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4.0 Tank Stats


dipstik

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updates:

 

 

8/25/16: updated for 4.7 relics (including sheets). removed squish summary since no elemental damage is being assumed and the numbers are in the tables.

8/12/16: preliminary 4.7 relic info http://www.swtor.com/community/showpost.php?p=9025722&postcount=56

2/25/16: updated for shield added to relics.

10/29/15: updated for new 4 set for sins. fixed inconsistent relic contributions (pt and jugg had crusader relic only giving 460 shield and absorb).

10/28/15: added 198 bmods numbers.

10/27/15b: updated for only 220 b mods being available, and using 1 dps relic for bmod setup

10/27/15a: updated armor rating values, added new force scream bubble values.

10/26/15: updated bulwark/bastion numbers for better regression about p=0.55

10/24/15: updated for new bulwark math and fixed some bad results.

10/22/15: using new format for damage weights where fraction melee varies from 1 to 0.1, the rest is taken as force/tech kinetic energy. updated for corrected 224 gear pool and defense values, and relic contributions.

 

 

 

These are suggested defense, (d), shield (s) and absorb (a) ratings for various gear sets. right now this assumes nothing has changed in defense, shield absorb equations other than the level. new 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 6,000 dps for these calcs.

 

Just copy the tabled sections and paste into notepad, it will look alot better.

 

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

D: Fortunate Redoubt (defense)

A: Shield Amplification (absorb)

S: Shrouded Crusader (shield and absorb) on Use

W: Reactive Warding (bubble)

E: Eternal Defender (shield and absorb) Proc

 

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.

 

Please find my errors.

 

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

 

220 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 2506 2506 2506 2506 2506 2506 2506 2506 2506 2506

s 1288 1295 1301 1306 1311 1315 1318 1320 1322 1323

a 1458 1451 1445 1440 1435 1431 1428 1426 1424 1423

base 0.17317 0.19157 0.20988 0.22813 0.24630 0.26442 0.28249 0.30052 0.31852 0.33650

D 0.17000 0.18873 0.20736 0.22593 0.24442 0.26286 0.28125 0.29959 0.31790 0.33619

A 0.17040 0.18848 0.20648 0.22440 0.24225 0.26005 0.27781 0.29552 0.31320 0.33086

S 0.17041 0.18849 0.20649 0.22442 0.24228 0.26008 0.27783 0.29555 0.31323 0.33088

E 0.16961 0.18760 0.20551 0.22335 0.24111 0.25882 0.27648 0.29410 0.31169 0.32925

relic WE WE WE WE WE WE WE WE WE WE

=ward 23372 23968 21724 19860 18290 16951 15797 14793 13914 13138

sigma 0.19118 0.20248 0.21092 0.21687 0.22057 0.22215 0.22169 0.21918 0.21457 0.20773

 

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 2971 2506 2506 2506 2506 2506 2506 2506 2506 2506

s 1106 1352 1358 1358 1358 1358 1358 1358 1358 1358

a 1175 1394 1388 1388 1388 1388 1388 1388 1388 1388

base 0.17531 0.19076 0.20518 0.21960 0.23402 0.24844 0.26286 0.27728 0.29170 0.30612

D 0.17244 0.18771 0.20247 0.21722 0.23198 0.24674 0.26150 0.27626 0.29102 0.30578

A 0.17335 0.18863 0.20288 0.21714 0.23140 0.24565 0.25991 0.27417 0.28843 0.30268

S 0.17323 0.18853 0.20278 0.21703 0.23128 0.24553 0.25978 0.27403 0.28828 0.30252

E 0.17263 0.18788 0.20208 0.21629 0.23049 0.24469 0.25889 0.27309 0.28729 0.30149

relic WD WD WE WE WE WE WE WE WE WE

=ward 13451 12615 14191 14974 14051 13236 12510 11859 11273 10742

sigma 0.19797 0.19968 0.20237 0.20331 0.20245 0.19978 0.19522 0.18865 0.17982 0.16840

 

pt 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 2506 2506 2506 2506 2506 2506 2506 2506 2506 2506

s 1589 1589 1589 1589 1589 1589 1589 1589 1589 1589

a 1157 1157 1157 1157 1157 1157 1157 1157 1157 1157

base 0.17436 0.18524 0.19611 0.20698 0.21785 0.22872 0.23960 0.25047 0.26134 0.27221

