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2.4 Tank Builds


dipstik

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update 2/18/14: updated df/dp average amr profiles to reflect findings that around 75% of melee/ranged kinetic/energy damage comes in at 90% accuracy, as opposed to the 50% assumed. this raises the value of defense. I have also worked with kbn on a new approach to calculating absorb contributions from kintetic bulward for sins/shadows. the new calc shows a lower contribution than previously simulated (previous simulations also had an error for probability of shielding an attack). the error is around 1.5% absorb, which makes absorb less valueable, but now increases the value of shield and decreases the value of defense (thus the numbers are almost exactly the same). more info will be posted about bulwark calcs once its all sorted out.

Update 2/6/13: fixed vanguard arkanian and DF warding relic swapped values in df/dp average relic cals.

Update 12/4/13: Added post for pvp data: http://www.swtor.com/community/showpost.php?p=6996995&postcount=75

Updated 11/19/13: data for DF/DP average taking damage debuffs as a boss damage modifier, rather than kinetic/internal resistance modifier http://www.swtor.com/community/showpost.php?p=6957897&postcount=74

Update 11/11/13: elidion was mistaking. changed AMR back to proper DF/DP average build.

Update 11/8/13: Updated AMR profiles (which are for DF/DP average) to reflect resistance contributing to melee/ranged defense (according to elidion http://www.swtor.com/community/showpost.php?p=6927221&postcount=5). this post shows before and after for 2682 budget for DF/DP average http://www.swtor.com/community/showpost.php?p=6927995&postcount=71

Update 10/21/13: Added AMR links... balanced between DF and DP numbers.

Update 10/18/13: added DF and DP stat weights using damage numbers in this post:http://www.swtor.com/community/showpost.php?p=6886558&postcount=59

Update 10/8/13: Used 180 and 396 as minimum defense values for sins and PTs respectivly. this changed the optimal points, relic info, spike and squish for TFB.

Note: I have included post 2.5 shadow data.

 

The tank builds here are for the damage weights reported in following post, which are for SnV HM (KBN) and TFB NiM (Thok-Zeus)

 

The BiS numbers are based on using the best possible gear, but the stat weights reported for various mitigation budgets are based on a minimum shield of 940, which is the shield rating you will have in full 78 gear. the optimal shield value for shadows and guardians is below this number (for SnV), but reducing shield rating is only possible by reducing your total mitigation.

 

HOW TO USE THE TABLES: Depending on your gear level, you will have a different mitigation pool (in the tables this is "total"). To find the values of your mitigation stats, such as defense, shield and absorb, for which the damage you take is minimized, add up your mitigation ratings (found by hovering over your character sheet), including stims, and use that as your total (assuming you are not stacking accuracy). In the total column, find your total, and use the mitigation ratings in that row to achieve minimum squishiness (d is defense, s is shield and a is absorb)

 

I have also provided tables for the relics as they affect each class. I used the mitigation (post armor) while the relic was "on" and applied that mitigation to the uptime (assumeing 23 or 42 seconds between procs), and used the BiS stat distribution as the baseline for the downtime (where 39 was part of def proc baseline, but diffference calculated is based on just the gear without the relics). the weighted value is the expected damage over an extended period of time. You want to use the lowest possible.

 

DISCLAIMERS:

you can find skill point info in my 2.2 tank thread (http://www.swtor.com/community/showthread.php?t=645948).

 

I have not taken "Oh Crap!" cooldowns, such as oil slick and the like into account because assuming that you have a 7% defense buff at all times is different then having a 20% buff for 20 seconds every 60 seconds. I have tried to include all buffs that come from skill tree as well as from debuffs on the boss from the tanks rotation, such as slow time and the like. I do not attempt to use mitigation stats with unmittigatable damage in mind.

 

examples of formulas used to minimize squaishiness are presented in the shadow section. I am using a revised version of Keyboardninjas 2.0 PTS spreadhsheet, where i have modified many things and double checked the equations to actual characters in game to make sure everything lines up.

