SWTOR - Etude comparative des tanks (1.3)

SWTOR - Etude comparative des tanks (1.3)

What is a tank? That's it :

It's big, solid and it must hurt. Very bad. Suddenly, it is the one that we want to kill first, to say "phew", knowing that it will not be won. Making IG characters extremely tough and powerful would make those who are only powerful obsolete. The principle remains the same in the eyes of the enemy: make believe that we do the most damage. Well, this is basically what a “tank” character should be: solid, and take all the hits, as if it were him, the first threat, because he is scary. Understand by that, having a sick animosity, accompanied by the resistance that goes with it.



For animosity, you have to understand how it works: each damage inflicted corresponds to a point of animosity. A target attacks the one who put the most in it. Luckily for tanks, their Animosity value is doubled, and even more so for some attacks.

To take the aggressiveness of the target, your animosity must be equal to 110% of that of your ally, if you are in contact. If you are at a distance, it must be equal to 130%. With all tanks fighting primarily melee, you'll technically need to do 55% of the damage of your biggest DPS around, and at worst 65%, if you're a bit far away.

Increasing the damage of all their attacks being the ideal (but not possible), the priority attacks to increase are the mass attacks (to keep the animosity on a maximum of enemies), and those which inflict the most damage, not in direct terms, but in terms of average (the one we use most often with good damage, what).



Moreover, in the event that you no longer have any defensive secondary characteristics to mount, I think that the critical rate will allow you to gain in animosity significantly (the calculation is quickly done: either we increase the average damage, either when we do a rare critical hit, it gives even more; or, we increase the frequency of natural gifts, which are already enormous (well yes + 100% animosity on a critic, it hurts the buttocks)). But anyway, at high level, you will already have enough difficulty reaching the maximum caps not to ask yourself this question.

Now that you see what you need, you have to be able to manage your resource, and resist the most. And so, choose a talent tree (be careful, these trees are PvP only, although I do lay out principles for PvP from time to time):

  • Soldier / Bra
  • Knight / Warrior
  • Inquisitor / Consular
  • Avant-garde
  • Spécialiste

Choosing to increase High Impact Shot / Line Shot rather than Energy / Elemental damage is a prioritization of the attack's AoE damage. But not increasing it and taking the other is quite valid.

  • guardian
  •  Pest

Rather than gaining precision and stamina, which in the end can be useful for a tank, I prefer to invest in the Shii-Cho tree, increasing damage from mass attacks, and not inconsiderable healing.

  • Ombre
  • Assassin

With the Force being easy to manage, I chose not to take the small gains out of invisibility, or cost reductions, and increased the damage from widely used attacks.



As I specify each time, these trees are variable. I took them with some logic in mind, and they have no reason to be ineffective. However, you can definitely choose to modify some talents.. It won't necessarily mean a loss (sometimes even a gain), but be careful anyway!

In addition, I give various additional explanations of why I took such talent as the article progressed (and not everything here: I preferred to gather the explanations by causes).

 

The means available

Resource systems

  • Soldier / Bra
  • Knight / Warrior
  • Inquisitor / Consular

Ammunition / Heat. A gauge of 12/12 for the soldier or 0/100 for the bounty hunter.

Almost all attacks give off heat, and the higher it is, the longer it takes to descend. The ammunition is the same system, but in reverse (more the costs are reduced proportionally).

  • Cell Recharge / Heat Dissipation makes 6 / dissipates 50 in 3 seconds. CD 2 minutes.
  • Energy Blast / Heat Blast generates 1 / dispels 8. CD 15 seconds.
  • Triggering the shield has a 50% chance to generate 1 ammo / dispel 8 heat.
  • Cell Saving / Thermal Manipulation reduces the cost / resource gain of the next attack by 100%. The bonus in question must be used within 15 seconds. CD 2 minutes.
  • Storm / Express Charge grants a point of Static Surge / Flame Surge, making the next Explosive Surge / Flame Sweep resource free.

Note that what I call “ammunition” is sometimes called “cell” in the game: it's the same thing. Also, note that we can take the talent "Parallactic Combat Stim / Gyroscopic Alignment Jets" which grants 1 cell / dissipates 8 heat points in the event of hindrance (this is not the case here).



Concentration / Rage. A gauge that starts at 0 and can go up to a maximum of 12 (well, on paper. In terms of numbers, exceeding 12 would seem possible). Many attacks use it and fewer return it. Here are the latter (taking into account the Soresu form):

  • Strike / Assault generates 1 point of focus / rage each time it is used.
  • Fatal Strike / Fatal Assault generates 2 focus / rage each time it is used. CD 4,5 seconds.
  • Saber Throw generates 2 Focus / Rage (30m range) with each use. CD 30 seconds.
  • Force Leap / Force Charge generates 2 focus / rage points (10-30m range) with each use. Additionally, it makes the next Blade Storm / Force Cry free. CD 15 seconds.
  • Force Stasis / Force Choke generates 1 point of focus / rage every second (for 3 after 3 seconds) on each use. CD 1 minute.
  • Combat Focus / Rage generates 6 Focus / Rage points. CD 60 seconds. Note that Vicious Lunge / Lunge and Cyclone Lunge / Row Lunge decrease by 1 second Combat Focus / Rage CD with each use.
  • Soresu form grants 1 point of focus / rage for each attack (effect available every 3 seconds). Soresu Form reduces the number of Focus / Rage from damage attacks by 1; but this point has been taken into account above.
  • each attack you defend against has a 50% chance to generate 1 point of courage, reducing the next Force / Shock Sweep or the next Blade Storm / Force Shout by 1 point (stacking 3 times), provided that it will be used within the next 10 seconds.

Note that we can take the talent "Mistrust / Inflexibility" which confers 4 points in case of hindrance (this is not the case here).

Strength. A 100 point gauge, which starts full and almost all attacks use it. It increases constantly and evenly and 30% faster than for other specializations. Each dodged, parried, or blocked attack heals you for 2% of your maximum Strength.

Note that we can take the Shadow Respite / Dark Embrace talent which increases our Force generation by 50% under invisibility, and again for 6 seconds after exiting stealth (this is not the case here).

 

Getting beaten up

When the Ion Cell, Ion Gas Cylinder, or Dark Charge is activated, and in Soresu or Combat Technique form, you have Protection. This affects a friendly target, whose animosity is reduced by 25%, and whose 50% of the damage it receives is transferred to you (before the respective reductions, the target gets an additional 5% reduction). However, this only works on players! Use it only in PVP, or when you are in a group. Unfortunately, your companion will never benefit from it.

On the other hand, understand that this damage referral ignores your defense, and most likely your shield as well. Thus, shadows and assassins will attack far more than vanguards and specialists. But rest assured, whatever the person to protect, it is better that it is you that she who takes this damage!

In addition, all tank classes have 2 taunt abilities:

  • one at level 16, single target. Cooldown: 15 seconds.
  • one at level 30, multi-target. Cooldown: 45 seconds.

In PIE, taunt puts you at the top of the animosity stack, at 130% of the best beater in the group, for the 6 second effect. In PVP, a taunted target deals 30% less damage, except to the taunt caster, for the 6 seconds it is affected.