D 0.17169 0.18283 0.19397 0.20511 0.21625 0.22739 0.23853 0.24967 0.26081 0.27195

A 0.17170 0.18241 0.19311 0.20382 0.21452 0.22523 0.23594 0.24664 0.25735 0.26805

S 0.17160 0.18230 0.19300 0.20370 0.21440 0.22510 0.23580 0.24650 0.25720 0.26790

E 0.17080 0.18145 0.19210 0.20275 0.21340 0.22405 0.23470 0.24535 0.25600 0.26665

relic WE WE WE WE WE WE WE WE WE WE

=ward 13965 13146 12417 11765 11177 10646 10163 9722 9317 8945

sigma 0.16989 0.17715 0.18289 0.18723 0.19028 0.19210 0.19271 0.19214 0.19038 0.18738

 

 

 

 

224 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 2931 2931 2931 2931 2931 2931 2931 2931 2931 2931

s 1309 1316 1323 1329 1334 1338 1341 1344 1346 1347

a 1481 1474 1467 1461 1456 1452 1449 1446 1444 1443

base 0.16691 0.18580 0.20460 0.22331 0.24196 0.26054 0.27907 0.29755 0.31600 0.33443

D 0.16429 0.18345 0.20251 0.22149 0.24040 0.25924 0.27803 0.29678 0.31549 0.33417

A 0.16425 0.18281 0.20128 0.21967 0.23799 0.25624 0.27444 0.29260 0.31073 0.32883

S 0.16426 0.18283 0.20130 0.21969 0.23801 0.25627 0.27447 0.29263 0.31075 0.32885

E 0.16349 0.18196 0.20035 0.21864 0.23687 0.25503 0.27314 0.29120 0.30923 0.32723

relic WE WE WE WE WE WE WE WE WE WE

=ward 27817 24784 22340 20329 18649 17227 16008 14955 14036 13228

sigma 0.19013 0.20208 0.21100 0.21729 0.22123 0.22296 0.22257 0.22006 0.21537 0.20837

 

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 2980 2931 2931 2931 2931 2931 2931 2931 2931 2931

s 1349 1381 1381 1381 1381 1381 1381 1381 1381 1381

a 1392 1409 1409 1409 1409 1409 1409 1409 1409 1409

base 0.16964 0.18468 0.19967 0.21465 0.22964 0.24462 0.25961 0.27459 0.28958 0.30457

D 0.16687 0.18215 0.19741 0.21268 0.22795 0.24322 0.25848 0.27375 0.28902 0.30428

A 0.16775 0.18261 0.19743 0.21225 0.22706 0.24188 0.25670 0.27152 0.28634 0.30115

S 0.16765 0.18252 0.19733 0.21214 0.22695 0.24176 0.25657 0.27138 0.28619 0.30100

E 0.16708 0.18190 0.19666 0.21142 0.22618 0.24094 0.25569 0.27045 0.28521 0.29997

relic WD WE WE WE WE WE WE WE WE WE

=ward 13944 15221 16497 15346 14344 13466 12688 11996 11375 10815

sigma 0.19427 0.19923 0.20250 0.20384 0.20328 0.20081 0.19637 0.18980 0.18089 0.16925

 

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 2931 2931 2931 2931 2931 2931 2931 2931 2931 2931

s 1613 1613 1613 1613 1613 1613 1613 1613 1613 1613

a 1177 1177 1177 1177 1177 1177 1177 1177 1177 1177

base 0.16884 0.18014 0.19145 0.20276 0.21406 0.22537 0.23668 0.24798 0.25929 0.27060

D 0.16662 0.17815 0.18968 0.20121 0.21274 0.22426 0.23579 0.24732 0.25885 0.27037

A 0.16626 0.17739 0.18853 0.19966 0.21079 0.22193 0.23306 0.24420 0.25533 0.26646

S 0.16617 0.17729 0.18842 0.19955 0.21068 0.22180 0.23293 0.24406 0.25519 0.26632

E 0.16539 0.17647 0.18754 0.19862 0.20970 0.22077 0.23185 0.24292 0.25400 0.26507

relic WE WE WE WE WE WE WE WE WE WE

=ward 14442 13535 12736 12025 11390 10819 10302 9832 9404 9011

sigma 0.16974 0.17742 0.18347 0.18804 0.19124 0.19315 0.19379 0.19318 0.19131 0.18813

