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Tweaking End Game Tanking Gear - Full Campaign Modding

STAR WARS: The Old Republic > English > Classes
Tweaking End Game Tanking Gear - Full Campaign Modding

Arscastic's Avatar


Arscastic
09.07.2012 , 06:17 AM | #1
Hey guys,
I'm pretty much self-proficient on this game. Downed EC HM and all and now have full Campaign Gear.
I'm looking forward to the new content and want to take the upper hand by tweaking some of my gear.
Im a Sin tank 492dr/546sr/481ar build with just over 24k hp unstimmed but with endurance buff.
(10 Redoubt Augments +4 Absorb)

My total DR/SR/AR = 1519

Health - 24108.3
Armor Rating - 6140.5
Damage Reduction - 38.25%
Defense Chance - 29.64%
Shield Chance - 44.91%
Shield Absorption - 57.02%

Now by tweaking some mods/enhancements and adding orange bracers/waist, I managed to pull this Mitigation build off with room slight customization (+/- dr/sr as needed)

Total DR/SR/AR = 1707
599DR/584SR/524AR

Bumping my stats to

Health - 21592.4
Armor Rating - 6140.5
Damage Reduction - 38.25%
Defense Chance - 31.66%
Shield Chance - 46.08%
Shield Absorption - 58.58%

Again this is with all buffs no stim not including campaign relic or dark ward.

My concern is that although I added a whole lot more mitigation, would it be considered all in all worth it even if i did throw the 1707 number into the calculator and pulled out the perfect balance for mitigation since I lost 3500 Endurance in the process. I know the stim will add to it, and also to my DR but im just trying to figure out if the 188 points added towards mitigation is actually worth the 3500 endurance loss.

I can go more into detail on what I did to make this 1707 point build but is there any formula for mitigation vs endurance I can fall back on?


Let me know
~Redmurdera

Rynis's Avatar


Rynis
09.08.2012 , 11:17 PM | #2
Hmm...not sure about formulas and whatnot to fall back on, but I'll tell you the stats on my assassin roughly:

23.5k Health
30% Def
45% Shield
58% Abs

All buffs, no stim. So what I'm saying is you can pull off those mitigation stats without sacrificing that much health.

I believe it's from the relics. I bet you don't use the PvP relics which give roughly +100 to defense or shield each.

Even if you are firmly against pvping, I'd give it a few matches to get the battlemaster relics.

All in all, you've downed HM EC so you know your gear works :P.
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Dhariq's Avatar


Dhariq
09.10.2012 , 10:20 AM | #3
<- Arscastic

First things first... so if it is worth it. The up in defensive budget will mean that you boost your mitigation with roughly 1.5%. This does not sound like much but you have to consider that you to begin with are talking about +75% numbers which means that you will go from taking around 925 damage weapon/kinetic down to around 865 per second when the incomming raw dps is 4k. That is over 6% more health loss or 3600 more damage taken per minute when going with your first budget. (if spent optimal that is)

So as long as you do not get instagibbed health is worthless. It is only for vanity. "Oh I saw this tank with 30k blah blah". Yeah he is a total crap mana sponge. My logs says that landing around 25k is good enough raid buffed with the current content. Next raid will perhaps change this however. Oh and switch in the MK-3 shield instead of Campaign for the biggest mitigation boost with least end trade off.

Regarding your stat suggestions I would drop ALOT of defense since that distribution is far from optimal. I know alot of false/bad information floats around regarding 30% defense for Sin tanks but they are very very wrong unless you ofc have around 2k defensive stat budget which I do not.

Yeah and PvP relics are the way to go as Rynis says. You do not even have to have warhero to trumph pve ones. But the pve click ones used to be nice to have sometimes though, but for ec I do not use them.

Arscastic's Avatar


Arscastic
09.27.2012 , 03:05 AM | #4
I definitely find it doable to get more hp from build 2. I replaced the the force wielder armoring to resolve in that setup leaving minimal hp max willpower and mitigation point availability. I guess its a matter of preference on hp vs mitigation, if u have lots of mitigation ur not so squishy and over all have more survivability while your cool downs are off. If you go hp u can take big spike hits let ur hp get low and pop def cool downs allowing healers to top you off with ease.

I was always big on mitigation over hp personally, there must be a balance somewhere that lets you have still close to ideal numbers with high hp.

I messed around with some 63 mods and enhancements now that 1.4 has dropped and wanted to share my finds.
BTW i have the war hero relic already, i use the campaign shield proc with def rate warhero now and my previous ghost builds i was never able to get fully complete since i was never able to get my hands on Immunity Enhancement 26s. Needed 3 for my build buh oh well. need 27s now for this new build loll

Health 22339.6
Armor Rating 6276.8
Damage Reduction 38.76%
Defense Chance 30.81%
Shield Chance 51.02%
Shield Absorption 61.68%

BTW this allows a total defensive spending threshold of 1943 points!!

Defense 552
Shield 767
Absorb 624
With all 63 mods and enhancements and I decided to use the force wielder to keep hp a little higher. Built this on ask mr. robot

Let the hunting begin

leegrisham's Avatar


leegrisham
10.11.2012 , 09:29 AM | #5
Always go for higher endurance. You have to consider the amount of damage you take that will never see your mitigation stats but always see your health and frankly if you put the effort into finding the best mods and enhancements it's easy to keep your endurance high will also maintaining high mitigation stats. In other words build the best tanking stats you can - that are good for your class while maintaining high endurance, the 53 end mods + either defense or absorb. robust mod 26B and the reinforced mod 26b those give you a good amount of health and whichever stat you so desire to build on. Then use the 57 end / sheild / deff enhancements like the advanced steadfast 26 or the vigilant 26. The point is, it's easy to build up HP and mitigation stats if you work hard to farm the right ones.