All tank classes have a 100% animosity bonus on all attacks, via stance. But some of their attacks feature even higher animosity:

  • Soldier / Bra
  • Knight / Warrior
  • Inquisitor / Consular
  • the Harpoon / Grapple (single target, remote, unencrypted).
  • Extreme Strike / Backhand (single target, on contact, unencrypted)
  • Protective Slit / Crushing Blow (single or multi-target, on contact, unencrypted)
  • Force / Shock Sweep (multi-target, contact, + 30%)
  • Cyclone Slash / Punch Volley (multi-target, on contact, + 30%)
  • Force Pull (single target, remote, unencrypted)
  • the Force Breach / discharge (multi-target, contact, unencrypted)
  • Idle / Withering Time (mutlicible, remote, unencrypted)

In addition, not all of them have the same means of reaching / attracting their targets:

  • Soldier / Bra
  • Knight / Warrior
  • Inquisitor / Consular
  • Harpoon / Hookshot: brings an enemy back, immobilizes them for 3 seconds, if the Defensive Measures / No Exit talent has been taken (this is not the case here). CD 45 seconds.
  • Storm / Express Charge: Throws itself at the target, inflicts damage, interrupts its action, and immobilizes it for 3 seconds. CD 15 seconds.
  • Force Leap / Force Charge: throws himself at the target, inflicts damage on them, interrupts their action, and stuns them for 2 seconds (if the Instability talent was taken (this is not the case here), the target is immobilized for the next second). CD 15 seconds.
  • Force Pull: brings an enemy back on you. CD 45 seconds.

 

Defense capabilities

There is a whole range of abilities, bonuses or buff spells, with very varied effects, but which all increase the overall resistance of the character. I'm not including Crowd Control, interrupt attacks, or slowdown attacks.

I divide them into 3 categories:

Situational defenses: I am counting in this the capacities that we use depending on the case, when we feel a big attack coming, or when we see our life at its lowest, that we are hampered, etc.

  • Soldier / Bra
  • Knight / Warrior
  • Inquisitor / Consular
  • Reactive Shield / Energy Shield: Damage reduced by 25% for 12 seconds (15 with set bonus). CD 2 minutes.
  • Smoke Grenade / Oil Blast: Decreases the accuracy of opponents near the launcher by 20% for 18 seconds (21 with set bonus). CD 1 minute.
  • Adrenaline Rush / Kolto Overload: Heals for 15% of maximum health over 10 seconds. CD 2 minutes and 30 seconds.
  • Tenacity / Determination: negates all debuffs. CD 2 minutes.
  • Poise / Pain Tolerance: Increases total health by 30% of total health for 15 seconds. CD 3 minutes.
  • Protective Call / Invincibility: Damage reduced by 40% for 10 seconds (12 with set bonus). CD 3 minutes.
  • Saber Defense / Saber Return: Melee and ranged defense is increased by 100% for 2 seconds, then 50% for the next 10 seconds. Additionally, Force and Tech damage is reduced by 25% for the same 12 seconds. CD 3 minutes. This ability is refreshed during a Heroic Moment.
  • Focused Defense / Enraged Defense: Moderately reduces animosity. For 10 seconds, each attack received heals you for 3% of your maximum health and slightly reduces your animosity, but costs one point of focus / rage each time the effect is applied (maximum once per second). CD 45 seconds.
  • Resolve / Release: Removes all debuffs, and heals the caster for 10% of their maximum health. CD 2 minutes.
  • Deflection: Increases defense by 50% for 12 seconds. CD 2 minutes.
  • Combat Readiness / Saber Overload: Reduces your Combat Technique / Dark Charge limit rate by 3 seconds for 15 seconds, and heals you for 4% of your maximum health. CD 2 minutes.
  • Force of Will / Unwavering Will: Removes all debuffs. CD 2 minutes.
  • Resilience / Force Shroud: Dispels all debuffs, and reduces Force and Tech damage by 100%, for 5 seconds. CD 45 seconds.
  • Force Speed: Removes all movement inhibiting effects and increases movement speed by 150% for 2 seconds. CD 10 seconds.

 

Temporary bonuses: this category lists all the abilities and effects that can come up quite often, without being systematic, and therefore, difficult to account for in the calculation of values. Unlike attacks above, we usually try to place them as soon as possible.

  • Soldier / Bra
  • Knight / Warrior
  • Inquisitor / Consular

Vanguard and Specialist don't really have Blade Storm / Force Cry-like attacks, reset as soon as possible. However, some players use Smoke Grenade / Oil Jet whenever they can, as this ability only has a XNUMX minute cooldown.

  • Blade Storm / Force Cry: (Blade Barrier / Sonic Barrier) absorbs a moderate amount of damage for 10 seconds. CD 12 seconds.
  • Telekinetic Throw / Force Bolt: (Relentless Shadow / Relentless Darkness) each Throw / Shock and Slow Time / Wither grants a point of Relentless Shadow / Relentless Darkness, increasing the damage of the next Telekinetic Throw / Force Bolt by 25%. At 3 points (the maximum), with each damage cycle, the attack heals you for 2% of your maximum health, or 8% in total.
  • Combat Technique / Dark Charge: Each attack has a 65% chance to deal additional internal damage and heal you for 277 health. The effect is only available every 4,5 seconds.

 

Permanent bonus: these are skills with a CD equal to or less than its duration of use, thus making it possible to refresh / accumulate the bonuses by using them in the cycles of attacks, thus being able to be considered as a permanent bonus (for value calculations).

  • Soldier / Bra
  • Knight / Warrior
  • Inquisitor / Consular
  • Explosive Surge / Flame Sweep: (Static Field / Ignite) target damage reduced by 4% for 15 seconds.
  • Ionic Pulse / Flame Burst: (Static Field / Ignite) target damage reduced by 4% for 15 seconds; (Energy Screen / Heat Screen) increases absorption by 2% for 15 seconds, up to 8%.
  • Empowerment / Gift of the Hunter: Increases stamina by 5%. Class buff.
  • Energy Blast / Heat Blast: (Energy Screen / Heat Screen) increases absorption by 2% for 15 seconds (stackable, up to 8%), in addition to generating 1 ammo / dispelling 8 points. heat. CD 15 seconds.
  • Force / Shock Sweep: Dust Storm / Earthquake: Decreases the accuracy of affected targets by 5% for 18 seconds. CD 15 seconds.
  • Cyclone Slash / Punch Volley: Dust Storm / Earthquake: Decreases the accuracy of affected targets by 5% for 18 seconds.
  • Riposte / Retaliation: Blade Barricade: Increases melee and ranged defense by 3% for 12 seconds (13 with set bonus). CD 6 seconds.
  • Bravery of Strength / Mark of Power (increases stamina, astuteness, aim, and will by 5%, and reduces internal and elemental damage by 10%). Class buff.
  • Force Breach / Discharge (Reduces the accuracy of affected targets by 5% for 18 seconds). CD 15 seconds.
  • Shadow Training / Assassin's Training (your stamina increases by 5 points per level (not 4)). Class bonus.
  • Kinetic Guard / Black Zone: Grants 8 stacks for 20 seconds, increasing shield chance by 15% (20% with set bonus). At each trip, a load is used. CD 12 seconds.
  • Slow Time / Wither (reduces damage dealt by targets affected by the spell by 5%, for 15 seconds). CD 7,5 seconds.

Utility capacities

I include Crowd Control, interrupt attacks, slowdown attacks, and other useful stuff that increases the “adaptability” of the group. I divide them into 3 categories.