 

 

 

198 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 1700 1318 1318 1318 1318 1318 1318 1318 1318 1318

s 1544 1758 1773 1776 1779 1781 1782 1783 1784 1783

a 1684 1852 1837 1834 1831 1829 1828 1827 1826 1827

base 0.17811 0.19380 0.20842 0.22300 0.23753 0.25202 0.26649 0.28093 0.29536 0.30978

D 0.17384 0.18945 0.20457 0.21963 0.23465 0.24963 0.26458 0.27950 0.29441 0.30931

A 0.17528 0.19073 0.20508 0.21941 0.23369 0.24793 0.26215 0.27635 0.29053 0.30471

S 0.17529 0.19076 0.20513 0.21946 0.23374 0.24799 0.26221 0.27640 0.29059 0.30476

E 0.17447 0.18987 0.20417 0.21842 0.23263 0.24681 0.26095 0.27508 0.28918 0.30329

relic WD WD WE WE WE WE WE WE WE WE

=ward 17324 17010 19188 20624 19282 18108 17072 16153 15333 14598

sigma 0.18722 0.19319 0.20037 0.20597 0.20997 0.21250 0.21360 0.21332 0.21166 0.20858

 

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 2340 2340 1952 1472 1318 1318 1318 1318 1318 1318

s 1268 1268 1472 1728 1816 1816 1816 1816 1816 1816

a 1320 1320 1504 1728 1794 1794 1794 1794 1794 1794

base 0.18105 0.19536 0.20971 0.22282 0.23438 0.24565 0.25692 0.26819 0.27946 0.29073

D 0.17736 0.19203 0.20631 0.21927 0.23116 0.24296 0.25477 0.26658 0.27839 0.29020

A 0.17903 0.19317 0.20738 0.22039 0.23183 0.24298 0.25413 0.26528 0.27642 0.28757

S 0.17892 0.19305 0.20727 0.22030 0.23175 0.24290 0.25404 0.26519 0.27633 0.28748

E 0.17831 0.19239 0.20657 0.21957 0.23099 0.24209 0.25320 0.26431 0.27542 0.28653

relic WD WD WD WD WE WE WE WE WE WE

=ward 10447 11608 11337 10868 11983 14017 13402 12838 12321 11843

sigma 0.19650 0.20080 0.20011 0.19672 0.19459 0.19261 0.18936 0.18478 0.17876 0.17114

 

pt 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 1506 1318 1318 1318 1318 1318 1318 1318 1318 1318

s 1942 2042 2049 2049 2049 2049 2049 2049 2049 2049

a 1480 1568 1561 1561 1561 1561 1561 1561 1561 1561

base 0.17817 0.18678 0.19502 0.20326 0.21150 0.21975 0.22799 0.23623 0.24447 0.25271

D 0.17430 0.18306 0.19172 0.20037 0.20903 0.21768 0.22634 0.23499 0.24364 0.25230

A 0.17550 0.18400 0.19211 0.20023 0.20835 0.21647 0.22459 0.23270 0.24082 0.24894

S 0.17542 0.18393 0.19204 0.20016 0.20827 0.21639 0.22450 0.23262 0.24073 0.24885

E 0.17462 0.18309 0.19117 0.19925 0.20733 0.21540 0.22348 0.23156 0.23964 0.24772

relic WD WD WE WE WE WE WE WE WE WE

=ward 9964 10382 11680 12418 11934 11486 11071 10685 10324 9988

sigma 0.16680 0.17260 0.17800 0.18255 0.18621 0.18905 0.19108 0.19235 0.19287 0.19263

 

 

 

Assumptions and Math

 

 

no cooldowns, just perfect execution. using new set bonuses

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

 

unlettered assumptions: 116 defense from enhancements, 168 absorb/shield from enhancements, 128 defense from mod, 77 defense from each relic, 81 defense from stim, 1022 def/shield/absorb from augments. assuming implant/ear is equivalent to a mod+enhancement gives defense min of 2931 (mod,enhancement, relic, stim), and a pool of 5633.

