Jump to content

2.2 Tank Builds


dipstik

Recommended Posts

Update 9/13/13: Nim TFB data at end of post curtosy Thok-Zeus, with new stat allotment for TFB NiM in full KD

Update 8/6/13: Updated AMR profiles to use both KD proc relics. this is still assuming SnV HM numbers. Bottom of this post has updated TFB HM tank stat numbers. once NiM numbers are in I will find new optimization numbers.

Update 7/12/13: Added TFB optimal values for kell dragon gear at bottom of post

Update 7/8/13: Updated AMR profiles to use kell dragon ear, as the arkanian and underworld variants require null mats and cannot be crafted.

Update 7/2/13: PvP Absorb proc relics look to be a little better than pve on use shield, assuming 4.5s cd bug isnt happening between the pve and pvp relics. i have added the info to the relic tables.

Update 7/2/13: Underworld earpieces have variants you can learn by RE'ing you crafted underowlrd earpieces... thr same might be true for implants... however, a "null" material is required to craft them... once this is sorted out i may update the amr profiles.

Update 6/7/13: Added SnV HM Boss DPS info, from Keyboardninja analysis

 

All these numbers are based on the damage type fractions reported by Keyboardninja, in his analysis of SnV HM. I have added optimal numbers for TFB at the end of this post using 2.0 TFB data (not sure if HM or SM). Once NiM data has been analysed I will update accordingly.

 

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 860, which is the shield rating you will have in full 75 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 (except for immunity, sturdiness and redoubt arkanian implants).

 

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 seconds between procs), and used the AMR profile stat pools as the baseline for the downtime. the weighted value is the expected damage over an extended period of time. You want to use the lowest possible, but remember you can only use one proc relic (except for using pvp relics apparently... which might have a longer downtime)

 

DISCLAIMERS:

In the builds linked (askmrrobot.com), the last remaining points of each build are up for debate, but they do not matter for the calculations (except for heals/absorb endurance/strength conversions). most choices are between different force regen or damage concerns.

 

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 drastically different then having a 20% buff for 20 seconds every 60 seconds. I have tried to include all buffs that come from skilltree 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

 

all of this assumes:

38.965% of damage is melee/ranged kinetic/energy at 90% accuracy

38.965% of damage is melee/ranged kinetic/energy at 100% accuracy

20.7% of damage is force.tech kinetic/energy damage

1.37% of damage is force/tech internal/elemetal damage

 

light armor (pre buffs etc): 3107

heavy: 5869

 

post armor mitigation:

(0.7793*(1-dr)*(0.5*(1-d-0.1)*(1-s*a)+0.5*(1-d)*(1-s*a))+0.207*(1-dr)*(1-r)*(1-s*a)+0.0137*(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

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

___________________________________

shadow tank 2.2 http://swtor.askmrrobot.com/character/f86459f4-c432-4ad4-b89c-c5fb537676fb

 

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

 

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

+0.02 +0.05, where 0.02 comes from skill tree, 0.02 come from 4 set bonus and 0.05 from slow time

 

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) and 0.05 from slow time

 

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 and 4E-5*dps mitigation per second per point of mitigation

 

total d s a mit slope/intercept

2000 307 860 833 0.3275 -0.000040

2100 360 860 880 0.3232 0.40639

2200 413 860 927 0.3191

2300 466 860 974 0.3150 4.02168E-05

2400 519 860 1021 0.3111 3.88972E-05

2500 573 860 1067 0.3074 3.76256E-05

2600 626 860 1114 0.3037 3.64005E-05

 

AMR: 585 860 1091

 

SHADOW RELICS:

weighted relic base diff dps to equal healy relic

def proc 0.3009 0.2900 0.3047 0.0051 5863.5648

abs proc 0.3012 0.2876 0.3060 0.0048 6253.7187

shd use 0.3026 0.2860 0.3060 0.0033 9025.0928

pvp 0.3017 0.3060 0.0043 7006.3301

use def 0.3029 0.2873 0.3060 0.0031 9647.6244

pvp abs proc 0.3023 0.2919 0.3060 0.0037 8193.7568

 

 

______________________________________________

Guardian 2.2 http://swtor.askmrrobot.com/character/a465a513-d8e1-4a1d-af7d-b1efbe4de808

 

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. you get 3.13E-5*dps mitigation per second form each point of mitigation.