 

Complete restraints (CC):

  • Soldier / Bra
  • Knight / Warrior
  • Inquisitor / Consular
  • Neural Surge / Carbonite Blast: Stuns 5 enemies for 2.5 seconds within 8 yards, centered on the caster. CD 45 seconds.
  • Cryo-Grenade / Electrostart: Freezes / electrocutes (stunned) the target for 4 seconds. (distance) CD 1 minute. This ability is refreshed during a Heroic Moment.
  • Force / Shock Sweep: If targets are standard or weak, they are stunned for 1.5 seconds. CD 15 seconds.
  • Dread / Intimidating Scream: Paralyzes (stunned) nearby targets for 6 seconds. If a target takes damage, its shackle ends. CD 1 minute.
  • Force Leap / Force Charge: Stuns the target for 2 seconds. CD 15 seconds.
  • Force Stasis / Force Choke: Stuns the target while channeling the spell (up to 3 seconds). CD 1 minute. If the Stasis Mastery / Force Embrace talent is taken (it is here), the target is stunned for 3 seconds and the caster can act for the duration of the spell.
  • Blade Storm / Force Cry: If the target is standard or weak, it is stunned for 4 seconds.
  • Maze of Mind / Mind Trap: Stuns the target for one minute (close range, from stealth and out of combat). If the target takes damage, the shackle ends. Only one target can be stunned by this spell at a time.
  • Force Stun / Shock: Stuns the target for 4 seconds (ranged). CD 1 minute. This ability is refreshed during a Heroic Moment.
  • Throw / Shock: Stuns the target for 3 seconds if it is standard or weak. CD 6 seconds.
  • Force Lift / Cyclone: ​​Traps the target (stun) for 8 seconds and regenerates it (except for weak or standard targets). If the target takes damage, the shackle ends. CD 1 minute.

 

Slowdown, debuff, etc:

  • Soldier / Bra
  • Knight / Warrior
  • Inquisitor / Consular
  • Ionic Cell / Ionic Gas Cylinder: Slows targets affected by this damage by 50% for 2 seconds, if the Neural Overload talent has been taken (it is not here).
  • Anti-stealth scanner: detects for 10 seconds all invisible targets in a remote area. Immobilizes the discovered target for 3 seconds, if the Defensive Measures talent has been taken (it is not here). CD 20 seconds.
  • Force / Shock Sweep: Applies 2 stacks of Armor Destruction * to the target if the Purifying Sweep / Crushing Point talent was taken (not here). CD 15 seconds.
  • Protective Slash / Crushing Blow: Applies 3 stacks of Armor Destruction * to the target. If it is 5, the attack becomes a mass attack that hits two additional targets (giving them 3 stacks each). CD 15 seconds.
  • Chilling Force / Chilling Cry: Slows the speed of nearby targets by 50% for 9 seconds.
  • Fatal Strike / Fatal Assault: Apply 1 stack of Armor Destruction * (2 stacks if the Improved Lethal Strike / Improved Fatal Assault talent was taken (not here)) CD 4,5 seconds.
  • Force Leap / Force Charge: Stuns the target for 2 seconds and immobilizes them for the next second, if the Instability talent has been taken (this is not the case here). CD 15 seconds. 

* Each stack of destruction reduces the target's armor by 4% for 15 seconds. They can stack up to 5 times (at 20%).

  • Telekinetic Cast / Force Bolt: Slows the target by 50% for the spell's 3 seconds. If the target is weak or standard, it is immobilized. CD 6 seconds.
  • Slow Time / Wither: Reduces the speed of targets affected by the spell by 30% for 15 seconds. CD 7,5 seconds.

 

Others:

  • Soldier / Bra
  • Knight / Warrior
  • Inquisitor / Consular
  • Riot Strike / Bridging: Interrupts the target's current action and prevents its use for the next 4 seconds. (contact) CD 8 seconds.
  • Explosive Salvo / Explosive Missile: If the primary target is standard or weak, it is knocked to the ground.
  • High Impact Shot / Line Shot: Its AoE damage (ion cell / ion gas cylinder only) does not affect hindered targets that would risk losing their shackle due to damage. CD 15 seconds.
  • Mortar Volley / Death from the Sky: Standard or weak targets affected are also thrown to the ground. CD 1 minute.
  • Force / Disruption Kick: Interrupts the target's current action and prevents its use for the next 4 seconds. (contact) CD 8 seconds.
  • Protective Slash / Crushing Blow: Its AoE damage does not affect hindered targets that might lose their shackle from damage. CD 15 seconds.
  • Force Push: Pushes back and knocks down the target for 2 seconds. CD 60 seconds (45 seconds if Command / Gauntlet ejected was taken (this is not the case here)).
  • Protective / Intervention Jump: Jumps alongside a friendly target, moderately reducing their animosity and damage they take over the next 6 seconds by 20%. CD 20 seconds.
  • Confused Mind / Shock: Interrupts the target's current action and prevents its use for the next 4 seconds. (short range) CD 12 seconds.
  • Force Surge / Overload: Knocks back nearby enemies, knocking down weak and standard targets. CD 20 seconds.
  • Stealth / Stealth: When out of combat, becomes invisible, but reduces speed by 15%.
  • Force Concealment: Gains full stealth in mid-combat, for 10 seconds. During this time, healing done and received is reduced by 100%. CD 2 minutes.
  • Slow Time / Wither: Its AoE damage does not affect hindered targets that would risk losing their hobble due to damage. CD 7,5 seconds.

 

Values

For all stats, some of which are proportional, I chose to change, and take campaign gear (as well as set bonuses). Attention, it is without optimization (by changing modifications) nor relics (or rather, we consider that we have relics which do not influence the characteristics).

So all the values ​​you see here can be increased, optimized, and thus… slightly modify the data. But above all, I need a common base.

 

Endurance

Obviously, the more you have, the more you can cash out! There is an ongoing debate, about "3% more stamina, savior? For the Vanguards, Specialists, Shadows and Assassins talent trees. I therefore take this opportunity to close the dilemma.

I name here "e" a random endurance value (but always the same depending on the tank), to establish the bonuses. In field equipment, "e" varies between 1828 and 1849 (depending on the class. Because yes, despite everything, there are some differences).

  • Soldier / Bra
  • Knight / Warrior
  • Inquisitor / Consular

ex 1,05 (reinforcement / hunter's gift) x 1,03 (soldier stamina / built-in cardio pack) = ex 1,05 x 1,03 = 1,0815e

e x 1,05 = 1,05e

(e + 50 (shadow training / assassin training)) x 1,03 (mental bravery / shroud of darkness) x 1,05 = (e + 50) x 1,03 x 1,05 = 1,0815 , 54,075e + XNUMX

You should know that the characters have a base of life points, which is 50 per level (or 2500 at level 50). In addition, the datacrons (which you all took ^^) still give you +40 stamina.

Just to make it easier for you, if you want to know how much HP each class has, all bonuses taken into account, in campaign gear, there you have it:

  • Soldier / Bra
  • Knight / Warrior
  • Inquisitor / Consular

2500 + 10 x ((1828 + 40) x 1,0815) = 22702,42 PV

2500 + 10 x ((1849 + 40) x 1,05) = 22334,5 PV

2500 + 10 x ((1828 + 40 + 50) x 1,0815) = 23243,17 PV

I remind you that this is without counting the possible relics, nor the optimization (by taking only certain armor, etc.). In all cases, it is hot on its heels. What would happen if we did without the 3% stamina bonus? Well, I calculate:

  • Soldier / Bra
  • Knight / Warrior
  • Inquisitor / Consular

2500 + 10 x ((1828 + 40) x 1,05) = 22114 PV

22702,42 - 22114 = 588,42

They do not have a skill that grants bonus stamina in their trees.

