Hawk_IV Posted October 15, 2015 Share Posted October 15, 2015 Is there a rough estimate for gearing tanks in 4.0 yet? I know the information for the level 65 ops isn't out yet, so no worries about exact numbers yet. But what can I shoot for as a casual player? Are the stats (below) WAYYY off? Can you give me a better estimate for stats when I look in my character sheet? Thanks for all your hard work, math-geniuses Shadow: 25% Defense 40% Shield (like 65% with Kinetic Ward?) 60% Absorb Guardian: 25% Defense 45% Shield 42% Absorb Vanguard: 20% Defense 55% Shield 53% Absorb Link to comment Share on other sites More sharing options...
truevalon Posted October 16, 2015 Share Posted October 16, 2015 Is there a rough estimate for gearing tanks in 4.0 yet? I know the information for the level 65 ops isn't out yet, so no worries about exact numbers yet. But what can I shoot for as a casual player? Are the stats (below) WAYYY off? Can you give me a better estimate for stats when I look in my character sheet? Thanks for all your hard work, math-geniuses Shadow: 25% Defense 40% Shield (like 65% with Kinetic Ward?) 60% Absorb Guardian: 25% Defense 45% Shield 42% Absorb Vanguard: 20% Defense 55% Shield 53% Absorb Given the itemization we have seen I would say those stats are way off. Link to comment Share on other sites More sharing options...
Hawk_IV Posted October 16, 2015 Share Posted October 16, 2015 Given the itemization we have seen I would say those stats are way off. Ok then would you be so kind as to give me better stats than just telling me I'm way off? XD k thanks buddy Link to comment Share on other sites More sharing options...
AutoCocker Posted October 16, 2015 Share Posted October 16, 2015 (edited) No one knows till it goes live but if i were to take a wild guess I would say defense will be much higher than 20% while shield/absorb much lower. Like if on a PT/VG and trying to keep shield/abso even I would say 40% or less. Especially since for whatever reason they decided to get rid of abso mods, shield/abso enhancements and ear/implants. Again till it goes live it's just speculation at this point. Edited October 16, 2015 by AutoCocker Link to comment Share on other sites More sharing options...
Hawk_IV Posted October 16, 2015 Share Posted October 16, 2015 No one knows till it goes live but if i were to take a wild guess I would say defense will be much higher than 20% while shield/absorb much lower. Like if on a PT/VG and trying to keep shield/abso even I would say 40% or less. Especially since for whatever reason they decided to get rid of abso mods, shield/abso enhancements and ear/implants. Again till it goes live it's just speculation at this point. That much more Defense? Ok then, maybe something more around these lines? Shadow Defense: 35% Shield: 35% (50% with Kinetic Ward) Absorb: 50% Guardian Defense: 40% (45% with Riposte) Shield: 30% Absorb: 27% (30% with Warding Strike) Vanguard: Defense: 35% Shield: 40% Absorb: 40% remember these are just speculations. I also feel like I'm probably jumping the gun and I should just wait for 4.0... problem is I'm too excited for that. XD I just want to play it now! haha Link to comment Share on other sites More sharing options...
Gardimuer Posted October 17, 2015 Share Posted October 17, 2015 (edited) No one knows till it goes live but if i were to take a wild guess I would say defense will be much higher than 20% while shield/absorb much lower. Like if on a PT/VG and trying to keep shield/abso even I would say 40% or less. Especially since for whatever reason they decided to get rid of abso mods, shield/abso enhancements and ear/implants. Again till it goes live it's just speculation at this point. With so much forced Defense in tanking gear, tabulating stat optimization gets simpler. We know that for gear tier X you will have Y amount of defense in Mods, and no one will need/want to take more Defense in Enhancements or Augments because the damage profile of operation bosses just doesn't need it. This means that the only variation would be in how much Shield Rating vs. how much Absorb rating to take, traded at a 1:1 ratio. My guess: The variation in shield vs. absorb will depend on the innate passives of each tanking class. For instance, Shadows/Assassins get a lot of free shield rating in their spec, so Absorb could be more valuable than Shield to them. Vanguards/Powertechs get a lot of free absorb in their spec, so Shield rating might be better for them. But this would also vary depending on how "spikey" a bosses' damage profile is. Taking more shield would mean shielding more often, and that would decrease the likelihood of taking several large spikes in a row before healers have time to react. Taking more absorb, on the other hand, might give better average DTpS in fights that are less spikey. Edited October 17, 2015 by Gardimuer Link to comment Share on other sites More sharing options...