 

I may have missed something ... so review my work

 

assumptions:

light armor (pre buffs etc): 3212

heavy armor: 6065

 

post armor mitigation (total_squish):

(0.KW*(1-dr)*(0.5*(1-d-0.1)*(1-s*a)+0.5*(1-d)*(1-s*a))+KF*(1-dr)*(1-r)*(1-s*a)+TI*(1-ir)*(1-r))

 

where d-0.1 from is from 90% accuracy attack, 0.5 from fraction melee/ranged kinetic/energy at 90% accuracy (based on conservative estimate and roughly supported by combat data)

KW is fraction pre mitigation damage from melee/ranged kinetic/energy

KF is fraction pre mitigation damage from force/tech kinetic/energy damage

TI is fraction pre mitigation damage from force/tech internal/elemental damage

dr is damage reduction form armor, to kinetic and energy damage

d is defense fraction

s is shield fraction

a is absorb fraction

ir is internal resistance

r is resiatance

 

spike: =KW*(0.5*(defense+0.1)*(0-total_squish)^2+0.5*defense*(0-total_squish)^2+shield*((1-absorb)*(1-dr)-total_squish)^2+(1-defense)*(1-shield)*((1-dr)-total_squish)^2)+KF*((1-shield)*(1-r)*((1-dr)-total_squish)^2+r*(0-total_squish)^2+shield*((1-absorb)*(1-dr)-total_squish)^2)+TI*(r*(0-total_squish)^2+(1-r)*((1-ir)-total_squish)^2)

 

---------------------

shadow tank 2.4

 

slow time debuffs boss damage by 0.05.

 

health= endurance*10*1.08, 0.05 from warrior/knight buff, and 0.03 from skill tree. remember you get a

base of 360 endurance before mods etc.

 

armor= armor_rating*(1+1.15), where 1.15 comes from stance (1.7 in 2.5)

 

kinetic/energy resist (damage reduction from armor and talents) = (armor/((armor)+240*55+800) + 0.02

+0.02 , where 0.02 comes from skill tree, 0.02 come from 4 set bonus (plus 0.04 in 2.5)

 

internal resist (internal/elemental damage reduction) = 0.10 + .02 + 0.09 + 0.02 +0.05 , where 0.1 is from willpower buff, 0.09 is from skill tree (tech mastery), 0.02 form 4 set bonus, 0.02 is form skill tree (jedi resistance) (plus 0.04 in 2.5)

 

force/tech resist = 0.02

 

defense = 0.1 + 0.05 +0.06 + 0.30*(1-(1-(0.01/0.3))^((Def_Rating/55)/1.2)) , where 0.1 from base, 0.05 from accuracy debuff of force breach, 0.06 from skill tree

 

shield = 0.15 + 0.2 + 0.05 + 0.5*(1-(1-(0.01/0.5))^((Shield_Rating/55)/0.78)) , where 0.15 comes form stance, 0.2 comes from kinetic ward (with 4 peice set bonus), 0.05 is base shield from shield offhand.

 

absorb = 0.04 +0.0552 + 0.2 + 0.50*(1-(1- (0.01/0.5))^((Abs_Rating/55)/0.65)) , where 0.04 comes from skill tree, 0.0552 comes from kinetic bulwark (simulation based on 2.0 BiS), 0.2 comes from base from shield offhand

 

self heals:

health*0.08 every 12 seconds from 3 stack telekinetic throw

368 every 6 seconds or so from combat technique.

you get 0.072 hps per point of endurance (none in 2.5)

Edited by dipstik
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Guardian 2.4

 

skill tree

dust storm: 5% defense

guard stance: 15% armor rating boost

blade barricade: 5% defense. 5% resistance

blade barrier: (0.05 * 11180 + BonusHealing) * 1.2. bonus healing = 0.14*strength+0.17*power+0.17*force power. remember you get a 5% buff to power and force power and a 11% buff to strength.

shield specializtion: 4% shield

inner peace: 5% internal resistance

guardian slash: 3% kinetic/energy resistance, 3% internal resistance

single saber mastery: 3% defense

 

sorusu form: 61.5% armor rating, 15% shield, 6% kinetic resistance, 6% internal resistance

offhand: 5% shield, 20% absorb

base 5% defense.

 

get 10% internal resistance from willpower buff.

 

get 0.01554 absorb per second for each point of strength (with 11% boost) and 0.01785 absorb per second from power.

 

absorb around 133 per second.