2500 + 10 x ((1828 + 40 + 50) x 1,05) = 22639 PV

23243,17 - 22639 = 604,17

Although in the case of Shadows and Assassins, this bonus allows you to exceed the 23 HP bar, this corresponds to an increase of 000 HP. It can go up to 600 (or even touch the 700) extra hit points, with super optimized equipment, but on its own, it won't go higher. But increasing your health also means increasing regeneration and other health-related effects. It works for:

  • Soldier / Bra
  • Knight / Warrior
  • Inquisitor / Consular
  • Adrenaline Rush / Kolto Overload
  • care via Resolution / Reinforcement
  • Plumb / Pain Tolerance
  • Concentrated Defense / Enraged Defense

(and NOT Blade Storm / Force Cry, that's different). But what is even more "nerd" is that they do not have to ask this question ^^

  • healing via Telekinetic Throw / Force Bolt
  • Healing via Readiness to Fight / Saber Overload

However, this gain of 600 HP corresponds to 2% more returned HP. Be careful, we do not gain 2% more life (the percentage remains fixed!), But you gain 2% more compared to the same capacity, without the endurance bonus.

The shadows and the assassins playing on their resistance via their life points (and in addition, this bonus makes them exceed the bar of 23, and higher with optimization), I think that it is playable even if we can prefer to put three skill points elsewhere.

Vanguards and Specialists already have less health, and don't regenerate as much. Also, with 3 talent points, they can increase their damage and animosity considerably, or take on PvP oriented talents… in short, things which, in my opinion, are more profitable than 3% stamina.

For those that I lost, here are the final health of my 3 types of tank:

  • AG/S : 22114 PV
  • G/R : 22334,5 PV
  • O / A: 23243,17 PV

 

Armor

It directly influences the reduction of weapon damage, energy and kinetics. The resistance is calculated like this:

% Reduction = Armor value / (Armor value + 200 * level + 800) * 100

  • Soldier / Bra
  • Knight / Warrior
  • Inquisitor / Consular

4935 (armor) x 1,6 (ion cell / ion gas cylinder) x 1,16 (repaired armor) = 4935 x 1,6 x 1,16 = 9159,36

for a resistance value of 45,89004858%

4935 (armor) x 1,6 (Soresu form) = 7896

for a resistance value of 42,23363286%

2871 (armor) x 2,15 (combat technique / dark charge) x 1,2 (stasis / eye of the storm) = 6172

for a resistance value of 36,36577893%

 

Damage reduction

In addition to resistance through armor, there is a whole series of resistances.

  • Soldier / Bra
  • Knight / Warrior
  • Inquisitor / Consular

45,89004858% (armor) + 5% (ion cell / ion gas cylinder) + 2% (ion shield / ion shield) + 2% (power armor) = 45,89004858% + 5% + 2% + 2 % = 54,89004858%

42,23363286% (armor) + 6% (Soresu form) = 42,23363286% + 6% = 48,23363286%

36,36577893% (armor) + 2% (Jedi resistance / Sith distrust) + 2% (set bonus) = 36,36577893% + 2% + 2% = 40,36577893%

 

Reduced internal and elemental damage

Both of these damage types override armor, making it much harder to reduce.

  • Soldier / Bra
  • Knight / Warrior
  • Inquisitor / Consular

5% (ion cell / ion gas cylinder) + 2% (ion shield / ion shield) + 2% (power armor) + 10% (Force bravery / mark of power) = 5% + 2% + 2% = 19%

6% (Soresu form) + 4% (inner peace / dark blood) + 10% (bravery of Force / mark of power) = 6% + 4% = 20%

9% (Skill Mastery / Charge Mastery) + 2% (Jedi Resistance / Sith Distrust) + 10% (Force Bravery / Mark of Power) + 2% (set bonus) = 9% + 2% + 10% + 2% = 23%

The majority of this damage is inflicted over a period of time. So, once hit, only this meager percentage defends you against them.

 

Reduced enemy damage

Some abilities directly reduce the damage dealt by targets. This has the advantage of applying not only to your character's resistance, but also to your allies.

  • Soldier / Bra
  • Knight / Warrior
  • Inquisitor / Consular

4% (static field / conflagration) = 4%

0

5% (slowdown / wilting time) = 5%

 

Shield Chances

All tanks have a shield, the chance of which is increased by statistic (shield). The index / bonus ratio is calculated like this:

Chance to block in% = Base shield (5%) + 50 * (1 - (1 - (0.01 / 0.5)) ^ ((shield index / MAX (level, 20)) / 0.32)) + Miscellaneous bonus.

The MAX formula consists of taking the highest number on the list. So if you are above level 20, this is your level. Otherwise, it's 20.

Field gear grants a shield index of 546, worth around 24,9%, which I voluntarily round off to 25%. Which gives for each class:

  • Soldier / Bra
  • Knight / Warrior
  • Inquisitor / Consular

5% (base) + 15% (ion cell / ion gas cylinder) + 2% (shield cycler / shield dissipation) + 6% (counterattack / tech-buff) + 25% (gear) = 5% + 15% + 2% + 6% + 25% = 53%

5% (base) + 15% (Soresu form) + 4% (shield specialization) + 25% (gear) = 5% + 15% + 4% + 25% = 49%

5% (base) + 15% (combat technique / dark charge) + 15% (kinetic guard / black zone) + 5% (set bonus) + 25% (equipment) = 5% + 15% + 15% + 5% + 25% = 65%

 

Absorption

This is an additional resistance, which is in addition to the usual resistance when the shield activates. Be careful, because technological or Force attacks cannot be absorbed. Tank trackers, you know what to do. (those who fear imbalance, take a good look at your attacks, which inflict what damage, and you will see that between Strength / Melee and Distance / Technological, you always have something to do). Here too, these values ​​can be increased by the statistic “absorption” in the equipment. The index / bonus ratio is calculated like this:

Reduction percentage = Base bonus (20%) + 50 * (1 - (1 - (0.01 / 0.5)) ^ ((absorption index / MAX (level, 20)) / 0.18)) + Miscellaneous bonus

Field gear grants an absorption index of 409 (than 400 for the keeper / pest), for a value of around 29,9% (29,5 for the keeper / pest), which I voluntarily round to 30 %. Which gives for each class:

  • Soldier / Bra
  • Knight / Warrior
  • Inquisitor / Consular

20% (base) + 4% (ceramic shielding / ablative enhancement) + 8% (potency shield / heat shield) + 30% (gear) = 20% + 4% + 8% + 30% = 62%

The vanguard and the specialist have a bonus which is cumulative. For this calculation, I use the maximum value, imagining that the player manages to keep the bonus at its maximum during the fight.

20% (base) + 30% (equipment) = 20% + 30% = 50%

20% (base) + 4% (impact / sinkhole control) + 30% (equipment) = 20% + 4% + 30% = 54%

 

Defense

What is called "defense" everywhere happens to be dodging, as a concept. Force and tech attacks may have higher accuracy, but they can still be dodged (but “resistance” will show instead).

Note that Consular Jedi and Sith Inquisitors have a higher base bonus (10 instead of 5). This characteristic can also be increased by the defense index in the equipment, with a ratio which is calculated in this way:

Dodge percentage = 5 (or 10, the base) + 30 * (1 - (1 - (0.01 / 0.3)) ^ ((defense index / MAX (level, 20)) / 0.55)) + Miscellaneous bonus

You have to be careful, among the various bonuses, because we notice that a lot only works against melee and ranged attacks. Thus, defense against technological and Force attacks may have a lower score.