Hawk_IV Posted October 17, 2015 Share Posted October 17, 2015 With so much forced Defense in tanking gear, tabulating stat optimization gets simpler. We know that for gear tier X you will have Y amount of defense in Mods, and no one will need/want to take more Defense in Enhancements or Augments because the damage profile of operation bosses just doesn't need it. This means that the only variation would be in how much Shield Rating vs. how much Absorb rating to take, traded at a 1:1 ratio. My guess: The variation in shield vs. absorb will depend on the innate passives of each tanking class. For instance, Shadows/Assassins get a lot of free shield rating in their spec, so Absorb could be more valuable than Shield to them. Vanguards/Powertechs get a lot of free absorb in their spec, so Shield rating might be better for them. But this would also vary depending on how "spikey" a bosses' damage profile is. Taking more shield would mean shielding more often, and that would decrease the likelihood of taking several large spikes in a row before healers have time to react. Taking more absorb, on the other hand, might give better average DTpS in fights that are less spikey. So in other words, stat distribution is ridiculously easy in 4.0? The thought of all mods having defense sounds dumb... And it doesn't sound good for this thread All enhancements will be shield/absorb enhancements then and all augs will balance what you need (whether it be shield or absorb). Hmmmm Link to comment Share on other sites More sharing options...
AutoCocker Posted October 17, 2015 Share Posted October 17, 2015 There are no shield/abso enhancements in 4.0 though. Only def/abso and def/shield. Link to comment Share on other sites More sharing options...
Torvai Posted October 19, 2015 Share Posted October 19, 2015 Anybody else thinking about using power mods, instead of defense? At least partly, since nobody needs that much, if it is still calculated the same way. Link to comment Share on other sites More sharing options...
KeyboardNinja Posted October 19, 2015 Author Share Posted October 19, 2015 Anybody else thinking about using power mods, instead of defense? At least partly, since nobody needs that much, if it is still calculated the same way. Rule number one of gearing: make the numbers bigger. More defense > anything-not-mitigation. As a min-maxer, I like to delude myself that the things I do make a huge difference. They don't. Min-maxing has, at most, a 10-15% impact on the performance of your gear. Getting a larger stat budget has a much, much, MUCH more significant impact. Defense is over-statted in this expansion, yes, but it's still going to be better than non-mitigation stats. With that said, I don't think there's any question that B mods will be BiS by a mile. Link to comment Share on other sites More sharing options...
TestofFaith Posted October 19, 2015 Share Posted October 19, 2015 (edited) Taking a different angle on this, my first impression with the much lower available shield/absorb, or rather that you will have to pick between one or the other, is what about resource management? Both the VG/PT and SHD/SIN rely on shielding attacks to regen their resource and keep their rotations alive, as well as to proc other defensive/mitigation based abilities. Even with the high numbers attainable in 3.0 this can sometimes leave us hitting "dry" pockets where we have to spam basic attacks to give resources a sec or two to build. Will this be meaningfully (negatively) impacted or is it not really an issue? Also, I have not seen or played PTS for 4.0 so I'm not sure, but folks are stating/assuming that all mods will be defense. Why is that? Currently, the mods have the defense/absorb stat tier. If defense is being moved out of that tier and shield is being moved in, and if nothing changes about the stat slots themselves on the gear, wouldn't this leave mods to have either shield or absorb in place of the old defense/absorb? Many of you have more experience and are much more savy (yes, I'm eyeing you KBN, Aelanis, etc. :-P ) so hopefully there isn't something obvious that I'm missing. Thanks! Edited October 19, 2015 by TestofFaith Link to comment Share on other sites More sharing options...