 

------------------------------

 

Vanguard 2.4 (powertech abilities).

combust: reduces boss damage by 5%

rebraced armor: 16% armor rating

shield vents: 2% shield

ablative upgrades: 4% absorb

ion screen: 2% kinetic reduciton, 2% internal

deflective plating: 4% defense

 

heat screen: 3% for 6 seconds after heat blast

heat blast: during heat blast: (25+0)*1.5+(25+1)*1.5+(25+2)*1.5*1+(25+3)1.5

taking time averaged for both gives (3*6+25*1.5+26*1.5+27*1.5+28*1.5)*(1/12) = 14.75% absorb. KBN got 15.33. so im just going to call this number 15%.

 

power armor: 2% kinetic reduction, 2% internal reduction

integrated cardio package: 3% endurance

 

stance: 5% kinetic damage reuction, 5% internal damage reduction, 60% increase armor rating, 15% shield chance,

 

extra 1.5% armor rating from bug for stance.

 

set bonus: 2% resistance, 2% defense

resist buff: 10% internal resistance

 

---------------------------------------

 

SHADOW Tank 2.4 http://swtor.askmrrobot.com/character/2b788b34-dc78-424e-b187-6091c2744c97

 

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

 

post 2.5

weighted relic base diff =warding

def proc 0.2896 0.2795 0.2931 0.0045 7134

abs proc 0.2902 0.2791 0.2941 0.0039 8261

shd use 0.2912 0.2767 0.2941 0.0029 11167

use def 0.2922 0.2829 0.2941 0.0019 17321

warding 32.3810

 

SnV data:

pre 2.5 slope/intercept: -3.59071E-05 0.393653719

post 2.5: -3.01971E-05 0.332054696

pre 2.5 spike at 2682: 0.05196

post 2.5 spike at 2682: 0.0375

 

total d s a squish pre 2.5 post 2.5

2500 493 940 1067 0.303945556 0.25661

2600 546 940 1114 0.300235105 0.25349

2700 599 940 1161 0.296645715 0.25047

2800 652 940 1208 0.293172978 0.24755

 

2682 590 940 1152 0.297283074 0.25101

 

relic data (2.4)

 

weighted relic base diff =proc dmg

def proc 0.2911 0.2773 0.2959 0.0062 5201

abs proc 0.2924 0.2786 0.2973 0.0049 6638

shd use 0.2937 0.2761 0.2973 0.0035 9163

use def 0.2947 0.2819 0.2973 0.0026 12629

warding 32.38095238

 

relic data (post 2.5):

weighted relic base diff =warding

def proc 0.2460 0.2344 0.2501 0.0052 6170

abs proc 0.2471 0.2355 0.2513 0.0041 7875

shd use 0.2483 0.2334 0.2513 0.0030 10882

use def 0.2491 0.2383 0.2513 0.0022 14982

warding 32.38095238

 

 

DF:

 

2500 542 940 1018

2600 595 940 1065

2700 648 940 1112

2800 702 940 1158

 

2682 639 940 1103

 

DP:

 

2500 183 1025 1292

2600 187 1076 1337

2700 192 1126 1381

2800 198 1176 1425

 

2682 191 1117 1373

 

---------------------------------------------------

 

guardian 2.4 http://swtor.askmrrobot.com/character/233ac3f1-564c-45e6-9d14-c8bbded2cba5

 

TFB DATA:

 

total d s a squish slope int

2500 691 940 869 0.3448 -2.374E-05 0.404152351

2600 744 940 916 0.3424

2700 797 940 963 0.3400

2800 849 940 1011 0.3377

 

2682 787 940 955 0.3405

spike: 0.0476

 

 

relic:

 

weighted relic base diff =warding

def proc 0.3365 0.3274 0.3397 0.0041 7889

abs proc 0.3374 0.3283 0.3406 0.0032 10068

shd use 0.3383 0.3268 0.3406 0.0023 14078

use def 0.3389 0.3304 0.3406 0.0017 19155

warding 32.38095238

 

 

SnV DATA:

slope intercept

-2.78264E-05 0.367329635

total d s a squish

2500 1021 940 539 0.2978

2600 1074 940 586 0.2949

2700 1127 940 633 0.2922

2800 1180 940 680 0.2895

 

2682 1118 940 624 0.2926

spike: 0.0425

 

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

 

DF:

 

2500 1068 940 492

2600 1121 940 539

2700 1174 940 586

2800 1227 940 633

 

2682 1164 940 578

 

DP:

 

2500 806 940 754

2600 859 940 801

2700 911 940 849

2800 964 940 896

 

2682 902 940 840

 

 