Field gear grants a defense rating of 199 (203 for Vanguard / Specialist), for a value of about 6,5% (6,7 for Vanguard / Specialist) which I round off voluntarily at 7%. Which gives for each class:

  • Soldier / Bra
  • Knight / Warrior
  • Inquisitor / Consular

5% (base) + 2% (set bonus) + 7% (gear) = 5% + 2% + 7% = 14%

5% (base) + 6% (Soresu form) + 3% (mastery of the unique saber) + 3% (blade barricade) + 7% (gear) = 5% + 6% + 3% + 3% + 7% = 24%

Force or technological attacks: 5% (base) + 7% (equipment) = 12%

10% (base) + 4% (Double Bladed Lightsaber Defense / Lightning Reflexes) + 2% (Shadow Defense / Premonition) + 7% (Gear) = 10% + 4% + 2% + 7% = 23%

Force or technological attacks: 10% (base) + 2% (shadow defense / premonition) + 7% (equipment) = 19%

 

Decreased opponent's accuracy

We can add it directly to the defense for a simple calculation. But unlike the latter, he may have increased his accuracy (in PVP) and the penalty caused concerns all his attacks (and not just those you receive).

  • Soldier / Bra
  • Knight / Warrior
  • Inquisitor / Consular

0

5% (dust storm / earthquake) = 5%

5% (Force breach / discharge) = 5%

I take this opportunity to give you a simple calculation, which we do by adding the precision penalty as a dodge bonus, for a total of:

  • Soldier / Bra
  • Knight / Warrior
  • Inquisitor / Consular

14%

29%

Force or technological attacks: 17%

28%

Force or technological attacks: 24%

 

Medium attenuation

If there is one tricky thing to put in place, this is it. But first, I'll give you some basic principles. You will no doubt have noticed, but there are types of attacks and types of damage. Let me explain what this means.

 

Types of attacks:

  •  Melee: a lightsaber hit in the face.
    Its damage is increased by the Stamina statistic, and, for consular and inquisitors, by Willpower (not to mention any special cases for companions). Its basic accuracy is 90%. She can be dodged, parried, shield blocked, anything.
  • Distance: a shot right between the two eyes.
    Its damage is increased by the Aim statistic, and, for smugglers and Imperial agents, by Hint (without counting any special cases for companions). Its basic accuracy is 90%. She can be dodged, parried, shield blocked, anything.
  • Technological: the explosion of a grenade.
    Its damage is increased by the Hint statistic, and, for soldiers and bounty hunters, by Aim (not counting any special cases for companions). Its basic accuracy is 100%. It can be dodged - although this is more difficult - but “resistance” will show up instead. However, it cannot be absorbed by a shield.
  • Force: a wave of Force that takes you far away.
    Its damage is increased by the Will statistic, and, for Sith knights and warriors, by Stamina (without counting any special cases for companions). Its basic accuracy is 100%. It can be dodged - although this is more difficult - but “resistance” will show up instead. However, it cannot be absorbed by a shield.

 

Types of damage

  • weapon: this is the basic damage done with a weapon. Understand that by default, an attack does damage of this type. They are subject to all forms of resistance.
  • kinetic: this damage comes from the force of the movement, which is imprinted in the air before reaching you (sometimes without this intermediary). Many attacks (explosions, Force waves, etc.) inflict this type of damage, which suffers all forms of reduction.
  • energetic: pure energy falls on you. Depending on the class, this type of damage is more or less present (or even absent). Sorcerer Lightning or Ion Cell bonus damage is Energy damage. These too (understand that it is for the balance of the game, especially between inquisitor and consular) are reduced by all types of effects.
  • internal: an internal evil gnaws at you, through blood or poison. While the two I mentioned are the most prevalent, there are other logical types of insider attacks. As this adjective makes us understand, they eat away at us, and neither our armor nor our shield can protect us from them. Only the few meager percentages ...
  • elemental: the forces of nature themselves can be used to cause great damage. Note however that it is very often lightning or fire (which should also be energetic. The balance of the game will make you understand why one and not the other). These forces ignore mortal resistance, just like internal damage.

Before you cry foul (hey, but scholars are too good, then?), Take a look at your spell list. Even a Sith knight / warrior has Force attacks. And not just any: those master attacks (Force / Shock sweep, burns / bleeds, Ataru form, etc.) And that goes for the other classes as well.

As for damage types, internals and elementals are rarer for all classes. Some specializations use it more (the communes for soldiers / bounty hunters, the same for smugglers / agents and inquisitors / consulars, as well as the Juyo and Shien forms, and the second DPS specialization for vanguards and specialists) but which have other disadvantages compared to other specializations, rest assured (compare the trees).

As to whether or not it's really yucky between DPS specs, that's not the point of this article. But, tanks, know who you're dealing with if you're doing PVP.

 

I now come back to the damage system. When an enemy attacks you, a first roll takes place, determining whether it hits you or not. This is where accuracy and dodge (defense) influence, with variations depending on the type of attack.

Then, a second roll determines if it is a normal hit, a critical hit, or a hit absorbed by the shield (if applicable). In the event that a critical hit rate and an added shield rate are greater than 100% (so there is a margin between the two), the critical takes precedence over the shield ... much to the agents' delight. and smugglers. However, to get to this point, you really need to have invested in these statistics.

Some attacks “cannot be absorbed”. What I understand by this is that the shield may activate, it will not reduce the damage.

Finally, the damage roll is made (if there is a variable in it), and the total is reduced by the various resistances, before subtracting your life points.

As you've probably noticed, the shield parry chance is lowered by a high dodge chance. Betting only on the latter, however, remains an error to be avoided, since if the first barrier is passed, the damage will not be any more. In addition, diminishing returns make us understand that we cannot bet too much on a single characteristic, hence the reason why we must go up everything, without ignoring a characteristic.

The formula

Knowing that raising certain characteristics too high does not affect (more than 100% dodge, or 100% absorption), I chose to modify my calculations compared to the previous version.

Here's how I did it: I chose to use ratios rather than percentages. The ratio is nothing other than the multiplier specific to the percentage (which amounts to dividing the percentage by a hundred).

 

We know that a first roll determines whether an attack hits or not. Assuming that the opponent has an accuracy of 100, we must decrease it by our dodge ratio.

100 * MAX (0; 1 - dodge ratio) to passing attacks (aP)

The MIN formula allows me to cancel a bonus greater than 100% dodge (it chooses the higher number, between the two separated by the “;”. The dodge ratio includes all bonuses, including penalties By multiplying this by 100, I get the percentage of attacks that pass (which I abbreviate aP), allowing me to use ratios everywhere else.

 

Then, the second roll determines the shield trigger (and if not, whether there is a critical). For that, I have to determine, according to the attacks which pass, the percentage of those where the shield activates, and that of those where it does not activate.

aP * ratio of shield to absorbed attacks (aB) which I abbreviate aPrB (or aP * rB)
aP - aP * rB direct attack (aD)

 

Then, I have to define the reduction rate of absorbed attacks, and direct attacks.

aPrB * MIN (0; 1 - (absorption ratio + reduction ratio)) to damage absorbed (dA)

Likewise, I use the MIN formula to prevent having a reduction greater than 100% with absorption.

 aD * (1 - rD) with reduced damage (dR)

(rD for reduction ratio, which includes all damage reductions, except absorption which is abbreviated rA)

 

To have the total reduction, I therefore have to add the damage absorbed (dA) and the reduced damage (dR).

dR + dA = rT

I then develop to have the complete formulas.

dR + dA = rT
aD (1-rD) + aPrB * MIN (0; 1-rA-rD) = rT
(aP – aP * rB) * (1-rD) + aPrB * MIN (0; 1-rA-rD) = rT
(100*MAX(0;1–rE)–100*MAX(0;1–rE)*rB)*(1-rD)+100*MIN(0;1–rE)*rB*MAX(0;1-rA-rD) = rT

So here I am with the total formula. But it is long, and a lot of the characteristics are repeated. So, I factor.

