27512 0.28440 0.29421

relic WM WM WM WM WM WM WM WM AM AM

=ward 56213 53824 51630 49608 47738 46004 44392 42888 41373 40061

sigma 0.19241 0.19132 0.18975 0.18771 0.18517 0.18212 0.17853 0.17435 0.16446 0.15868

taken 5772 6042 6312 6582 6852 7122 7392 7662 7924 8184

 

 

 

Summary of extra damage taken due to mod choice (assumes 30k boss dps pre mitigation)

 

 

 

sin m=1 m=0.9 m=0.8 m=0.7 m=0.6 m=0.5 m=0.4 m=0.3 m=0.2 m=0.1

unlet 4786 5361 5933 6503 7071 7637 8203 8769 9337 9895

b mod 4954 5518 6080 6639 7197 7763 8298 8832 9368 9905

Lethal B 5606 6107 6601 7094 7586 8074 8546 9019 9493 9967

b mod % 3.51 2.93 2.47 2.10 1.79 1.65 1.15 0.71 0.33 0.10

lehtal b % 17.14 13.91 11.25 9.09 7.28 5.72 4.19 2.85 1.67 0.73

 

jugg m=1 m=0.9 m=0.8 m=0.7 m=0.6 m=0.5 m=0.4 m=0.3 m=0.2 m=0.1

unlet 4904 5358 5813 6267 6722 7177 7631 8086 8540 8995

b mod 5080 5524 5967 6411 6854 7298 7741 8185 8629 9072

Lethal B 5638 6080 6495 6872 7244 7617 7989 8361 8733 9105

b mod % 3.60 3.09 2.66 2.29 1.97 1.69 1.45 1.23 1.03 0.86

lehtal b % 14.97 13.47 11.73 9.65 7.77 6.13 4.69 3.40 2.26 1.23

 

PT m=1 m=0.9 m=0.8 m=0.7 m=0.6 m=0.5 m=0.4 m=0.3 m=0.2 m=0.1

unlet 5034 5372 5709 6046 6383 6721 7058 7395 7732 8070

b mod 5190 5518 5846 6175 6503 6831 7159 7488 7812 8128

Lethal B 5772 6042 6312 6582 6852 7122 7392 7662 7924 8184

b mod % 3.09 2.73 2.41 2.13 1.87 1.65 1.44 1.25 1.03 0.72

lehtal b % 14.65 12.48 10.57 8.87 7.35 5.98 4.74 3.61 2.48 1.42

 

additional 539 bonus damage (after class buff) from lethal B mods

 

sin:317,493 for B mod vs. 309,056 health

pt/jugg: 312,582 for B mod vs. 304,301 health

 

 

Boss Damage Weights (uses really old data... Use the last column since we cant avoid i/e anyway.

 

 

 

m/r+k/e f/t+k/e f/t+i/e frac m/r

TWH: 0.59138 0.38419 0.02443 0.60619

DG: 0.40343 0.36682 0.22975 0.52377

Op9: 0.83988 0.16012 0.00000 0.83988

Kephess: 0.29693 0.64313 0.05994 0.31586

TFB: 0.59982 0.30280 0.09738 0.66453

 

m/r+k/e f/t+k/e f/t+i/e frac m/r

Dash'roode: 0.98812 0.01188 0.00000 0.98812

Titan VI 0.57558 0.42442 0.00000 0.57558

Thrasher 0.80929 0.18899 0.00172 0.81068

Oasis 0.68926 0.31074 0.00000 0.68926

Olok 0.59796 0.33016 0.07188 0.64427

Cartel Warlords 0.86749 0.10645 0.02606 0.89070

stryak 0.69872 0.26197 0.03932 0.72731

 

m/r+k/e f/t+k/e f/t+i/e frac m/r

Sparky 0.72200 0.00000 0.27800 1.00000

Bulo 0.74400 0.14100 0.11500 0.84068

Torque 0.64600 0.10400 0.25000 0.86133

Mstr/Blstr 0.54200 0.29900 0.15900 0.64447

Cortani 0.31900 0.28700 0.39400 0.52640

 