Hawk_IV Posted October 19, 2015 Share Posted October 19, 2015 Taking a different angle on this, my first impression with the much lower available shield/absorb, or rather that you will have to pick between one or the other, is what about resource management? Both the VG/PT and SHD/SIN rely on shielding attacks to regen their resource and keep their rotations alive, as well as to proc other defensive/mitigation based abilities. Even with the high numbers attainable in 3.0 this can sometimes leave us hitting "dry" pockets where we have to spam basic attacks to give resources a sec or two to build. Will this be meaningfully (negatively) impacted or is it not really an issue? Also, I have not seen or played PTS for 4.0 so I'm not sure, but folks are stating/assuming that all mods will be defense. Why is that? Currently, the mods have the defense/absorb stat tier. If defense is being moved out of that tier and shield is being moved in, and if nothing changes about the stat slots themselves on the gear, wouldn't this leave mods to have either shield or absorb in place of the old defense/absorb? Many of you have more experience and are much more savy (yes, I'm eyeing you KBN, Aelanis, etc. :-P ) so hopefully there isn't something obvious that I'm missing. Thanks! "Lastly, we have rearranged how we distribute ratings on items. Now, Power and defense share the first rating slot on modifications, while the rest of the stats (Accuracy, Alacrity, Critical, Absorb, and Shield) will share the second rating slot." -Rob Hinkle, Lead Systems Designer (Combat Changes in Fallen Empire) Does this answer your question? Link to comment Share on other sites More sharing options...
KeyboardNinja Posted October 19, 2015 Author Share Posted October 19, 2015 Taking a different angle on this, my first impression with the much lower available shield/absorb, or rather that you will have to pick between one or the other, is what about resource management? Both the VG/PT and SHD/SIN rely on shielding attacks to regen their resource and keep their rotations alive, as well as to proc other defensive/mitigation based abilities. Even with the high numbers attainable in 3.0 this can sometimes leave us hitting "dry" pockets where we have to spam basic attacks to give resources a sec or two to build. Will this be meaningfully (negatively) impacted or is it not really an issue? Both Vanguards/Powertechs and Shadows/Assassins have procs which work on both shielding and defense. Shadows/Assassins have actually always been like this (literally since 1.0), since they are reliant on both defense and shield as general mechanisms. Vanguards/Powertechs were the last of the three tanks to get diversity in their proc generators. So, resources shouldn't be a problem in general. Defense does provide a lower percentage return per point than shield does, so that will impact resource generation slightly, but it shouldn't be noticeable. Also, I have not seen or played PTS for 4.0 so I'm not sure, but folks are stating/assuming that all mods will be defense. Why is that? Currently, the mods have the defense/absorb stat tier. If defense is being moved out of that tier and shield is being moved in, and if nothing changes about the stat slots themselves on the gear, wouldn't this leave mods to have either shield or absorb in place of the old defense/absorb? Many of you have more experience and are much more savy (yes, I'm eyeing you KBN, Aelanis, etc. :-P ) so hopefully there isn't something obvious that I'm missing. Thanks! Well, any and all PTS stuff would be under NDA. So aside from what the devs have said, or data mined information (which is against the forums ToS), we don't really know anything. With that said, the information we have been given from the devs does confirm that the only tanking mods will be mastery+endurance+defense. There will be no shield or absorb mods. Link to comment Share on other sites More sharing options...
TestofFaith Posted October 19, 2015 Share Posted October 19, 2015 (edited) "Lastly, we have rearranged how we distribute ratings on items. Now, Power and defense share the first rating slot on modifications, while the rest of the stats (Accuracy, Alacrity, Critical, Absorb, and Shield) will share the second rating slot." -Rob Hinkle, Lead Systems Designer (Combat Changes in Fallen Empire) Thanks Hawk for posting that there. Made it easy to access :-) . Prior to 4.0, the first rating slot on modifications (not to confuse with "mods" ) was shield, alacrity, accuracy, and surge while the second slot was defense, power, critical, and absorb. So mods had mainstat+end+slot 2, and enhancements had end+slot 1+slot 2. With the above wording, it implies that the first slot rating, previously only on enhancements, has now had accuracy, alacrity, and shield moved out, eliminated surge, and had power and defense moved in. Again, if no other changes to the slots themselves have been made, this would leave the "mods" modifications to have any slot 2 stat (Accuracy, Alacrity, Critical, Absorb, or Shield), correct? EDIT: Never mind, KBN cleared it up there at the end of his post while I was typing this :-P Thanks guys. Edited October 19, 2015 by TestofFaith Link to comment Share on other sites More sharing options...
