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FillionFan

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  1. If you want to do the legwork yourself, this is an updated version of the LagunaD tanking spreadsheet for which he had the (still correct) diminishing returns calculations set up. It gives you the value of each stat based on your current budget and current DR rate of each. https://docs.google.com/spreadsheet/ccc?key=0AqqlFggS3U48dFRqTW5YM0tLYy0ycnhteGt0LXhXU0E#gid=0 Does not account for activated/proc relics.
  2. It seems odd but it speaks for itself. THe much better question is why aren't tanking on one of the lower platforms where saberward will make you dodge 85% of the atacks entirely? Phasic Spittle (ranged attack) is a tech/foce attack which cannot be shielded or dodged; Monsterous Swipe (lowest platforms) is a melee attack that can be dodged/shielded. You're taking more than twice the amount of damage necessary and probably 5 times the amount when you have saber ward up and are on the wrong platforms. I think in this case being execution > rotation.
  3. You can also get the boss out of position or get people cleaved faster than any other tank.
  4. Dear fellow mercs, please remember your healing surge gets an extra 15%. Therefore crit is more valuable than you think and tech crit needs to be over 40% with buffs. I don't have a hard rating number for you unfortunately.
  5. The main thing to remember with stat balancing a merc/commando healer is that your healing surge is actually around 90% or more (75% stats +15% in the healing tree which is not listed in tech crit multiplier) so crit is important as hell and if you're not using it you're doing it wrong. Tech crit should be above 40% to properly balance.
  6. They are mandatory for any class, any spec for "chart topping damage." Surge to 75% and crit varies, but you will never top any chart without them.
  7. Tanking spreadsheet = File>copy https://docs.google.com/spreadsheet/ccc?key=0AqqlFggS3U48dFRqTW5YM0tLYy0ycnhteGt0LXhXU0E Balance your stats.
  8. For 16m man ops and above stacking end to 29-30k-ish is the way to go. This is because you take, say 1.5x damage of 8 man but have 2x the heals so being able give healers time to get an extra heal off is more likely to save you than def or shield. Also, the largest hits you take are not dodgeable or shieldable (TFB's scream, Kephess' Mortars, Dreadtooth's Rock Toss). For 8m you can/should go mitigation or I would argue, compromise between the 2 (most easily by switching to the high end mods and Dread Guard relics).
  9. I do not. I'm a jugg and I wish that calculation were accurate. Again, all I can say is the logs do not support this. Always less than 1k. I don't need the right answer to tell you yours is wrong. Marb is right. I left the stats in there a demonstration of how the gear change works. The sheet does not make suggestions. It only calculates the current value of the stat in relation to each and their own diminishing returns curve. The stat weights are on a constantly sliding scale such that changing one affects the values of the others. That's what makes it useful. If you want to use a relic that cannot be quantified in the stats, then I would switch it out as best you can and then rebalance your stats with switching augments/mods/enhancements. First for these numbers, smaller is always better. Second, I didn't make that part, but Squish is really the same as Total Mitigation which I did make specifically because I preferred it that way. Squish is the average % of the boss's total (ranged/melee) damage that you take after mitigation. Total Mitigation is the average percent of the damage that is stopped by your mitigation. The others are more complicated... Sigma-squish is the typical consistency of how your health drops (steady vs. inconsistent). High defense and/or low armor both tend to make this go up whereas high shield/absorb and/or armor make this go down because you shield more attacks than you dodge and armor (for the purposes of this) catches everything so the damage level you take is more consistent. Healers prefer slow, predictable levels of health loss. Spikey-ness is really a measure of armor so there's really no control over it in SWTOR currently. It compares how much damage reduction is from dodge/deflect compared to armor. Squish is an overall survivability view whereas Sigma-squish and Spikey-ness focus on situational survivability and how to negate RNG issues (i.e. keeping health loss steady rather than "spikey"). Assassin tanks will always be the highest in spikiness because you have less armor. However your self-healing, which is not accounted for here, negates a lot of this. For this reason do not compare your Spikey-ness or Sigma-squish to non-Assassin tanks. It is fairly safe to compare Squishiness/Total Mitigation across classes but self-healing (and jugg sonic barrier) does affect this as well (and cannot be accounted for).
  10. I think he covered that in the next to last sentence if you read the post. Also take the sonic barrier calculation as you will, but I've never seen it break 1k in logs.
  11. Generally true, but I decided to test Sonic/Blade Barrier a week or so ago and took off half my gear entirely and it took the absorption down from ~950 to ~850 and most of this would have been the set bonus loss so the amount gained by strength is still negligible if any. The amount absorbed still seems at least relatively static, and I would like to see some actual proof of the supposed formula that uses force healing (or for that matter an log in which a single barrier absorbed more than ~1000).
  12. Normally, maybe. Most of Juggs' damage comes from abilities with 90% accuracy (rage builder) and we have crap for threat right now to begin with so if you miss with these your threat will suck. Please go back to your Sin/PT and speak only for your tank class.
  13. Sounds like you just get bored and try to find stuff to do... How is that hard to master? lol
  14. Just for the sake of any jugg/guardians reading this, remember that patch that "fixed" our AoE threat? Well, it completely broke our single target and now (for both specs) our highest damaging ability throughout a fight is a dodge-able one (sundering assault/strike) so you should use some accuracy if your dps is any good. 5-8% or so seems to do it and you can get 3% of this from the vengeance/vigilance tree.
  15. I had a similar idea recently and updated the old LagunaD spreadsheet here: https://docs.google.com/spreadsheet/ccc?key=0AqqlFggS3U48dFRqTW5YM0tLYy0ycnhteGt0LXhXU0E If you're still interested in keeping your app updated, your defense value for juggs should be 22% (instead of 14%) when you include the Quake (5%) accuracy debuff and Retaliation buff (3%) which are maintained throughout a fight. Without these jugg tanks no doubt seem silly in comparison. For those interested, you can also copy the spreadsheet and change it to your class and stats by clicking File>Make Copy.
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