m/r+k/e f/t+k/e f/t+i/e frac m/r

Malfar 0.52600 0.00000 0.47400 1.00000

Squad 0.51500 0.48500 0.00000 0.51500

Undrlrk 0.83200 0.16800 0.00000 0.83200

Cmndrs 0.70400 0.18100 0.11500 0.79548

Retrnd 0.43410 0.23000 0.33590 0.65367

 

m/r+k/e f/t+k/e f/t+i/e frac m/r

Nefra 0.97618 0.00000 0.02382 1.00000

Draxus 0.80238 0.10331 0.09430 0.88593

Grob'Thok 0.72334 0.27666 0.00000 0.72334

Corruptor 0.55820 0.36046 0.08134 0.60762

Brontes 0.59360 0.28720 0.11920 0.67393

 

m/r+k/e f/t+k/e f/t+i/e frac m/r

Bestia 0.57892 0.40457 0.01651 0.58864

Tyrans 0.62120 0.34260 0.03620 0.64453

Calphyus 0.96030 0.02990 0.00980 0.96980

Raptus 0.62960 0.33200 0.03840 0.65474

council 0.76820 0.18260 0.04920 0.80795

 

m/r+k/e f/t+k/e f/t+i/e frac m/r

Annihilation Droid 0.59909 0.40091 0.00000 0.59909

Gharj 0.72243 0.27757 0.00000 0.72243

Soa 0.02200 0.97800 0.00000 0.02200

 

m/r+k/e f/t+k/e f/t+i/e frac m/r

Jarg and Sorno 0.29840 0.19604 0.50556 0.60351

Foreman Crusher 0.98471 0.01529 0.00000 0.98471

G4-B8 Heavy Fabricator 0.92253 0.07747 0.00000 0.92253

Karagga 0.48050 0.35818 0.16132 0.57292

 

m/r+k/e f/t+k/e f/t+i/e frac m/r

Toth and Zorn 0.26927 0.27569 0.45504 0.49411

Firebrand and Stormcaller 0.59059 0.00215 0.40726 0.99637

Warlord Kephess 0.87879 0.06063 0.06058 0.93546

 

m/r+k/e f/t+k/e f/t+i/e frac m/r

Nightmare Pilgrim 0.48564 0.48564 0.02873 0.50000

 

Dxun aoe-kw aoe-kf aoe-ef sing-kw sing-kf sing-ef dmg (mil)

Pack leader 0.085925 0 0.065714 0.843614 0.00000 0.00475 3.74

TranSquad

Huntmaster 0.0983 0 0.0465 0.79416 0.06100 0.00000 8.22

Apex 0 0.0164 0.0823 0.9014 0.00000 0.00000 28.68

 

 

 

 

tl/dr:

sin: 200 more absorb than shield

jugg: equal shield and absorb. Jugg may want to use some defense mods for high melee ranged fights if using lethal.

pt: 1000 more shield than absorb

warding+avoidance/matrix or no warding if absorb is bugged

reinforced armor looks best since the average m is 0.6 at least overall, and like 85 for dxun

Edited by dipstik
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people are doing all sorts of weird stuff with gearing for this expansion. unlettered lethals with alacrity and crit... whatever your healers are okay with. from my estimation, for sins anyway, 100 defense reduced squish by 0.0006, where as it was 0.0013 for shield/absorb, but that was at 50% m/r. once we have damage profiles we will have a better idea since the current content is limited to one operation.

for juggs

0.000706773 for 100 points of defense

0.000908947 shield

0.000907045 absorb

 

PT:

0.000558238 d

0.00112126 s

0.001118912 a

 

 

 

the difference in squish between lettered and unlettered is 0.01378 for sins, 0.016415624 for juggs, 0.012542083 for PT with sins getting 55339.2 hp, and 54314.4 ho for juggs and PT.