--------------------------

VANGUARD 2.4 http://swtor.askmrrobot.com/character/22712e06-24ae-4c33-9c4a-bfb3dd9b20a0

 

TFB DATA:

slope int: -2.54728E-05 0.371780738

total d s a squish

2500 396 1255 849 0.308113817

2600 396 1307 897 0.305536445

2700 396 1360 944 0.302988853

2800 396 1413 991 0.300472078

 

2682 396 1351 935 0.303445176

 

spike: 0.043491257

 

relics:

 

weighted relic base diff =proc dmg

def proc 0.2995 0.2909 0.3026 0.0039 8308.9640

abs proc 0.3000 0.2901 0.3034 0.0035 9288.7140

shd use 0.3008 0.2879 0.3034 0.0026 12476.4310

use def 0.3018 0.2938 0.3034 0.0016 20174.8967

warding 32.3810

 

 

 

SnV DATA:

 

slope/intercept: -2.6005E-05 0.331636901

 

total d s a squish

2500 788 1034 679 0.266636428

2600 783 1089 728 0.26401201

2700 781 1143 776 0.261411002

2800 780 1196 824 0.258835096

 

2682 781 1133 767 0.261877374

spike: 0.032540225

 

relics:

 

weighted relic base diff =warding

def proc 0.2575 0.2474 0.2610 0.0045 7119

abs proc 0.2585 0.2484 0.2620 0.0036 9085

shd use 0.2594 0.2460 0.2620 0.0027 12116

use def 0.2602 0.2508 0.2620 0.0019 17285

warding 32.3810

 

DF:

 

2500 834 1023 643

2600 829 1079 693

2700 825 1133 741

2800 824 1187 789

 

2682 826 1124 733

 

DP:

 

2500 396 1255 849

2600 396 1307 897

2700 396 1360 944

2800 396 1413 991

 

2682 396 1351 935

Edited by dipstik
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(The following is dipstik's work. We are putting it in this reply to avoid a forum bug)

 

BOSS DATA

 

SnV HM Boss Data

m/r+k/e m/r+i/e

f/t+k/e f/t+i/e

 

Dash'roode:

3909 0

47 0

 

Titan VI:

1546 0

1140 0

 

Thrasher:

5177 0

1209 11

 

Oasis:

3061 0

1380 0

 

Olok:

1697 0

937 204

 

Cartel Warlords:

4360 0

535 131

 

stryak

 

m/r+k/e = 1635

f/t+k/e = 613

f/t+i/e = 92

-----------------------------

TFB damage weights

 

length (s) premit dps

TWH 229.82 4698

DG 307.2 4028

OP 430.87 3697

Keph 326 3172

TFB 593.42 4111

 

these vales seem low, but i havent run the numbers myself. the average dps of the instance is 3962 when each fight is weighted by its overall contribution of damage for the instance.

 

m/r: f/t: i/e:

TWH: 0,591375329 0,384192611 0,024432059

DG: 0,403433936 0,366816676 0,229749388

Op9: 0,839883773 0,160116227 0

Kephess: 0,296927638 0,64312938 0,059942982

TFB: 0,5998206 0,302798519 0,09738088

 

premit damage/s:

 

m/r f/t i/e

TWH: 2778.281296 1804.936886 114.7818132

DG: 1625.031894 1477.537571 925.4305349

Op9: 3105.050309 591.9496912 0

Kephess: 941.8544677 2040.006393 190.1391389

TFB: 2465.862487 1244.804712 400.3327977

 

 

rough overall:

m/r f/t i/e

0.575044534 0.342310329 0.082645137

which gives 62.6% m/r

Edited by KeyboardNinja
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I still prefer the variable (range bounded) shield rating approach, rather than picking a single static value, since the shield rating does increase with stat budget. With that said, the fact that I use that approach and you stick with static values gives us a nice way to cross-check our results.

 

I'll be updating my tanking stat distributions post as soon as we have numbers for HM DP/DF, and I'll probably include separate sections for each. Preliminary results seem to indicate DF is fairly close to SV in terms of M/R vs F/T, while DP is much more F/T heavy (closer to TfB). I really wish Bioware would settle on a single ratio goal, just for the sake of tank sanity everywhere.

Near a single ratio would probably make tank balance a lot easier to since you know what value defence has versus shield/absorb.