 

absorb around 117 per second.

 

total d s a mit slope/int

2000 777 860 363 0.3339 -3.12971E-05

2100 830 860 410 0.3305 0.396258281

2200 883 860 457 0.3273

2300 936 860 504 0.3241 3.176E-05

2400 989 860 551 0.3210 3.07639E-05

2500 1042 860 598 0.3180 2.98021E-05

2600 1094 860 646 0.3151 2.88735E-05

 

AMR: 1066 860 610

 

GUARDIANRELICS:

weighted relic base diff

def proc 0.3120 0.3012 0.3158 0.0048

abs proc 0.3130 0.3023 0.3168 0.0038

shd use 0.3145 0.3030 0.3168 0.0023

pvp 0.3134 0.3168 0.0034

use def 0.3148 0.3050 0.3168 0.0020

pvp abs proc 0.3139 0.3057 0.3168 0.0029

 

 

____________________________

Vanguard 2.2 http://swtor.askmrrobot.com/character/609191ab-1314-4b70-8c72-9753abb213b2

combust: 5% kinetic reduction, 5% internal reduction

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

 

total d s a mit slope/int

2000 846 740 414 0.28513658 -2.72068E-05

2100 828 802 470 0.282381617 0.339512502

2200 814 862 524 0.279636159

2300 803 921 577 0.276904095 2.73206E-05

2400 794 978 628 0.274188701 2.71539E-05

2500 788 1034 679 0.271492766 2.69594E-05

2600 783 1089 728 0.268818651 2.67411E-05

 

AMR: 788 1052 696

 

 

Vanguard RELICS:

 

weighted relic base diff

def proc 0.2660 0.2560 0.2695 0.0045

abs proc 0.2669 0.2566 0.2705 0.0036

shd use 0.2680 0.2554 0.2705 0.0025

use def 0.2686 0.2595 0.2705 0.0018

pvp 0.2673 0.2705 0.0032

pvp abs proc 0.2680 0.2602 0.2705 0.0025

 

 

_________________________________

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

 

this gives the following BiS estimates:

 

Shadow:

Defense 0

Shield 1141

Absorb 1395

 

Jugg:

Defense 748

Shield 860

Absorb 928

 

PT:

Defense 132

Shield 1400

Absorb 1005

Edited by dipstik
Link to comment
Share on other sites

  • Replies 182
  • Created
  • Last Reply

Top Posters In This Topic

If there are Immunity and Sturdiness enhancements I'll cream myself. They are not on the vendors though.

 

I asked Jesse Sky about the possibility of this in the future and his response was "maybe". He indicated that, in all likelihood, they would be crafted and also of a tier below what the current best is. He explicitly stated that the reason Immunity and Sturdiness aren't on any designed tank gear is because they're too damned good (which, you know, we forum peoples have known for a *while*) but placing them at a tier *below* the current best would provide a bit of natural balance occurring. Of course, they *could* always just modify the itemization valuation of Endurance on tank Enhancements so that the theoretical value is closer to the practical value, if they wanted to really to make them viable and available, but that would be predicated on them actually *knowing* what the practical value of Endurance actually is.

Link to comment
Share on other sites

In all fairness, these kinds of RE variants for crafted gear have been reverse engineered for a long time so it doesn't surprise me that they were datamined for 2.2 as well.

 

I'll hop on the PTS and see if I have the materials to craft one of these and see if it gives me a % chance to learn schematics.