((100*MAX(0;1–rE))–(100*MAX(0;1–rE))*rB)*(1-rD)+((100*MAX(0;1–rE))*rB*MAX(0;1-rA-rD) = rT
(100*MAX(0;1–rE))*(1–rB)*(1–rD) + ((100*MAX (0;1–rE))*rB*MAX(0;1–rA–rD) = rT
(100*MAX(0;1–rE))*((1–rB)*(1–rD)+rB*MIN(0;1–rA–rD)) = rT

Here is our final formula:

(100 * MAX (0; 1 - dodge ratio)) * ((1 - shield ratio) * (1 - reduction ratio) + shield ratio * MAX (0; 1 - absorption ratio - ratio of reduction) = total reduction

(100*MAX(0;1–rE))*((1–rB)*(1–rD)+rB*MAX(0;1–rA–rD) = rT

 

Normal damage calculations

I stress that there is no need to do calculations for internal and elemental damage, for the simple reason that it comes down to the above characteristics (19%, 20% and 23%) , given that 90% of them land and deal their damage without questioning (regular damage). Suddenly, for these calculations, I would take into account the "usual" damage.

  • Soldier / Bra
  • Knight / Warrior
  • Inquisitor / Consular

rT = 100 * MAX (0; 1 - 0,14 dodge) * ((1 - 0,53 shield) * (1 - 0,5489004858 reduction in damage received - 0,04 reduction in damage dealt) + 0,53 shield * MAX (0; 1 - 0,62 absorption - 0,5489004858 reduction in damage received - 0,04 reduction in damage inflicted))
rT = 100*MAX(0;1–0,14)*((1–0,53)*(1–0,5489004858–0,04)+0,53*MAX(0;1–0,62–0,5489004858–0,04))
rT = 16,6166423640

Thus, the damage is reduced by 83,3833576360% on average.

rT = 100 * MAX (0; 1 - 0,24 dodge - 0,05 decrease in enemy accuracy) * ((1 - 0,49 shield) * (1 - 0,4823363286 reductions in damage received) + 0,49 shield * MAX (0; 1 - 0,5 absorption - 0,4823363286 damage received reductions))
rT = 100*MAX(0;1–0,24–0,05)*((1–0,49)*(1–0,4823363286)+0,49*MAX(0 ;1–0,5– 0,4823363286))
rT = 19,3591206694

Thus, the damage is reduced by 80,64088793306% on average.

rT = 100 * MAX (0; 1 - 0,23 dodge - 0,05 decrease in enemy accuracy) * ((1 - 0,65 shield) * (1 - 0,4036577893 reductions in damage received - 0,05 reductions damage taken) + 0,65 shield * MAX (0; 1 - 0,54 absorption - 0,4036577893 reduction in damage received - 0,05 reduction in damage inflicted))
rT = 100*MAX(0;1–0,23–0,05)*((1–0,65)*(1–0,4036577893)+0,65*MAX(0;1–0,54–0,4036577893–0,05))
rT = 14,0646391704

Thus, the damage is reduced by 85,9353608296% on average.

I can already hear you shout:

Shadow and Assassin> Vanguard and Specialist> Guardian and Ravager

But I have several things to say beforehand. First of all, between 80, 83 and 85, the difference is not that big (that does not prevent to make an instance, for example). Then, these calculations are correct from the moment when the beast always makes you an attack neither elementary, nor internal, nor technological, nor of Force, with a strictly identical precision (of 100%).

For Force and tech attacks, you need to change the calculation to know the extent of resistance against both of its attack types. First of all, the shield is strictly unnecessary. Also, many defense bonuses only work on melee and ranged attacks.

And then, an average could decide the whole thing (assuming that there is a balanced ratio between melee, Strength, tech and ranged attacks).

 

  • Soldier / Bra
  • Knight / Warrior
  • Inquisitor / Consular

rTft = 100*MAX(0;1–0,14)*(1–0,5489004858–0,04)
rTft = 39,4655533632

Thus, Tech / Force damage is reduced by 60,5344466368% on average.

rTft = 100*MAX(0;1–0,12–0,05)*(1–0,4823363286)
rTft = 48,1427214402

Thus, Tech / Force damage is reduced by 51,8572785598% on average.

rTft = 100*MAX(0;1–0,19–0,05)*(1–0,4036577893–0,05)
rTft = 46,9854301202

Thus, Tech / Force damage is reduced by 53,0145698798% on average.

The order of priority seems to be changing (we very much regret the tree's bonuses for guardians and pests, which remain inoperative), and if we take an average, we obtain:

  • Soldier / Bra
  • Knight / Warrior
  • Inquisitor / Consular

(83,3833576360 + 60,5344466368) / 2 = 71,9589021364

(80,64088793306 + 51,8572785598) / 2 = 66,2490789452

(85,9353608296 + 53,0145698798) / 2 = 69,4749653547

“Equality” changes without getting too deep (we stay within the 5% gap), but above all we have an overall decrease, which comes closer to reality. But there is something else to consider! The gameplay, namely: defensive capacities, health regeneration… And the only way to calculate them is to add the notion of time!

To add the time, I suggest that you set a time base to define all the different resistances (depending on the capacities) on a possible number of times in the time in question, and to multiply each of them by this time factor that it is their own. Finally, we will have to take the average of all that.

My time base is 5 minutes, or 300 seconds, or 200 actions (which take 1,5 seconds). Because you're awesome, the epic enemy always inflicts enough damage on you to scare you, etc ... I consider that we are using all of our defensive abilities as soon as possible. Besides, since you are really in trouble, you use your heroic moment to make him see all the colors, (and because yes, you attacked the pilgrim of the nightmare on your own).

  • Soldier / Bra
  • Knight / Warrior
  • Inquisitor / Consular

- Reactive Shield / Energy Shield: Damage reduced by 25% for 12 seconds (15 with set bonus). CD 2 minutes.
rT = 100*MAX(0;1–0,14)*((1–0,53)*(1–0,5489004858–0,04–0,25)+0,53*MAX(0;1–0,62–0,5489004858–0,04–0,25)) = 6,511642364
rTft = 100*MAX(0;1–0,14)*(1–0,5489004858–0,04–0,25) = 15,46555336
Average: 10,98859786

For a reduction of 89,01140214%

15 seconds every 2 minutes, that is, in 5 minutes, for 24 seconds.

- Smoke Grenade / Oil Jet: decreases the accuracy of nearby opponents by 20% for 18 seconds (21 with the set bonus). CD 1 minute.
rT = 100*MAX(0;1–0,14–0,2)*((1–0,53)*(1–0,5489004858–0,04)+0,53*MAX(0;1–0,62–0,5489004858–0,04)) = 12,75230693
rTft = 100*MAX(0;1–0,14–0,2)*(1–0,5489004858–0,04) = 31,24356308
Average: 10,98859786

For a reduction of 78,002065%

21 seconds every minute, that is, in 5 minutes, for 105 seconds.

- Heroic Instant: heals for 2% of his health every 3 seconds, over a minute. Updates an obstacle (not taken into account). CD 20 minutes.
Which means 20 tics at 2% of his life, or a regeneration of 40%.
22114 Health -> 8845,6 Health healed

- Adrenaline Rush / Kolto Overload: Heals for 15% of maximum health, over 10 seconds. CD 2 minutes and 30 seconds.
22114 HP = 3317,1 healed over 10 seconds
3317,1 * 2 = 6634,2 HP healed

- Base : 71,9589021364
300 - 105 - 24 = 171 seconds remaining

Total : (171*71,9589021364+105*78,002065+24*89,01140214)/300 = 75,43820914 %
Total healing: 8845,6 + 6634,2 = 15479,8 HP healed

Which is more than half of your life.