Gardimuer Posted October 20, 2015 Share Posted October 20, 2015 the following list contains the conversions for consumable items which are no longer craftable: ... Exotech absorb adrenal <1:1> prototype nano-infused absorb adrenal r.i.p. Link to comment Share on other sites More sharing options...
KeyboardNinja Posted October 20, 2015 Author Share Posted October 20, 2015 r.i.p. Yeah. Don't get me started. This is a bigger deal than the defense thing. Link to comment Share on other sites More sharing options...
Torvai Posted October 20, 2015 Share Posted October 20, 2015 (edited) Rule number one of gearing: make the numbers bigger. More defense > anything-not-mitigation. As a min-maxer, I like to delude myself that the things I do make a huge difference. They don't. Min-maxing has, at most, a 10-15% impact on the performance of your gear. Getting a larger stat budget has a much, much, MUCH more significant impact. Defense is over-statted in this expansion, yes, but it's still going to be better than non-mitigation stats. With that said, I don't think there's any question that B mods will be BiS by a mile. Well, for us Juggs power is some sort of defensive stat, cause of sonic barrier and ED Yeah. Don't get me started. This is a bigger deal than the defense thing. Yeah. Edited October 20, 2015 by Torvai Link to comment Share on other sites More sharing options...
truevalon Posted October 20, 2015 Share Posted October 20, 2015 Rule number one of gearing: make the numbers bigger. More defense > anything-not-mitigation. As a min-maxer, I like to delude myself that the things I do make a huge difference. They don't. Min-maxing has, at most, a 10-15% impact on the performance of your gear. Getting a larger stat budget has a much, much, MUCH more significant impact. Defense is over-statted in this expansion, yes, but it's still going to be better than non-mitigation stats. With that said, I don't think there's any question that B mods will be BiS by a mile. As a fellow min/maxer I would argue that 10-15% is a significant difference. Link to comment Share on other sites More sharing options...
Torvai Posted October 20, 2015 Share Posted October 20, 2015 (edited) As a fellow min/maxer I would argue that 10-15% is a significant difference. Not really. Say you're taking 2.5k dtps. Even 15% more and you'd only sit at 2875 dtps. The difference isn't that much and, imo, doesn't matter up to a point where healers have 100% ehps and still can't keep up. Which'll never happen. So yeah, gearing on a tank is important, but active mitigation, be it rotational, ie keeping buffs and debuffs active or cooldown usage, plays a much bigger role. Edited October 20, 2015 by Torvai Link to comment Share on other sites More sharing options...
truevalon Posted October 20, 2015 Share Posted October 20, 2015 (edited) Not really. Say you're taking 2.5k dtps. Even 15% more and you'd only sit at 2875 dtps. The difference isn't that much and, imo, doesn't matter up to a point where healers have 100% ehps and still can't keep up. Which'll never happen. So yeah, gearing on a tank is important, but active mitigation, be it rotational, ie keeping buffs and debuffs active or cooldown usage, plays a much bigger role. Correct me if I am wrong, but as a tank I would consider a a 15% gear improvement to be 15% less damage taken. In which case that 2.5dtps would become 2125 dtps. A reduction of near 400 dtps. While your example show a increase in dtps. I think you got your math turned upside down there. Edited October 20, 2015 by truevalon Link to comment Share on other sites More sharing options...
KeyboardNinja Posted October 20, 2015 Author Share Posted October 20, 2015 Correct me if I am wrong, but as a tank I would consider a a 15% gear improvement to be 15% less damage taken. In which case that 2.5dtps would become 2125 dtps. A reduction of near 400 dtps. While your example show a increase in dtps. I think you got your math turned upside down there. :-) I should have tried to give numbers for the "make the numbers bigger" case. The point is really the following… Imagine you have a perfectly itemized set of gear. Every slot is within 1-2% of exactly right (basically, you've nailed it to the mathematical ideal, in so far as the game's mod system allows). Then a new piece drops. The enhancement in this new piece represents a significant jump in stat budget (think: subsequent tier), but it causes your itemization to be out of balance. Now you have too much shield and defense, and not enough absorb. Do you put the enhancement in your gear? Answer: yes. Emphatically. The higher stat budget outweighs the imbalance in itemization. So I'm not saying that min-maxing is useless. I'll take any advantage I can get! Just that min-maxing is less important than overall stat budget increases. If you have to pick between the two, pick the latter. Link to comment Share on other sites More sharing options...