Health is the only stat that will protect you from death against all damage types, it gives you longer to live, and gives the healer longer to get that heal off on you. When you really consider the amount of damage you can actually mitigate in a boss fight health makes the biggest difference. Lots of mitigation is great for trash, since they do a lot of mitigate-able damage.

All that said in the end the choice is yours it all depends on how hard you want to work to make your gear the best and which definition of "best" you choose.

BlznSmri's Avatar


BlznSmri
10.11.2012 , 12:27 PM | #6
Quote: Originally Posted by leegrisham View Post
Always go for higher endurance.
Wrong. There's nothing in this game that will hit you hard enough and frequently enough to waste your gear budget on Endurance over Mitigation stats. Having low mitigation and high hit points turns you into a resource sponge during both Trash and Boss fights.

The highest non-enrage hit I've taken in TFB so far is 6k spits from The Writhing Horror and each tank has a means of mitigating the attacks that can't be Parried/ Shielded, being primarily Elemental/ Internal damage.

There's really no reason to have more than 24k health fully buffed.
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grallmate's Avatar


grallmate
10.11.2012 , 04:20 PM | #7
Quote: Originally Posted by BlznSmri View Post
Wrong. There's nothing in this game that will hit you hard enough and frequently enough to waste your gear budget on Endurance over Mitigation stats. Having low mitigation and high hit points turns you into a resource sponge during both Trash and Boss fights.

The highest non-enrage hit I've taken in TFB so far is 6k spits from The Writhing Horror and each tank has a means of mitigating the attacks that can't be Parried/ Shielded, being primarily Elemental/ Internal damage.

There's really no reason to have more than 24k health fully buffed.
Two schools of thought on this:
- Higher HP increases TTL against bad RNG
- Higher mitigation reduces healing required

I like to stack mitigation but once you bring Damage Taken Per Second (DTPS) below incoming Heals Per Second (HPS) the difference is purely one of preference ON THE SIDE OF YOUR HEALER. I recommend going for a balance around 25k HP (24k for Guardians) stimmed and the rest in mitigation stats. Pretty easy to reach this point by the time you rip all the accuracy off your gear too.

Mc_Gregor's Avatar


Mc_Gregor
10.12.2012 , 03:27 AM | #8
I went for 53 endurance mods on all my gear netting me 27.5k hp fully raid buffed without sacrificing my defensive stats too much. My reasoning was that its better to trade 13 rating for 21 endurance. Many boss fights feature damage types and mechanics that cant be mitigated using our defensive stats and the only sponge to it is endurance. The highest hit Ive takes was 11.5k from kephess the undying.

KeyboardNinja's Avatar


KeyboardNinja
10.12.2012 , 09:25 AM | #9
Quote: Originally Posted by Mc_Gregor View Post
I went for 53 endurance mods on all my gear netting me 27.5k hp fully raid buffed without sacrificing my defensive stats too much. My reasoning was that its better to trade 13 rating for 21 endurance. Many boss fights feature damage types and mechanics that cant be mitigated using our defensive stats and the only sponge to it is endurance. The highest hit Ive takes was 11.5k from kephess the undying.
This is a bit of a myth, actually. The ratio of mitigable damage to non-mitigable damage is *very* skewed in favor of mitigation. Over 80% of damage in HM EC is subject to defense/shield and armor. Less than 3% bypasses armor. These ratios are a bit more out of whack in Nightmare KP, where fights like Jarg and Sorno dramatically up the amount of non-mitigable damage, but in all current content, mitigation is king. (note: I'm currently working through my logs for HM TFB to get numbers for that raid; I'll update on the forums when I have that information)

For the record, I've never seen HM Kephess hit me for more than 9k, but I'm stacking mitigation.
Computer Programmer. Theory Crafter. Streaming Dilettante on The Ebon Hawk.
Tam (shadow tank) Tov-ren (commando healer) Aveo (retired sentinel) Nimri (ruffian scoundrel)
Averith (marksman sniper) Alish (lightning sorcerer) Aresham (vengeance jugg) Effek (pyro pt)

KeyboardNinja's Avatar


KeyboardNinja
10.12.2012 , 09:29 AM | #10
Quote: Originally Posted by Dhariq View Post
Regarding your stat suggestions I would drop ALOT of defense since that distribution is far from optimal. I know alot of false/bad information floats around regarding 30% defense for Sin tanks but they are very very wrong unless you ofc have around 2k defensive stat budget which I do not.
In augmented Campaign/Dread Guard gear, my defense chance is 28.85% with stim. According to my (extensive) calculations, this is within 0.0001% of ideal, modulo the fact that shield chance is inflated due to poor mod itemization. The higher defense chance comes from the fact that I'm using the proc absorb relic, which slightly deflates the value of the static absorb stat.

So, I agree that 30% defense chance is too much, but it's not far wrong.
Computer Programmer. Theory Crafter. Streaming Dilettante on The Ebon Hawk.
Tam (shadow tank) Tov-ren (commando healer) Aveo (retired sentinel) Nimri (ruffian scoundrel)
Averith (marksman sniper) Alish (lightning sorcerer) Aresham (vengeance jugg) Effek (pyro pt)