 

220 lettered assumptions: 116 defense from enhancements, 168 absorb/shield from enhancements, 99 defense from mod, 77 defense from one relic, 81 defense from stim, 1022 def/shield/absorb from augments. assuming implant/ear is equivalent to a mod+enhancement gives defense min of 2506 (mod,enhancement, relic, stim), and a pool of 5208.

 

198 lettered assumptions: 116 defense from enhancements, 168 absorb/shield from enhancements, 72 defense/absorb from mod, 77 defense from one relic, 81 defense from stim, 1022 def/shield/absorb from augments. assuming implant/ear is equivalent to a mod+enhancement gives defense min of 1318 (mod,enhancement, relic, stim), and a pool of 4884.

 

heavy armor: 7450

light armor: 3987

 

definitions:

defense d, absorb a, shield s, (http://www.swtor.com/community/showthread.php?t=779094)

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

def_relic_squish=6/22*squish(d+rdd+rsd,s,a) + ((22-6)/22)*squish(d+rsd,s,a)

two relics: 6/22*6/22*both_on+6/22*16/22*one_on+6/22*16/22*other_on+16/22*16/22*both_off

similar for other relics.

 

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.

 

 

SHADOW

 

m/r dr:

0.05 slow time active

 

i/e dr:

0.10 willpower buff passive

0.10 technique mastery passive

0.02 old 4 set

 

overall dr:

0.02 elusiveness passive tree

0.02 mental fortitude passive tree

0.04 harnessed shadows active utility

0.006 224 2 set active .02*(3/10)

0.0114 198 4 set passive

0.02 186 4 set passive

 

endurance

0.01 companion passive

0.02 mental fortitude passive tree

0.03 shadows training passive

0.05 aim buff passive

 

heals:

0.01 companion passive

 

armor scalar

0.2 elusivness passive

1.3 stance passive

 

resistance:

0.02 shadow sight passive tree

 

defense

0.05 psych passive tree

0.04 double saber tactics passive tree

0.02 shadow sight passive tree

0.05 being a consular passive

 

shield

0.18 kinetic ward active 3% more in 4.0

0.05 shield passive

0.15 stance passive

0.05 186 2 set

 

absorb:

A(bulwark) active

0.04 shadowsight passive

0.20 shield passive

 

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

 

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((Summation(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.

 

the regression for absorb% = ( -24.526*p^2 + 32.038*p - 3.61) (only for 0.85 timer) R^2=0.99

p is chance of ward proc, taking shield, resist, defense, damage weights into account.

 

GUARDIAN

 

f/t dr:

0.05 guardian slash active

 

i/e dr:

0.05 inner peace passive tree

0.10 willpower buff passive

 

overall dr:

0.03 warding strike active

0.06 stance passive

0.0075 new 2 set (.02 * 4/12) active

 

endurance:

0.01 companion passive

0.05 aim buff passive

 

heals:

0.01 companion passive

 

self heals: active

1 * BonusHealing + 0.05 * 27510

setting to 2771 every 12 seconds for bmods and 2826 for unlettered

replace with 1.2*(BonusHealing + 0.05 * 27510) if using old 4 piece

 

armor scalar:

0.15 exp protector passive tree

0.60 stance passive

 

defense:

0.05 dust storm active

0.05 blade barricade (riposte) active

0.03 stance passive

0.03 single saber mastery passive

2% per tick of ravage, lasts for 6 seconds in 4.0. ataking 2 ticks at timer=0 and last tick at 2.7 sec we get

(4*(2.7-0)+6*(8.7-2.7)+0*(18-8.7))/18=2.6% defense

 

shield:

0.04 shield specialist passive tree

0.05 shield passive

0.15 stance passive

 

absorb:

0.03 warding power active

0.20 shield passive

 

 

POWERTECH

 

m/r dr:

0.05 combust active

 

f/t dr:

0.05 firestorm active

 

i/e dr:

0.10 willpower buff passive

 

overall dr:

0.02 power armor passive tree

0.02 ion screen passive (stance)

0.05 stance passive

0.0083 new 2 set (0.02*5/12) active

 

enduance:

0.01 companion passive

0.05 aim buff passive

 

heals:

0.01 companion passive

 

self heals:

20% health every 90 seconds from shield cannon

2.5% health every aoe, 3 sec cooldown, passive - conditional

 

armor scalar:

0.15 power armor passive tree

0.60 stance passive

 

resist:

0.02 old 4 set passive

 

defense:

0.04 deflective plating passive tree

0.02 old 4 set passive

 

shield:

0.02 shield vents passive tree

0.03 shield enhancers passive tree

0.05 shield passive

0.15 stance passive

 

absorb:

0.1475 heat screen and heat blast active

0.04 ablative upgrade passive tree

0.20 shield passive

 

heat screen: 3% +5% for 6 seconds after heat blast. 5% for 4.0

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+5)*6+25*1.5+26*1.5+27*1.5+28*1.5)*(1/12) = 17.25% absorb.

 

sheets link: https://drive.google.com/open?id=0B_oeO3cuqFbwNUN4dlFnaFF6Y3M

 

 

 

Edited by dipstik
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heres some time to kill info for bmods versus unlettered

 

Extra damage taken per second

SIN

m/dps 5000 6000 7000 8000

0.1 1.75 2.10 2.45 2.80

0.2 3.48 4.18 4.88 5.57

0.3 5.21 6.25 7.29 8.33

0.4 6.93 8.32 9.71 11.09

0.5 8.66 10.40 12.13 13.86

0.6 10.40 12.48 14.56 16.64

0.7 12.16 14.59 17.02 19.46

0.8 13.94 16.73 19.52 22.31

0.9 15.75 18.90 22.05 25.20

1 16.76 20.11 23.47 26.82

 

JUGG

m/dps 5000 6000 7000 8000

0.1 2.00 2.40 2.80 3.19

0.2 3.99 4.79 5.59 6.39

0.3 5.99 7.19 8.39 9.58

0.4 7.99 9.58 11.18 12.78

0.5 9.98 11.98 13.98 15.97

0.6 11.98 14.38 16.77 19.17

0.7 13.98 16.77 19.57 22.36

0.8 14.91 17.89 20.87 23.85

0.9 16.48 19.78 23.07 26.37

1 17.08 20.50 23.92 27.33

 

PT

m/dps 5000 6000 7000 8000

0.1 1.57 1.88 2.19 2.50

0.2 3.13 3.76 4.38 5.01

0.3 4.70 5.64 6.58 7.51

0.4 6.26 7.51 8.77 10.02

0.5 7.83 9.39 10.96 12.52

0.6 9.39 11.27 13.15 15.03

0.7 10.96 13.15 15.34 17.53

0.8 12.52 15.03 17.53 20.04

0.9 14.09 16.91 19.73 22.54

1 15.66 18.79 21.92 25.05

 

SIN dps Extra Time to Kill (seconds)

m 5000 6000 7000 8000

0.1 3440 2866 2457 2150

0.2 1727 1439 1233 1079

0.3 1154 962 825 722

0.4 867 723 620 542

0.5 694 579 496 434

0.6 578 482 413 361

0.7 495 412 353 309

0.8 431 359 308 270

0.9 382 318 273 239

1 359 299 256 224

 

JUGG dps

m 5000 6000 7000 8000

0.1 2876 2397 2054 1798

0.2 1438 1198 1027 899

0.3 959 799 685 599

0.4 719 599 514 449

0.5 575 479 411 360

0.6 479 399 342 300

0.7 411 342 293 257

0.8 385 321 275 241

0.9 348 290 249 218

1 336 280 240 210

 

PT

m 5000 6000 7000 8000

0.1 3668 3057 2620 2293

0.2 1834 1528 1310 1146

0.3 1223 1019 873 764

0.4 917 764 655 573

0.5 734 611 524 459

0.6 611 509 437 382

0.7 524 437 374 328

0.8 459 382 328 287

0.9 408 340 291 255

1.0 367 306 262 229

Edited by dipstik
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So for PvE Jugg tanking, what I think you're saying is I should target around 2,643 defense, 1,417 shield, and 1,285 absorb, for general purpose. Certain encounters might benefit from higher defense, sacrificing shield and absorb, but for day to day HM FP runs, those numbers would be more than sufficient.

 

And my relics should be one Reactive Warding + either Fortunate Redoubt or Shield Amplification.