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Thanks for the number. One small note, I believe the minimum defense rating for shadow (maybe for other classes as well) is 110 from earpiece. I assume that 70 in TFB comes from stim. Would stat budget stay the same for shadow post 2.5?
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why the numbers for shadows in 2.5 when 2.4 just hit and will just confuse more people that are just starting out?

 

Any chance you could just post the 2.4 shadow stats (and relics) instead of the "proposed" changes to 2.5 that will take at least 2-3 months to arrive (and might be changed even a bit in the process).

 

When 2.5 hits, it's easy enough to edit the post with the new and updated numbers for that time.

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You seem to be missing the warding relic. Which is just bonkers. I think it's bis as it currently stands.

 

It's there and listed as BiS, although I think dipstik should probably explain it a bit better.

 

The last number at the end of each relic is the amount of pre-mitigation damage taken per second you would need to receive for that relic to be better than the warding relic. Since most of them have numbers above 7000, it's nearly always BiS or second best.

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It's there and listed as BiS, although I think dipstik should probably explain it a bit better.

 

The last number at the end of each relic is the amount of pre-mitigation damage taken per second you would need to receive for that relic to be better than the warding relic. Since most of them have numbers above 7000, it's nearly always BiS or second best.

 

I'll have to disagree, since it's not mentioned in his post. Unless by "damage proc" he means the warding. Which is wildly inaccurate name for it.

 

If this truely is the case, glad to know this oversight was not made. I understand how his tables work, but the labeling is not correct. As it is currently, damage proc is a relic a tank shouldn't use. And if we want to go with that it procs from damage...well...so do all of them.

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Proposed changes:

 

Post 2.4 relic data for shadows (stats asre same, and I listed 2.4 squish and spike)

Call proc dmg relic warding relic (I couldn't call it proc absorb)

Add 110 defense to tfb shadow builds.

 

Good start

Edited by dipstik
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Add 110 defense to tfb shadow builds.

 

Yeah, this occurred to me today as well. In fact, we already have to take 70 defense rating as the minimum because of the stim. Beyond that, because the FR relic is still BiS even with high F/T ops (like TfB), we actually need to set the minimum defense to at least 249 (Kell Dragon FR + stim; I don't have a Dread Forged relic handy to look at). That's enough to have a noticeable effect on the shield/absorb ratings, I would guess.

Edited by KeyboardNinja
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i think 70 from stim, 110 from ear and another 39 from def relic for 219 min for f/t heavy instances.

 

i havent been adding the 39 def to the stat budget, in order to better compare the relics.

 

the 39 def rating should not affect the shield absorb values (since the only change in budget is coming from def only stat pool, not a def/abs pool), but the 110 defense will affect shield and absorb. i will update the shadow tfb numbers and set min def to 180.

Edited by dipstik
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Implant and ears numbers for the minimum of sheild, abs and defense possible. Asssuming that you don't want any accuracy so those options are not included for the min numbers at the bottom.

 

This is lacking the oricon mk-2 implant/ear if they exist, so if anyone know the numbers for them that would be useful.

 

Assassin

Oricon Ear 76 defense 88 shield

Oricon Implant 76 absorb 88 accuracy

Dread Forged Ear 94 shield 110 defense

Dread Forged implant V 94 accuracy 110 defense

Dread Forged implant X 94 shield 110 absorb

 

Juggernaut

Oricon Ear 76 defense 88 shield

Oricon Implant 88 accuracy 76 absorb

Dread Forged Ear 94 shield 110 absorb

Dread Forged implant V 94 accuracy 110 absorb

Dread Forged implant X 94 shield 110 defense

 

Powertech

Oricon Ear 76 defense 88 shield

Oricon Implant 76 absorb 88 accuracy

Dread Forged Ear 94 shield 110 defense

Dread Forged implant V 94 accuracy 110 defense

Dread Forged implant X 94 shield 110 defense

 

Total min numbers, including stim, no accuracy

 

Defense

Assasin: Possible min: 146 Dreadforged only: 180

Jugger: Possible min: 290 Dreadforged only: 290

Powertech: Possible min: 366 Dreadforged only: 396

 

Shield

Assasin: Possible min: 276 Dreadforged only: 282

Jugger: Possible min: 276 Dreadforged only: 282

Powertech: Possible min: 276 Dreadforged only: 282

 

Absorb

Assasin: Possible min: 220 Dreadforged only: 220

Jugger: Possible min: 0 Dreadforged only: 0

Powertech: Possible min: 0 Dreadforged only: 0

Edited by Berjiz
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there are absorb implants for sins. vanguards will be affected for high force/tech fights too. ill update these soon.