 

is we assume bosses are doing 15k dps pre mitigation the extra damage taken per second is around 200 (post mitigation obv.) , and the TTK extension for high endurance is around 20 seconds (all of this is at 50% m/r)

 

sin squish dtps hp TTK

unlettered 0.24695 3704 313184 84.55

lettered 0.26073 3911 257845 65.93

diff 0.01379 207 55339 18.62

 

jugg squish dtps hp TTK

unlettered 0.25715 3857 308353 79.94

lettered 0.27356 4103 254038 61.91

0.01642 246 54314 18.03

 

PT squish dtps hp TTK

unlettered 0.21959 3294 308353 93.62

lettered 0.23213 3482 254038 72.96

0.01254 188 54314 20.66

 

 

I have not tey started getting into the enhancement stuff... you could argue that the mitigation to enduance trade is better than you can get on a mod.

Edited by dipstik
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I assume both relics (A and M), since they contain static buff, can stack? Meaning I could use 2x M relics?

 

Reason I ask is to make gearing easier at start for all tank classes. Put shield augment on A relic and absorb augment on M relic, swap A relic for M relic for PT to end up with 2x M relics on PT. That way you have 1 gear set and 1 extra relic for all 3 tank classes that is fairly close to optimal stats listed here.

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So I am looking at Stat priority as Shield chance> Shield absorb> Defense> Endurance. IF you get a mod that has high Shield chance or Shield absorb and lower defense with higher Endurance then take it. Defense is good up to 29% ish but trying to hit 30% is just silly. Seems to me, and I have not tested this, but 29% is close to is not the soft cap for Defense. At this point diminishing returns come into play. Shield and absorb are currently at 2799 and 3014 respectively and any boost to these stats in give a big return. 2357 Absorb to 3014 adds 4.21% absorb rating.

 

My conclusion, and again I HAVE NOT TESTED THIS, is that defense will reach the soft cap without any effort. You may need one or 2 mods that priorities Defense over Endurance but not many. 5697 Defense - 5264 defense losses less than 1% defense. 29.07% done to 28.20%

 

In conclusion, the required defense is what ever you get on mods with high Primary and secondary stats.

 

[Vigilant Superior Enhancement 80R-11] 409 Endurance - 409 Absorb - 184 defense. I will swap this out with a mod with higher absorb only.

 

If I am wrong feel free to flame away. I would want to know if I am wrong.

Edited by Kuniyosh
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for sins the amount of shield versus absob makes almost a smile curve (likely due to bulwark): there is a crossover point for sins when you have exatly the same amount of each stat.(m=.6)

 

shield-absorb for sins:

m=1 m=0.9 m=0.8 m=0.7 m=0.6 m=0.5 m=0.4 m=0.3 m=0.2 m=0.1

123 18 -8 -6 0 12 30 50 78 110

 

for juggs and pt, for low m/r fights, you will want more shield, with the difference in shield and absorb being greatest at higher m/r values (pt is almost constant difference between shield and absorb)

 

jugg

m=1 m=0.9 m=0.8 m=0.7 m=0.6 m=0.5 m=0.4 m=0.3 m=0.2 m=0.1

-28 -28 -31 -86 -134 -134 -134 -134 -134 -134

 

pt

m=1 m=0.9 m=0.8 m=0.7 m=0.6 m=0.5 m=0.4 m=0.3 m=0.2 m=0.1

-1087 -1137 -1140 -1140 -1140 -1140 -1140 -1140 -1140 -1140

 

 

for sins you want to minimize defense by m/r =0.8, for juggs at m=0.5 and pts at m=0.8. for higher values of m/r you will want to add defense. you may want to use unlettered defense mods in level capped content since endurance is capped, if you want extra mitigation.