 

Right?

 

I can figure out how I get there, and adjust along the way for lower overall stats from lower level mods, I just want to know where my target is.

 

Thanks for the info.

Edited by OmenQ
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yeah, those numbers seem like a good guess for flashpoint damage (mobs around 0.8/0.9 and bosses 0.6/0.9). for the relic you might want to use a mastery/power relic for the extra health, otherwise [wrong info].

 

update: looks like the shrouded crusader is best if force/tech is 30% and above for juggs. otherwise the fortunate redoubt.

Edited by dipstik
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Hmm strange for the PT 224B Mod stats I'm calculating 2634 Def / 1658 Shield / 1044 Absorb or 2634 Def / 1643 Shield / 1059 Absorb. Here's the Breakdown:

 

2634 Defence Stat

224 Relics = 77x2 = 154

2xImplants and Ear = 244x3 = 732

9x B Mods = 104x9 = 936

7x Enhancements = 116x7 = 812

 

1658 Shield Stat

2x Bastion Implants and Ear = 168x3 = 504

6x Enhancements = 168x6 = 1008

2x Aug 40 = 73x2 = 146

1044 Absorb Stat

1x Enhancement = 168

12x Aug 40 = 12x73 = 876

 

 

1643 Shield Stat

2x Bastion Implants and Ear = 168x3 = 504

2x Enhancements = 168x2 = 336

11x Aug 40 = 73x11 = 803

1059 Absorb Stat

5x Enhancements = 5x168 =840

3x Aug 40 = 73x3 = 219

 

Edit: It's supposed to state "9x B Mods" instead of "7x B Mods".

Edited by leto_cleon
typo
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Hmm strange for the PT 224B Mod stats I'm calculating 2634 Def / 1658 Shield / 1044 Absorb or 2634 Def / 1643 Shield / 1059 Absorb. Here's the Breakdown:

 

2634 Defence Stat

224 Relics = 77x2 = 154

2xImplants and Ear = 244x3 = 732

7x B Mods = 104x9 = 936

7x Enhancements = 116x7 = 812

 

1658 Shield Stat

2x Bastion Implants and Ear = 168x3 = 504

6x Enhancements = 168x6 = 1008

2x Aug 40 = 73x2 = 146

1044 Absorb Stat

1x Enhancement = 168

12x Aug 40 = 12x73 = 876

 

 

1643 Shield Stat

2x Bastion Implants and Ear = 168x3 = 504

2x Enhancements = 168x2 = 336

11x Aug 40 = 73x11 = 803

1059 Absorb Stat

5x Enhancements = 5x168 =840

3x Aug 40 = 73x3 = 219

 

I think you`re missing 2 defense mods. (head, chest, hands, wrist, legs, boots, OH, MH, waist) Or did I miss something

 

NVM, looks like you used 9 in your calc properly. My bad

Edited by Simmerr
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i do not take gear quantization into account in my calcs. i used to calc the optimal, go into mr. robot and make a toon that gets as close as possible, but now we dont have that tool.

 

also, i was just made aware that the crit relic only contributes 2/3rds of the power/main stat relic, so it looks like the mastery relic will be bis if you want the endurance from it.

Edited by dipstik
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Should I use 216 gear bmods too? I got full set bonus token, they got unlettered mods. And what about enhancements? Should enhancements be mitigation or endurance heavy?

 

use bmods to get your health where you want it. if you still need more health, switch your relic that isnt a reactive warding relic to a mastery/power relic (not sure which has higher dps). after that i would go to enhancements, but that should be a last resort.

 

I dont understand those tables :o a tank doing hm ops what would the Def shield abs distribution look like for the 3 classes if you dont want to switch geat between ops? cheers

 

i dont know what the damage profiles look like yet. i think sm is m=0.8. use the numbers in the lowercase d/s/a rows for your class that are under the 0.8 column. for hm, maybe m=0.6 is a reasonable guess, but i have no idea yet.

 

basically, you use the column to figure out what damage profile you want, where m=1 is all melee/ranged damage and m=0.1 is 90% force/tech damage. no internal/elemental damage is assumed here. the you use the lower case d/s/a to find the amount of defense, absorb and shield. the uppercase D/S/A is for relic squish info, sigma is the variance in damage taken.