Link to comment
Share on other sites

I understand the shadow/assassin relic chart, but only because you're weighing them against the heal relic on the last column so that if the boss's dps is greater than that last number, then the corresponding relic is better than a heal relic. However the numbers between the name of the relic and the posted dps are unknown to me. Thus I don't understand the other two classes' relic charts, but I HAVE read your relic paragraph a couple times. We want the smallest value to be in the first numbered column (weighted), right? So for example since we can only use one proc relic, we would want one of those with a clicky. So for a juggernaut, I would select the def proc and the shield use relics, since def proc's number (0.31196252) is smaller than the abs proc's number (0.312994146), and the same is true when comparing the clicky relics?

 

Also, for the assassin relics, is there a chart somewhere of the incoming dps from each boss?

Link to comment
Share on other sites

added boss dps info to OP. if you dont have the old pvp relics with static mitigation, then the on use shield with def proc is good for vanguards and juggs. there is a difference column for the relics that shows how much better than base mitigation the relic is. from what i have been told, you cannot learn variants of the arcanian gear, but i will wait until more people try to RE them on live before i update the AMR profiels.
Link to comment
Share on other sites

Hi,

 

thank you for updating this for 2.2! I'm really bad at reading all the numbers though, I almost feel ashamed to ask... But what relic would you advise for Guardians (and Vanguards) if you missed out on the Elite War Hero (and the normal ones and battle master ^^) as their second relic? I'm really sorry to ask after all the effort you put in writing down all the numbers of your calculations, it just confuses me so much.

Link to comment
Share on other sites

the on use shield /absorb relic is the next best. but even if you have the champion mitigation relics they might be better than the on use (except for bursty bosses or many tank swap fights)

 

 

Thank you!

 

I don't think I have access to those either :) It will be a freshy leveled Juggernaut since I enjoy my Guardian so much but my friends play on the dark-side :)

Link to comment
Share on other sites

Hello Dipstik,

 

Given what we've realized this last week about NiM Dread Guards being the toughest fight, have you considered doing the calculations solely on this fight and creating gearsets specifically for it? I would definitely be insterested in seeing that as I have all the resources in the world, just don't have the math powers. Given that assassin seems to be the weakest at the fight, that might be the most interesting to see any differences from your more general BiS list.

Link to comment
Share on other sites

I was following KeyboardNinjas numbers, around 2k mitigation stats 0 in absorb (Jug Tank), I take it I now need to start adding absorb back in for 2.2 ASAP?!? :(

 

KBN's 2k budget distribution has ~300 Absorb, so I'm not entirely sure what you're talking about. In fact, his distributions start telling you to use a bit of Absorb starting at itemization budgets of 1500.

Link to comment
Share on other sites

KBN's 2k budget distribution has ~300 Absorb, so I'm not entirely sure what you're talking about. In fact, his distributions start telling you to use a bit of Absorb starting at itemization budgets of 1500.

 

Alright ignore me got my figures all messed up, thanks again for like the 10th time, great help! :)

Edited by NinjaNard
Link to comment
Share on other sites

KBN's 2k budget distribution has ~300 Absorb, so I'm not entirely sure what you're talking about. In fact, his distributions start telling you to use a bit of Absorb starting at itemization budgets of 1500.

 

I believe that some of the earlier versions of those figures had 0 absorb at 2k. Have no screen shots to prove it, but its what I remember.

Link to comment
Share on other sites

I believe that some of the earlier versions of those figures had 0 absorb at 2k. Have no screen shots to prove it, but its what I remember.

 

Pretty sure that was only the PTS stuff. The DR curves got tweaked multiple times on the PTS and, when it hit live, it was still different. It went through a further revision after the attack type ratios for S&V were learned. It might have been 0 Absorb for high stat budgets at *some* point (in fact, I'm pretty sure it did in a few of those; the final PTS DR curve had Guardians and VGs ignoring absorb completely, even up to budgets of 3k+), but, from the release of 2.0 on, it's been mostly the same.

Link to comment
Share on other sites

×
×
  • Create New...