Edited by dipstik
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Can you explain what the acronyms mean here? such as M or M/R

 

I'm just a dumbdumb trying to understand what i'm reading lol

 

this is near the top of the OP:

These are suggested defense, (d), shield (s) and absorb (a) ratings. format uses fraction melee damage (m) as tabulating header. high melee/ranged bosses would be closer to m=1, and high force/tech bosses are closer to m=0.1

boss_damage*squish - self _heals*heal_buff - heals_received*healer_buff*heal_buff - self_bubble - relic bubble = damage taken. Squish is the fraction of damage taken, so the lower the better. I have assumed 15,000 boss dps for these calcs.

 

S:Shrouded Crusader (on use shield and absorb)

A: Avoidance (Static Absorb buff)

M: Matrix Shield (Static shield buff)

I: Imperiling Serenity (Defense on Use)

W: Reactive Warding (bubble) - unknown bubble size at this point. Assumed 15000 in sheet, but not reporting.

 

this is from the assumptions spoiler:

 

definitions:

defense d, absorb a, shield s,

fraction m/r+k/e kw (w for weapon), fraction f/tr+k/e kf, fraction m/r i/e ew, fraction f/t +i/e ef,

fraction named fn, fraction bland fb,

damage reduction of k/e dr_k, damage reduction of i/e dr_e, damage reduction of m/r dr_w, damage reduction of f/t dr_f, overall damage reduction dr

rdd is dynamic relic buff to defense rating, rda is dynamic relic buff to absorb rating, rds is dynamic relic buff to shield rating. rsd is static relic buff to defense

parentheses without a * means a function of. like f(x,a,b)=a*x+b

 

kw_squish(d,s,a)= (0*d+[(1-d)*(1-s)+(1-d)*s*(1-a)]*(1-(dr_k+dr_w+dr)))

ew_squish(d,s,a)=(0*d+[(1-d)*(1-s)+(1-d)*s*(1-a)]*(1-(dr_e+dr_w+dr)))

kf_squish(d,s,a)=(0*r+[(1-r)*(1-s)+(1-r)*s*(1-a)]*(1-(dr_f+dr_k+dr)))

ef_squish(d,s,a)=(0*r+(1-r)*(1-(dr_e+dr_f+dr)))

 

squish(d,s,a)= kw*(fn*kw_squish(d)+fb*kw_squish(d+0.1)) + ew*ew_squish + kf*kf_squish + ef*ef_squish

 

relics: relic_on_squish*time_on+relic_off_squish*time_off

for two on use relics it is assumed to have one relic used then when it loses its buff you use the 2nd relic, both on cd.

 

 

sigma= sqrt(sum(probability[ij]*(squish[ij] - squish)^2)

where i runs over kw_named, kw_bland, kf and ef (i thought there was ew damage, but i guess not)

and j runs over defended, resisted, shielded and full hit. note that squish[ij] differs from the squish previously calculated as it is independent of defense, shield and resistance. see the spreadsheet for more detail.

Edited by dipstik
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this is near the top of the OP:

 

Oof, me and my reading.. lol

 

Ty for clarification, even if all this stuff still goes over my smooth brain :rak_02:

 

But from what I can gather, the goal is to essentially keep shield and absorb at equal ratings? except for PT which looks like it requires 1k more shield at all times, have I got that right?

Edited by Berronaxftw
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  • 2 weeks later...
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Isn't it true that stacking beyond say 500 absorb/shield suffers immense diminishing returns that you'd be better off stacking something else?

 

Given that 1 Enhancement gives you +409 of either of those, and that the BiS Ear/Implant gives +471, the short answer is "no". I am extremely curious to hear where you found that metric though!

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Isn't it true that stacking beyond say 500 absorb/shield suffers immense diminishing returns that you'd be better off stacking something else?

 

That works for PVP tanks. A lot of the PVP tanks are using dps stats only. (the skank tank builds).

 

If your question is about PVE tank gearing, then do anyone who gets teamed up with you a huge favour and go read a PVE tanking guide and pay attention to the gearing section.