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What about old old sin bonus set (+5% shield on Dark Ward)? Is the loss of armor in hands and boots and 6-piece worth it?

 

which armor rating? 186? i honestly think a 10 second reduction in deflection is worth it. but 5% shield does look better than 152 armor.

 

update: assuming loss of 152 armor rating and 5% more shield in 220 bmod build gives:

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 2506 2506 2506 2506 2506 2506 2506 2506 2506 2506

s 1195 1291 1297 1302 1306 1309 1311 1313 1314 1314

a 1507 1411 1405 1400 1396 1393 1391 1389 1388 1388

base 0.1698 0.1878 0.2057 0.2234 0.2411 0.2587 0.2763 0.2938 0.3114 0.3289

D 0.1667 0.1850 0.2032 0.2213 0.2392 0.2572 0.2751 0.2929 0.3108 0.3286

A 0.1669 0.1844 0.2018 0.2192 0.2365 0.2538 0.2710 0.2882 0.3054 0.3226

S 0.1669 0.1845 0.2020 0.2194 0.2368 0.2541 0.2713 0.2885 0.3057 0.3229

relic WD WA WA WA WA WA WA WA WA WA

=ward 25149 22455 20377 18646 17182 15929 14845 13898 13065 12326

sigma 0.1892 0.1988 0.2068 0.2124 0.2159 0.2174 0.2170 0.2147 0.2104 0.2040

 

 

 

comparing to 220 bmod numbers shows a decrease in squish

 

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

old 0.1667 0.1844 0.2018 0.2192 0.2365 0.2538 0.2710 0.2882 0.3054 0.3226

new 0.1707 0.1892 0.2073 0.2253 0.2432 0.2611 0.2790 0.2967 0.3145 0.3322

diff -0.0040 -0.0048 -0.0055 -0.0061 -0.0067 -0.0073 -0.0080 -0.0085 -0.0091 -0.0096

 

<0 means old is better (old-new). this does not consider deflection cooldown reduction.

Edited by dipstik
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sigma is the variance of squish. basically, how much different your mitigation is when you take a force hit versus a melee hit, versus a shielded hit, versus a defense hit... and how much that damage varies from the average amount of damage you take. but it is in units of squish, instead of damage, where squish is the fraction of damage from boss you take.. unfortunatly, i do not have any internal elemental damage assumed right now, so the number is not super accurate for real bosses. but im guessing they arent off by more than 0.01 Edited by dipstik
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pt

relic WS WS WS WS WS WS WS WS WS WS

What's the difference in time to live between the Shrouded Crusader and Fortunate Redoubt for Powertechs? I personally have a tendency to "save" my on-use relics rather than simply using them on cooldown (which I believe your numbers assume?), which means it's probably being used less often than is optimal. If the numbers are close, then FR might overtake SC based on my own usage patterns.

 

ETA: I plan on using B-mods and Bastion/Bulwark enhancements for the increased health pool, if this makes a difference.

Edited by SelenaCat
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What's the difference in time to live between the Shrouded Crusader and Fortunate Redoubt for Powertechs? I personally have a tendency to "save" my on-use relics rather than simply using them on cooldown (which I believe your numbers assume?), which means it's probably being used less often than is optimal. If the numbers are close, then FR might overtake SC based on my own usage patterns.

 

take the difference between the squish for D and S and multiply by the boss dps, and that will be the extra damage per second you take.

 

suppose you are assuming m=0.5, and D states 0.3 and S states 0.2. 0.3-0.2=0.1. assuming the boss is doing 6k dps, we have 6000*.1=600. so you would be taking an extra 600 damage per second.

 

these are not real numbers just an example. i dont know which setup your using, and i dont know which fraction melee your assuming, nor the boss dps.

 

i should note that you should be using the absorb relic instead of the defense relic, if you want a 2nd proc relic paired with your warding (bubble) relic. you can see this in the lower numbers for A than D in the tables (for PT).

Edited by dipstik
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Having a hard time understanding the number tables in relation to KBN's old format, I am math illiterate, and help would be appreciated. Thanks for the hard work so far :)

 

For 220 rating gear (Hard Mode), you want to shoot for the following stats on average using B mods.

 

Assassin / Shadow use Reactive Warding and Shield Amplification relic.