- Poise / Pain Tolerance: Increases total health by 30% of total health for 15 seconds. CD 3 minutes.
22334,5 * 1,3 = 29034,85 HP for 15 seconds
Either a gain of 29034,8 - 22334,5 = 6700,35 PV

- Protective Call / Invincibility: Damage reduced by 40% for 10 seconds (12 with set bonus). CD 3 minutes.
rT = 100*MAX(0;1–0,24–0,05)*((1–0,49)*(1–0,4823363286–0,40)+0,49*MAX(0 ;1–0,5– 0,4823363286–0,40)) = 4,260601541
rTft = 100*MAX(0;1–0,19–0,05)*(1–0,4036577893–0,05–0,40) = 10,94272144
Average: 7,601001491

For a reduction of 92,39833851%

12 seconds every 3 minutes, that is, in 5 minutes, for 12 seconds.

- Saber Defense / Saber Return: Melee and ranged defense is increased by 100% for 2 seconds, then 50% for the next 10 seconds. Additionally, Force and Tech damage is reduced by 25% for the same 12 seconds. CD 3 minutes This ability is refreshed during a heroic moment.
rT = 100*MAX(0;1–0,24–0,05–1)*((1–0,49)*(1–0,4823363286)+0,49*MAX(0 ;1–0,5– 0,4823363286)) = 0
rTft = 100*MAX(0;1–0,19–0,05)*(1–0,4036577893–0,05–0,25) = 24,89272144
Average: 12,44636072

For a reduction of 87,55363928%

 2 seconds every 3 minutes (and refresh), i.e., in 5 minutes, for 4 seconds. 

rT = 100*MAX(0;1–0,24–0,05–0,5)*((1–0,49)*(1–0,4823363286)+0,49*MAX(0 ;1–0,5– 0,4823363286)) = 5,725937099
rTft = 100*MAX(0;1–0,19–0,05)*(1–0,4036577893–0,05–0,25) = 24,89272144
Average: 15,30932927

For a reduction of 84,69067073%

 10 seconds every 3 minutes (and refresh), i.e., in 5 minutes, for 20 seconds.

- Focused Defense / Enraged Defense: Moderately reduces animosity. For 10 seconds, each attack received heals you for 3% of your maximum health and slightly reduces your animosity, but costs one point of focus / rage each time the effect is applied (maximum once per second). CD 45 seconds.

This corresponds to a regeneration of 30% of his life in 10 seconds.
22334,5 Health -> 6700,35 Health healed

- Heroic Instant: heals for 2% of his health every 3 seconds, over a minute. Updates Saber Defense / Saber Return. CD 20 minutes.
Which means 20 tics at 2% of his life, or a regeneration of 40%.
22334,5 PV -> 8933,8

- Blade Storm / Force Cry: (Blade Barrier / Sonic Barrier) absorbs a moderate amount of damage for 10 seconds. CD 12 seconds. The number of life points it absorbs depends on this formula:
(1161,94 + 3,27 x healing bonus) x 1,2 (set bonus)
Healing bonus = 0,14 * primary stat + 0,17 * potency (and derivatives)
Healing bonus = 0,14 * 1462,65 + 0,17 * 1135,05 = 397,7295
1,2 * (1161,94 + 3,27 * 397,7295) = 2955,018558 additional health for 12 seconds, every 15 seconds.

I consider that they are used entirely each time, which amounts to a significant gain in life points:
300 / 15 = 20
20 * 2955,018558 = 59100,37116 additional health

- Resolve / Release: negates all debuffs, and heals the caster for 10% of their maximum health. CD 2 minutes.
22334,5 Health -> 2233,45 Health healed per use
2233,45 * 2 = 4466,9 HP healed

- Base : 66,2490789452
300 - 4 - 20 - 12 = 264 seconds remaining

 

Total :  (264*66,2490789452+4*87,55363928+20*84,69067073+12*92,39833851)/300= 68,80854958 %
Total healing = 4466,9 + 8933,8 + 6700,35 = 20101,05 HP healed

Which corresponds to a treatment of 90% of your life.

 

Total additional health points:
TPVs = 59100,37116 + 6700,35 = 65800,72116 additional PV

Basically, you have 4 times as much life as you expect.

 

- Deflection: Increases melee and ranged defense by 50% for 12. CD 2 minutes.
rT = 100*MAX(0;1–0,23–0,05–0,5)*((1–0,65)*(1–0,4036577893)+0,65*MAX(0;1–0,54–0,4036577893–0,05)) = 4,2975286354
rTft = 100*MAX(0;1–0,19–0,05)*(1–0,4036577893–0,05) = 46,9854301202
Average: 25,6414793778

For a reduction of 74,3585206222%

 12 seconds every 2 minutes, or in 5 minutes, for 24 seconds.

- Combat Readiness / Saber Overload: Increases Combat Technique / Dark Charge healing by 100% for 15 seconds, and heals you for 10% of your maximum health. CD 2 minutes.
23243,17 PV -> 2324,317
or 2 times in 5 minutes.
2324,317 * 2 = 4648,634 HP healed

- Heroic Instant: heals for 2% of his health every 3 seconds, over a minute. Updates an obstacle (not taken into account). CD 20 minutes.
Which means 20 tics at 2% of his life, or a regeneration of 40%.
23243,17 Health -> 9297,268 Health healed

Telekinetic Throw / Force Bolt: Each Throw / Shock and Slow Time / Wither grants a point of relentless shadow / fierce darkness, increasing the damage of the next Telekinetic Throw / Force Bolt by 25%. At 3 points (the maximum), each cycle of damage the attack heals you for 2% of your maximum health, or 8% in total.
= CD 18 seconds
23243,17 PV -> 1859,4536
300/18 = 16,666 or 16 times in 5 minutes.
1859,4536 * 16 = 29751,2576 HP healed

- Resilience / Force Shroud: dispels all debuffs, and reduces Force and Tech damage by 100%, for 5 seconds. CD 45 seconds.
rT = 100*MAX(0;1–0,23–0,05)*((1–0,65)*(1–0,4036577893)+0,65*MAX(0;1–0,54–0,4036577893–0,05)) = 14,0646391704
rTft = 100*MAX(0;1–0,19–0,05)*(1–0,4036577893–0,05–1) = 0
Average: 7,0323195852

For a reduction of 92,9676804148%

 5 seconds every 45 minutes, or in 5 minutes, for 30 seconds.

- Combat Technique / Dark Charge: Each attack has a 65% chance to inflict additional damage (144 internal damage) and heal you for 277 health points. The effect is only available every 4,5 seconds.
200 actions, minus the 11 of the above attacks = 189

But you only have to consider a third of the actions, since the treatment can only come every 4,5 seconds. Knowing that 20 of these actions have their healing doubled (Readiness to fight / Saber overload)
169/3*277*65/100 = 10142,81667
20/3*277*2*65/100 = 2400,666666…
or 12543,48334 HP healed

- Base : 69,4749653547
300 - 24 - 30 = 246 seconds remaining

 

Total : (246*69,4749653547+30*92,9676804148+24*74,3585206222)/300 = 72,21492128 %
Total Healing = 4648,634 (Combat Readiness / Saber Overload) + 9297,268 (Heroic Moment) + 29751,2576 (Relentless Shadows / Relentless Darkness) + 12543,48334 (Combat Technique / Dark Charge)

Ts = 4648,634 + 9297,268 + 29751,2576 + 12543,48334 = 56240,64294 HP healed

Suffice to say that you healed yourself for double your life points.