Anariodin Posted October 20, 2015 Share Posted October 20, 2015 Prototype Anodyne Absorb Adrenal - Absorbs 20% of damage up to a large amount of damage for 15 seconds. (CD 3 mins) Damage absorbed scales by level up to level 57 Advanced Anodyne Absorb Adrenal - Increases Absorption and Shield rating by 750 for 15 seconds (CD 3 mins) Is the prototype a typo or has it always been like that? Link to comment Share on other sites More sharing options...
Radongar Posted October 20, 2015 Share Posted October 20, 2015 So, first impressions from storymode: Denova: - Zorn & Toth (I did Toth): Internal / Elemental: 3,6 % - 10.430 Kinetic / Energy: 94,4% - 275.924 Force / Tech: 12,7% - 36.309 Melee / Range 55,3% - 158.432 - Firebrand & Stormcaller (I did Firebrand) Internal / Elemental: 0% - 0 Kinetic / Energy: 100% - 337.012 Force / Tech: 0% - 0 Melee / Range 98,3% - 331.290 -Colonel Vorgath Internal / Elemental: 13,2 % - 36.100 Kinetic / Energy: 86,8% - 237.560 Force / Tech: 13,2% - 36.100 Melee / Range 65,4% - 179.104 - Warlord Kephess Internal / Elemental: 13,3 % - 40.593 Kinetic / Energy: 84,3% - 258.110 Force / Tech: 13,3% - 40.593 Melee / Range 71,4% - 218.658 Dread Fortress: -Nefra Internal / Elemental: 9,1 % - 19.029 Kinetic / Energy: 90,9% - 190.146 Force / Tech: 9,1% - 19.029 Melee / Range 90,9% - 190.146 - Draxus Internal / Elemental: 25,2 % - 76.038 Kinetic / Energy: 74,8% - 226.183 Force / Tech: 25,2% - 76.038 Melee / Range 71,0% - 214.478 - Grob'Thok Internal / Elemental: 3,1 % - 8.118 Kinetic / Energy: 96,8% - 250.954 Force / Tech: 3,1% - 8.118 Melee / Range 89,5% - 231.821 - Corruptor Zero uninteresting since I only tanked adds - Brontes Internal / Elemental: 46,1 % - 231.533 Kinetic / Energy: 53,9% - 270.718 Force / Tech: 48,8% - 245.070 Melee / Range 25,9% - 129.940 Dread Palace: - Bestia (was afk xD) - Tyrans Internal / Elemental: 6,0 % - 34.698 Kinetic / Energy: 94,0% - 548.334 Force / Tech: 14,5% - 84.499 Melee / Range 45,2% - 263.661 - Calphayus Internal / Elemental: 7,8 % - 23.183 Kinetic / Energy: 92,1%- 272.337 Force / Tech: 27,4% - 80.955 Melee / Range 68,7% - 203.030 - Raptus Internal / Elemental: 12,3 % - 38.213 Kinetic / Energy: 87,6% - 271.592 Force / Tech: 39,5% - 122.495 Melee / Range 32,9% - 101.840 I was fully bolstered, unfortunately I did not write the deffstats down but I think it is quite obvious, that we have a huge increase in dodgeable damage. Hope you can do s.th. with this. (for combatlog - see: http://www.filedropper.com/combat2015-10-20205158597019 Cheers Aristo Link to comment Share on other sites More sharing options...
g_land Posted October 20, 2015 Share Posted October 20, 2015 With so much defense rating gear we are going to see more damage spikes which make B mods better similar to last tier. Oh yay! 90k hp tanks incoming Link to comment Share on other sites More sharing options...
KeyboardNinja Posted October 20, 2015 Author Share Posted October 20, 2015 Something to think about… Story Mode has always had more defendable damage than hard and nightmare modes. This comes from the fact that part of what makes HM and NiM harder is sharper spikes against tanks, accomplished both by amping up the weaker SM spike attacks and by adding new attacks. These spike hits are almost always force/tech damage, which pushes the proportions a bit. It's been a really long time since I've looked at the damage ratios for SM Denova, but your numbers seem about in line with what I remember. (oddly, I do actually have the old 1.0 NiM Denova, EV and KP numbers, but nothing lower than that) Link to comment Share on other sites More sharing options...
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