Defense = 2506

Shield = 1367

Absorb = 1355

 

Juggernaut / Guardian use Reactive Warding and Shrouded Crusader relic.

Defense = 2506

Shield = 1333

Absorb = 1369

 

Powertech / Vanguard use Reactive Warding and Shrouded Crusader relic.

Defense = 2506

Shield = 1564

Absorb = 1138

Edited by Voths
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dipstik, thank you for getting this together. I used your numbers during 3.0 and I (and my raid group!) was very happy.

 

I've been mulling over two ideas for a while now and wanted to bounce them off of you.

 

First, it's been established that 220 B mods are best for that tier. I'm sold on this, no problems there. What are your feelings on going from 220 B to 224 unlettered? Is it better, worse, or situational? I won't go into tanking styles and ideologies, but I feel that the gain in Defense may not be worthwhile, especially in harder difficulties where there are more shieldable or unresistable attacks.

 

Second, I've noticed there are three varieties of tank enhancements this time around instead of two. I'm not in game so I can't get their names, but I can give a synopsis. There are standard token enhancements with the "best" stats and the endurance heavy ones from the commendation vendors. However, there is a new variety from the non-token drops in raids that has a very nice balance in stats and endurance. I am very tempted to use these right now and am hoarding them. What are your thoughts on these compared to token or even 224 enhancements?

 

Thanks.

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@titanvoyager : many are saying 80k. thats easier to hit with a sin. maybe 77k since there are so many cooldowns for juggs.

 

@voths: you can look at the squish numbers for 224 unlettered versus 220bmods. you do get better mitigation for 224, but you may not hit the hp you want.

 

lets compare the 138 and 168 endurance enhancements to the 104 endurance enhancements.

168v104

168-104: 64 end

44-116: -72 def

159-168: -9 shield/absorb

 

now 138v104:

138-104: 34 end

77-116: -39 def

168-168=0 shield /absorb

 

looking at adding 10 defense, shield or absorb to m=0.5 and m=0.8 profiles gives for damage taken:

m=0.5 base +10def +10shd +10abs ddef dshd dabs

sin 1492.7 1492.3 1491.1 1491.1 0.4 1.6 1.6

jugg 1303.6 1303.1 1302.6 1302.6 0.5 1 1

pt 1316.3 1315.9 1315 1315 0.4 1.3 1.3

 

m=.8 ddef dshd dabs

sin 1169.8 1169.2 1168.6 1168.6 0.6 1.2 1.2

jugg 1044.5 1043.8 1043.6 1043.6 0.7 0.9 0.9

pt 1122.9 1122.3 1121.8 1121.8 0.6 1.1 1.1

 

assuming 6k boss dps.

 

for sins in m=.5, there is a 4:1 ratio between the worth of defense to shild/absorb, 2:1 for juggs and a little less than 4:1 for pts. at m=.8 we get 2:1 for sin, almost 1:1 for jugg and almost 2:1 for pts.

 

lets take some averages and take the worth of shield/absorb in relation to defense as 3:1 for low melee/ranged fights. so losing 72 points of defense is like losing 24 points of shield/absorb for low m/r fights. so the total for 168v104 endurance enhancements would be 9+27=33 points of shield/absorb loss for 64 endurance. thats a ratio of 2:1 of endurance gained from mitigation lost. for the 138v104 you lose an effective 13 points of mitigation for 34 endurance, which is 2.6:1, much better.

 

for the m=0.8 fights we get shield/absorb to defense has a 1.5 ish ratio. 168x104 gives (72/1.5)+9=35 mitigation loss for 64 endurance, so a 1.8:1 trade. 138v104 we get 39/1.5=26 mitigation for 34 endurance, giving a 1.3:1 trade, much worse.

 

the bmods give 34 endurance for 29 more defense which equates to 10 to 15 shield/absorb, so the trade comes out to 2.3:1 to 3:1. so it looks like trading out 104 endurance enhancements for 138 endurance enhancements before mods might be a thing for low melee/ranged fights (since the 2.6:1 is better than the 2.3:1).

 

tl/dr: the 168 endurance enhancements look better for high melee/ranged fights, and the 138 endurance enhancements look better for low melee/ranged fights.

Edited by dipstik
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