 

for some reason im getting an error when i try to edit the first post.

Edited by dipstik
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there are absorb implants for sins. vanguards will be affected for high force/tech fights too. ill update these soon.

 

for some reason im getting an error when i try to edit the first post.

 

Interesting. We thought that error was exclusive to The Ebon Hawk progression thread, which uses a bunch of special characters. If you cut down the length of your post, you'll see it start working. You have the first reply, and I have the second; you're welcome to split the post into my reply if you need the space to avoid the edit bug.

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Interesting. We thought that error was exclusive to The Ebon Hawk progression thread, which uses a bunch of special characters. If you cut down the length of your post, you'll see it start working. You have the first reply, and I have the second; you're welcome to split the post into my reply if you need the space to avoid the edit bug.

 

If you could put the boss data in your reply, that would be great:

 

BOSS DATA

 

SnV HM Boss Data

m/r+k/e m/r+i/e

f/t+k/e f/t+i/e

 

Dash'roode:

3909 0

47 0

 

Titan VI:

1546 0

1140 0

 

Thrasher:

5177 0

1209 11

 

Oasis:

3061 0

1380 0

 

Olok:

1697 0

937 204

 

Cartel Warlords:

4360 0

535 131

 

stryak

 

m/r+k/e = 1635

f/t+k/e = 613

f/t+i/e = 92

-----------------------------

TFB damage weights

 

length (s) premit dps

TWH 229.82 4698

DG 307.2 4028

OP 430.87 3697

Keph 326 3172

TFB 593.42 4111

 

these vales seem low, but i havent run the numbers myself. the average dps of the instance is 3962 when each fight is weighted by its overall contribution of damage for the instance.

 

m/r: f/t: i/e:

TWH: 0,591375329 0,384192611 0,024432059

DG: 0,403433936 0,366816676 0,229749388

Op9: 0,839883773 0,160116227 0

Kephess: 0,296927638 0,64312938 0,059942982

TFB: 0,5998206 0,302798519 0,09738088

 

premit damage/s:

 

m/r f/t i/e

TWH: 2778.281296 1804.936886 114.7818132

DG: 1625.031894 1477.537571 925.4305349

Op9: 3105.050309 591.9496912 0

Kephess: 941.8544677 2040.006393 190.1391389

TFB: 2465.862487 1244.804712 400.3327977

 

 

rough overall:

m/r f/t i/e

0.575044534 0.342310329 0.082645137

which gives 62.6% m/r

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a few things that need to be fixed:

 

i need to double check the % armor increase for both guardians and vanguards. they might be off by 1-2%. this wont change optimal distributions though.

 

another thing is the heat screen including hammer shot. kitru did a simulation that gave 16.33, so i will be using that number and updating soonish. this will increase the amount of absorb in optimal load outs by a small amount.

 

now is the best time to see if u find any faults and to ask direct questions to check my work, before misonformation has been seeded.

Edited by dipstik
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So ye I have a question....

 

What gear should my tank have? You know the type that does every op in the game but competes with many others for gear and can't have 2, 3, 100 sets?

 

ATM I am thinking of either doing an average of the values, having DR curves in mind or only looking at the hard to heal fights. Nobody will mind a bit more healing on WH or DR if I can take Thrasher or Kephess unattended for a few GCDs.

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For all of the numbers you've also specificly mentioned values for the mitigation pool of 2682. How did you guys come to this number? My understanding is that when going all unlettered mods and using Bulwark/Bastion Enhancements your total mitigation budget when using a stim was 2721 for full Dread Forged:

 

9 Mods with 69 Def/Abs

7 Enhancements with 94 Shield and 39 Def/Abs

Implant/Ear is 94 Shield and 110 Def/Abs

14 Augs with 32 stat

Relic with 39 Def

Stim with 70 Def

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Is the Conqueror Relic of Reactive Warding arguably superior to the Obroan, and maybe Dread Forged, versions? That one has +21 absorb on it as opposed to +21 power. I'm not sure if it's bugged, or if all other versions are bugged.

 

Did the math for that in a previous thread in this section. Don't recall which one. Basically, it would become viable at about the time when there's so much dps on the tank, that the warding relic itself would not be viable anymore.

Edited by THoK-Zeus
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