So how do you compare all of this? Well, for that, I thank Fayte, who sent me tons of data on his log via the forum. The one that interests me in particular is the amount of damage taken per second (on average), which is 791. This number corresponds to the reduced damage, so to know how much has been inflicted, I have to increase it proportionally to its resistance.

(I'm using my shadow / assassin value, 72,21492128%, rather than precisely Fayte's (which I didn't calculate). Technically, the only repercussion it would have is reducing the damage inflicted. to my tanks)

791 / (100-72,21492128) * 100 = 2846,851751 per second
300 * 2846,851751 = 854055,5253 damage in 5 minutes.

And now, to reduce all of that, I just need to reduce by the medium attenuation, and subtract the extra healing and health from the total. I then get the number of total damage each tank took in five minutes.

 

  • Soldier / Bra
  • Knight / Warrior
  • Inquisitor / Consular

854055,5253 * (1–0,7543820914 attenuation) - 15479,8 treatments = 194

854055,5253 * (1–0,6880854958 attenuation) - 20101,05 treatments - 65800,72116 Additional health = 180

854055,5253 * (1–0, 7221492128 attenuation) - 56240,64294 treatments = 181

We then notice that the Jedi / Sith are equivalent, but both ahead of the vanguard and the specialist. Which is perfectly normal, when you look at the equipment: the campaign equipment gives too much absorption to these last two! Suddenly, that makes useless statistics… What would happen if we invested these points in rab 'elsewhere?

Having 58,89004858 in normal reduction, it would suffice to 41,11 absorption (and not 62 as is the case!) To arrive at 100% absorption. By having 32% thanks to the talent tree, they are only missing 9,11%

With an index of 91, we reach about 9,14%, allowing, with the other bonuses:

AG / S: 20% (base) + 4% (ceramic shielding / ablative enhancement) + 8% (power shield / heat shield) + 9,14% (gear) = 20% + 4% + 8% + 9,14% = 41,14%

And when the shield triggers: 54,89004858 (armor) + 41,14 (absorb) + 4 (static field / blaze) = 100,0300486. Which is more than enough for us !!!

We had 409 indexes, and we went to 91, a gain of 318 indexes.

If we invest everything in the shield (history of maximizing our 100% absorption), we arrive at an index of 864 for a value of 33,18385428%. (I round up to 33% for the calculation)

 

AG / S: 5% (base) + 15% (ion cell / ion gas cylinder) + 2% (shield cycler / shield dissipation) + 6% (counterattack / tech-buff) + 33,18385428% (equipment) = 5% + 15% + 2% + 6% + 33% = 61%

And here are the average attenuation changes it brings:

- Base :
71,9589021364% -> 73,3730844653%
For 171 seconds. Or a good little 2%.

- Reactive Shield / Energy Shield:
89,01140214% -> 89,5655844653%
For 24 seconds.
Such a low gain is normal, since the 25% damage reduced under the shield exceeds 100%.

- Smoke grenade / Oil jet:
78,002065% -> 79,0873677126%
For 105 seconds.
A good gain, but reduced because the increased dodge necessarily reduces the impact of absorption / shield.

And for the average:

(171*73,3730844653+105*79,0873677126+24*89,5655844653)/300 = 76,66848336 %
75,43820914% -> 76,66848336%

In short, we gain 1,2%.

Total healing: 8845,6 + 6634,2 = 15479,8 HP healed
Which is more than half of your life.

 

854055,5253 * (1–0,7666848336) - 15479,8 = 183 784,307
194 -> 291,532. And we arrive, as if by a miracle, at a value similar to that of Guardians, Ravagers, Shadows and Assassins!

Conclusion

So, of course, some will assert that:

183 784,307> 181 059,3571> 180 490,5346

And so :

Guardians / Ravagers> Shadows / Assassins> Vanguards / Specialists

And who would have believed it, that keepers / pests were the strongest?

But the first thing to admit is that these values ​​are not the most precise there is. I intentionally rounded off some values, to lighten the calculations, and therefore, in the end, it skews the calculations. But more serious, and more true, is that I started from the premise that there were as many melee attacks, as at a distance, as there were Force, and as technological. Which is wrong (only BioWare would have the exact proportion)! Likewise, some enemies do not attack with the same precision (and this is even more valid in PVP). And finally, I had to take unoptimized campaign gear (and I even had to optimize one!), And that everyone can still improve.

In addition, the tanks do not have the same points of life (although the difference remains meager, honestly), and we notice that the 3% here and there are precisely for the tanks which would need to be a bit. stronger (vanguard / specialist, and shadow / assassin) to catch up with others.

All that to say, now that you know all the tricks of the calculation, you know that all tanks are the same. However, it's time to know which tank to choose, you who have been wondering from the start!

  • Soldier / Bra
  • Knight / Warrior
  • Inquisitor / Consular

Did you say "tank"? The principles are simple: a big armor, a good shield, and you tap to maintain your bonuses. You are that principle. Nothing is more effective than the good old method. A real wall that does not give way. The image of the metal thing at the top is you!

Your life will descend in a very linear, and weak, fashion, making the necessary care very predictable.

From a statistics point of view, increase the absorption until you get 100% resistance when your shield activates, and stop there. This is the easiest tier for you to hit, and once done, what you don't put in there, you'll gain defense and shield.

On the other hand, the unexpected is your pet peeve. If you have a grappling hook and a charge to move the terrain, you have a low amount of defense capacity, and few attacks with ... "very special" effects.

We only die if we have no more life points. So, you might as well gain it all the time! And since prevention is better than cure, you have made dodging your second asset. Like a happy medium between other tank types, however, you have your own qualities, namely frightening HP absorption, coupled with the best dodge in the game.

You will be able to take no life points over a long period of time, thanks to the Blade Barrier / Sonic Barrier, and to resist the rest overall without batting an eyelid.

For statistics, if the dodge seems to be maximized first (in the case where your barrier only takes damage from attacks that hit you), you will take full advantage of the rest as well, the absorption cap being attainable, but with difficulty.

Only you can truly benefit from the power. The latter increasing the damage absorbed by your master attack, with a ratio of:

(1161,94 + 3,27 x healing bonus) x 1,2 (set bonus)

Knowing that the healing bonus amounts to: 0,17 * power (and derivatives)

1 * 0,17 * 3,27 = 0,5559

In short, without the set bonus, each point of power gives you half a HP every 12 seconds (in short, 500 in power is 250 HP, plus the base 1161,94, and the whole thing increased by 20% if you have the set bonus).

Your resource system remains the most restrictive of all, some defensive attacks having to tap into it… if you are short, some situational defenses will suffer. Protecting your allies takes real reactive engagement.

There is nothing more appalling than knocking out the void. You are the void. A very good dodge, coupled with an eminently saving shield, for lack of heavy armor. Afterwards, you remain masters of the Force, manipulate your opponents, have countless effects to throw at them and permanently absorb their life, such are your weapons!

Your life will be a real yoyo, and you don't have to worry too much about it, as you are half a part of it! And in addition, you have all the assets to ward off the somewhat too particular effects that your enemies would like to have on you.

Your shield has the best proc, but full absorption is beyond your reach without relics. Keep in mind that if your dodge is already high, it is not to leave it as it is afterwards!

If there's one thing you don't like, it's the reverse of wear and tear: a very powerful blow, which goes under your shield, and you will feel it more than with any other tank. In addition, given that the critical rate takes priority over the shield rate, you will be the first to “lose” parry chances at this level ...

So ? Will you be a wall of stone that cannot be chipped? An ocean of life that cannot be dried up? Or an elusive flame that consumes its assailants?



add a comment of SWTOR - Etude comparative des tanks (1.3)
Comment sent successfully! We will review it in the next few hours.