 

500 points in shield/absorb is damn near useless. You may as well just go full dps gear, just make sure your healer is fine with it, since you will be taking a lot more damage than proper tanks.

 

2000 or so points in shield/absorb are needed just for a low mitigation build. At least 3000 points in shield for decent mitagation.

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Given that 1 Enhancement gives you +409 of either of those, and that the BiS Ear/Implant gives +471, the short answer is "no". I am extremely curious to hear where you found that metric though!

 

Yeah it's from smartys guide. The curve of the L-graph shows very low ceiling to hit diminishing returns for shield/absorb stats. Is that info still relevant for 6.0?

 

https://docs.google.com/spreadsheets/d/1tTZEODvA4-N_wLXlizG654Ii1z9gI88HavBk1WbTsk0/edit?usp=drivesdk

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Yeah it's from smartys guide. The curve of the L-graph shows very low ceiling to hit diminishing returns for shield/absorb stats. Is that info still relevant for 6.0?

 

https://docs.google.com/spreadsheets/d/1tTZEODvA4-N_wLXlizG654Ii1z9gI88HavBk1WbTsk0/edit?usp=drivesdk

 

That is definitely old considering it is about 258's. (Also can we talk about how they spelled it defenCe for some reason?).

 

Currently on my Juggernaut I run 3501 Shield and 3010 Absorb (PvE), Assassin I run 3138 / 3373, and Powertech I run 4375 / 2136.

 

As someone else said, in PvP stats have completely different priorities.

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Regardless, I think we need some updated graphs and hard data so we know where to put attributes. I know they changed alacrity according to some other threads. Maybe they did for tanks as well.

 

Alacrity and Accuracy have caps because there is a clear target. Accuracy is about getting to 110% (PvE), Alacrity is about GCD thresholds because the community discovered it doesn't actually affect the GCD as advertised, it only counts once you cross the amount needed to reduce it by a full 0.1s.

 

Because there are clearly defined goals, you can then use the formulas to give you clearly defined amounts. Tanks just have "take as little damage as possible", so there is no threshold for stopping a particular stat. It becomes about which stat gives you more of what you need in that slot. Defense being oversaturated means when you get to the Augment level you're getting so little of a return in comparison to Shield or Absorb that it isn't worth. Shield vs. Absorb is the same way. There is not definable threshold, it is just which gives you more in a given slot. You can do total stat efficiency, but that only tells part of the story.

 

Each class has their own passive buffs to Shield/Absorb (and Defense) so you will stray away from total efficiency in favor of what makes the class work better. However, in doing this the diminishing returns will be the curb of how far away from efficiency you will go. Again, there is no definable threshold. It's all about Stat vs. Stat, compared to Acc/Alac which is "get to this point then stop".

Edited by Jethsidi
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there is a link to the equations for 6.0 in the OP. here it is again:

http://www.swtor.com/community/showthread.php?t=969665

 

you can make graphs but you will not find a knee in the curve really. that is why you want to look at reducing damage taken, or maximizing dps.

 

you can look at the sheets here, or the ones i posted for markman and lethality to get an idea how to optimize stats. for the most part, only healers and dps taking low amounts of alacrity have to worry about mastery versus. crit, and maybe for classes with a ton of casts and channels the alacrity crit trade becomes something.

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Isn't it true that stacking beyond say 500 absorb/shield suffers immense diminishing returns that you'd be better off stacking something else?

 

Seems to work fine for PvP having zero stats in Shield / Absorb / Defence and just going with DPS mods. Wouldn't try it for PvE content though...

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So is Warding still bugged with sage/sorc shields? If so, would best relics be A/M then? That's what I'm gathering from the data I see.

 

I've been constantly checking my logs after I run ops and I haven't run into the Warding bug in a couple weeks now. So I would say it has been fixed? But I could just be getting really lucky timing with its procs.

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