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Stats Advice

Kodashy's Avatar


Kodashy
07.03.2012 , 12:49 PM | #1
I have been reading and searching for days, but with no real answers to anything at all, just complicated math and deminishing returns i really dont understand. ive been playing around with the new augment stuff, and i am just going broke trying to get stats where they need to be.

My current Stats: Assassin Tank

Health: 22050
Armor: 6112
Damage reduct: 38.14% (energy/kinetic) 11% (internal/elemental) (which i assume is armor based and only affects incoming melee attacks)
Def Chance: 24.86% (which i assume is ONLY ranged defense according to tooltip)
Shield Chance: 38.82% (53.82% with Dark Ward)
Sheild Absorb: 57.09 %
Shield/Absorb use relic and absorb proc relic


Now in the past i have kept my shield chance and absorb at 50% and had my def chance around 28% because i was told of this cap when i started tanking, but other say there is no cap, so i really dont know what to believe or have found any proof of this.

so basically i need advice about what to do with gear for the augment slots. and if armor is the only way to increase melee defense then am i out of luck since every piece is black hole?

Kodashy's Avatar


Kodashy
07.13.2012 , 09:04 AM | #2
well.......... very helpful.

ok, any suggestions to the relics, i have a on use sheild and absorb, and a absorb chance relic, is the absorb chance no good because i am an assassin, and should role with 2 that have use, and just try to keep them up all the time as part of a rotation.

Malissant's Avatar


Malissant
07.13.2012 , 09:26 AM | #3
I just finished putting together the optimal gear guide which I've cross posted here for your convenience: http://www.swtor.com/community/showthread.php?t=503822

Which should hopefully answer your questions.

The caps are different for each class because each class has different base stats. Diminishing returns is the point where stats start to give less benefit for the same amount of invested points. The "cap" occurs when the benefit for points invested becomes so small as to be almost non-existant.

I believe the DR cap for defense is ~30% + base (this will be 10 as a Shadow) + skills. Which would theoretically allow you to reach 43%? Something like that. That isn't practical, but that would be your "cap".

Defense:
This relates is any "white" damage melee/ranged attack. Any time you see "weapon damage" this is generally the case. Any time you see Force/Tech attack, this does not apply.

Damage Reduction:
Applies to all energy/kinetic damage. Does not apply to internal/elemental damage. The separate percent you have listed is what applies to internal/elemental (this will ready 21% when fully buffed).

Quote: Originally Posted by Kodashy View Post
ok, any suggestions to the relics, i have a on use sheild and absorb, and a absorb chance relic, is the absorb chance no good because i am an assassin, and should role with 2 that have use, and just try to keep them up all the time as part of a rotation.
With the changes to relics you're better off with a PvP Relic for the constant uptime of increase to defensive stats and the proc relic that you currently have. The only time I can see keeping an "on use" relic is for times when you need an extra defensive cooldown to work with on a boss fight because your healers are struggling with the spiky damage.
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