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Mitigation order and damage types

STAR WARS: The Old Republic > English > Classes
Mitigation order and damage types

Boufsa's Avatar


Boufsa
10.25.2013 , 09:04 AM | #1
Hi! there are lot of info around there with very complicated formulas, that are probably already complicated for native english speakers, but which are even harder to exploit for foreigners, especially with all those abbreviations.

I wish everybody could easily understand how mitigation works inside swtor, so that anybody can use the formulas to make his own interpretation. Or to say it the other way, I think the elite club of mathematician tank specialists is too small, and I think a little more vulgarization would help grow its basis.


----------------------- Damage types -------------------------
As far as I know, there are 6 damages types:
- force/tech melee damages
- force/tech range damage
- force/tech damage over time
- physical melee damage
- pysical ranged damage
- internal damage over time

And there are about 4 mitigations mechanisms
- defense (D)
- shield/absorb (S/A)
- resistance (R)

All mitigation mechanisms do not apply to all damage type, for example you can't parry nor defend against DOT. But I don't really know if you can parry a range tech damage. If there is an expert around there that could make an array, with the correspondancies? I am quite sure for not force/tech damage, I think it is:
- physical melee damage => D,S/A,R
- pysical ranged damage => D,S/A,R
- internal damage over time =>R


-------------------------- Mitigation Mechanisms -------------------------
When someone, boss or player tries to hit you, there are several tests that are made:

X) HIT ROLL: accuracy vs defense
This roll determines if you are hit. Actually there could be two rolls: one too see if the enemy misses (applies only when it's accuracy is less than 100%), and one to see if your defense works:

Example 1
Attacker => accuracy 90%, Defender => defense 20%
- probability to miss: 10%
- probability to avoid: 20%
=> one roll hypothesis : total probability to hit: 90% - 20% = 70%
=> two rolls hypothesis : total probability to hit: 90% x 80% = 63%

Example 2
Attacker => accuracy 110%, Defender => defense 20%
- probability to miss: 0%
- probability to avoid: 20% - 10 % = 10%
=> total probability to hit: 90%

X) CRITICAL HIT ROLL: crit (and surge)
There is no possibility of parrying a critical hit. Once we know the attacker have successfully hit, we have to determine whether it is critical. For example, if the attacker has a 30%/80% crit/surge stats:
The probability of a critical hit is 30% and the damage are 1.8 x the normal damages a non mitigated attack would have done

Ok so for attacker1 the total probability of a critical hit would be 63% x 30% = 19% and of a normal hit 44%.
For attacker 2, the total probability of a critical hit would be 90% x 30% = 27% and of a normal hit 53%.

X) PARRY ROLL: shield (and absorption)
The attacker has managed to hit, this is not a critical hit, it is time to see if we can parry it.
The probability is determined by the shield percentage while the absorption determine the amount of mitigated damages.

For example if the incoming attack was of 10.000 dmgs and our tank have 45%/30% shield/absorption, there is a 45% chance that it will absorb 30% of the attack, so over 100 clean non critical hits, 55 will inflict 10.000 dmgs, and 45 will inflict 10.000*70% = 7000 damages, for a total of 865k inflicted damages against 1M dmgs that would have been inflicted on a non tank. As a conclusion, one can consider that on an average base, the tank will absorb 45% x 30% = 13.5% of incoming damages at this stage.


X) RESISTANCE: skills, talent, class specifics and armor rating
On all incoming damages, resistances ratio are applied depending on the damage type, the armor ratings, and a lot of other things like skills, talents and buffs.


X) SPECIAL: pvp protection mechanism
When a tank is guarding someone, it is as if every attack someone makes on the guarded target was also made on the tank, but the final damage taken are divided by 50% for both. For example the attacker can miss on the guarded target, but not on the tank, which will be the only one to take damages, or the attacker can crit on the guarded target, but not on the tank, etc.

------------------- Conclusion: ----------------------
In PVE:
As far as I know, bosses don't miss nor crit, as a consequence on 100 incoming physical damages for a 20/50/30 tank:
20 are avoided, 40 are mitigated at a 30% ratio, 40 are taken as they are, total damage is 40*1.7=68 and you still have to apply resistance on those.

In PVP:
Against a physical attack coming from a player with 100% accuracy and 20% crit:
On average, considering 100 hits:
20 are avoided, 20 are critical hits, 30 are clean normal hits, 30 are mitigated by 30%. But since most players use a lot of attacks that are not mitigable, or use tricks to have a 100% crit proability on their stronger attacks, the shield importance is way smaller than in PVE. This is why the defense/hp optimization is pertinent in PVP.


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

That's all for my current understanding on tanks mechanisms, please correct my mistakes and add the missing details. Once we have all of this clear, the understanding of your formulas will be a lot easier

dipstik's Avatar


dipstik
10.25.2013 , 11:49 PM | #2