Survivability Analysis - How Tough is Your Character?
There was a similar Arcanaville analysis once [considerably pre- IOs]. I think she decided the "immortality line" gave misleading results- as you dial the damage up Regen is immortal, immortal, immortal, dead-in-10-seconds. I was always arguing that the immortality line for Invuln was disproportionately low because it's a slow-death set. Regen actually hits its lowest HP in the start of the fight and, as enemies get killed, it gains HP back. Invuln doesn't work like that. So maybe the dead-in-30-seconds line is worth considering. Of course, as long as you don't run out of endurance, anything that doesn't kill a Dark before Dark Regen comes back... won't.
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So you think you're a hero, huh.
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Hm. I've wondered about how these things compare when using differing kinds of mitigation. How, for instance, would you compare a dominator with permanent domination and mass control overlaps to a softcapped character?
@Fulmens,
Well then I guess that is the use of my "Fatal Burst" column. If that kind of damage ever hits you, you're dead.
But you have given me a great idea for another section to add to my tool. I'm going to figure out how to best do some kind of "Time to Fatality" analysis here.
Perhaps come at it as a function of the Sustainable DPS and max HP. At 25% over your DPS, you have 200 seconds to live. At 50% over, it's 60 seconds. Or whatever the math works out to be.
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Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
Hm. I've wondered about how these things compare when using differing kinds of mitigation. How, for instance, would you compare a dominator with permanent domination and mass control overlaps to a softcapped character?
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Or let's say he can definitely hold 50% of the group, but 100% will be immobilized. Then you can have resistance at 50% and average the ranged/AoE defense together.
Any resistances the character has from tough/patron powers should be multiplied by the "locked down" resistance.
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The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
how is that resistance when the foes are not attacking?
I'd say thats even better than soft cap, as there is (as long as the dom has them secure) 0-chance of being hit back (as opposed to a 5%)
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Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
Heya Dechs,
Thats a great analysis tool. Good work !
I would like to copy some of the concepts over to my own Defender analysis that I have been working on, if you are OK with that.
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
Heya Dechs,
Thats a great analysis tool. Good work ! I would like to copy some of the concepts over to my own Defender analysis that I have been working on, if you are OK with that. |
I don't mind if you copy some of it. I'd request to have a bit of a shout out, at least, but nothing more.
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.
Creepy, I've been making on one of these in open office for the last few weeks.
GL all and have fun
Murphys Military Law
#23. Teamwork is essential; it gives the enemy other people to shoot at.
#46. If you can't remember, the Claymore is pointed towards you.
#54. Killing for peace is like screwing for virginity.
It's resistance in the sense that 50% or 75% or 100% of the mob is locked down and not attacking. I would say to never go above 95% because the chance to miss is always there.
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Sorry, I don't wish to derail here. It's just that whilst a lot of people like looking at survival directly, (res/def/regen/heal) the game has some that approach through other means. (Mez, -rech, -dam, -tohit) These go off of the enemy, so while not directly making a character 'tough,' functionally it's the same.
Ohh Shiny! I'll take a look at home!
Thanks Dechs!
Hm. The trick is that with a 95% chance to hit, you will probably hit 100% of a mob. (Assuming you're not at the target limit-16.) Add in control layers, and you'll be at 100%.
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Sorry, I don't wish to derail here. It's just that whilst a lot of people like looking at survival directly, (res/def/regen/heal) the game has some that approach through other means. (Mez, -rech, -dam, -tohit) These go off of the enemy, so while not directly making a character 'tough,' functionally it's the same.
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Mez we've discussed. -tohit could be done by adding to defense, since the two work the same way. You may have to use several sheets to account for the resistances of higher level enemies. -damage can likewise be added to resistance.
-recharge is tough to handle, but it doesn't exactly increase the DPS you can sustain. What it does is decrease the incoming DPS, so you'll have to bear in mind that a -recharging character will be more comfortable at higher levels of DPS.
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
Hm. The trick is that with a 95% chance to hit, you will probably hit 100% of a mob. (Assuming you're not at the target limit-16.) Add in control layers, and you'll be at 100%.
Sorry, I don't wish to derail here. It's just that whilst a lot of people like looking at survival directly, (res/def/regen/heal) the game has some that approach through other means. (Mez, -rech, -dam, -tohit) These go off of the enemy, so while not directly making a character 'tough,' functionally it's the same. |
-rech,-dam,-tohit can be added to an equation fairly easily, but you just have to compensate for any debuff resist the enemy might have.
Dechs, The numbers on the sheet look off. If a Tanker Has 1874.1 health at 50, how can it take 4459 smashing damage per second when 4459 * .45 * (1-.692)= 618 damage per second recieved on average. 1874.1/618= dead in 3.03 seconds. Am I reading it wrong?
GL all and have fun
Murphys Military Law
#23. Teamwork is essential; it gives the enemy other people to shoot at.
#46. If you can't remember, the Claymore is pointed towards you.
#54. Killing for peace is like screwing for virginity.
Dechs, The numbers on the sheet look off. If a Tanker Has 1874.1 health at 50, how can it take 4459 smashing damage per second when 4459 * .45 * (1-.692)= 618 damage per second recieved on average. 1874.1/618= dead in 3.03 seconds. Am I reading it wrong?
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Second thing I notice is that you're multiplying by .45 for defense, not .05. That'll make a huge difference.
I get 4459*(0.50-0.45)*(1-.692) = 68.7 damage per second received. Then 2508/68.7 = 36 seconds, which is enough time to fire off two dark regens.
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
@Dechs...Gotcha.
Res/defense, then, are easy enough to calculate. They're based off of crunching the numbers of how much incoming damage there is, and it's accuracy, and comparing that to how much an armor will reduce/deflect that. While +res/+def powers skew the recieving scale, the debuffs -dam/-tohit change the incoming scale. The only trick is perhaps taking into account how much the foes resist these effects. All that seems easy enough.
+regen is basically the opposite of damage over a time period. Heals can be averaged into a regeneration-like value, based off of their recharge.
Wouldn't mez, then, be somewhat similar to how heals work? Disregarding immobilizes, all other mez stops an enemy from attacking you for a certain time. As such, the calculation would be what % of the time is an enemy incapacitated? If the power recharges in 30 seconds, and lasts 15, that's 50% damage survivability, assuming it hits. With full accuracy you're right about the 5% hit chance, but that doesn't apply vs. the second mez laid down. I'm betting the chances or two powers @95% accuracy missing the same target is a bit low.
The perma-dom, especially a perma-Mind dom sporting 3 AoE controls on fast enough recharges, is an extreme example. But since you brought in a dark armor character, I wonder how oppressive gloom and cloak of fear stack up? Or a dark miasma character that has an AoE fear/-tohit alongside +res and -dam/-tohit.
Hm. Fear is an odd one, as it's basically a -rech in function...for a certain duration, the enemy can only cower. Every 10 second, or when damaged, they have an action chance before they are returned to the cowering status. This continues until the fear duration is up.
Yikes, that gets complicated in a hurry.
Wouldn't mez, then, be somewhat similar to how heals work? Disregarding immobilizes, all other mez stops an enemy from attacking you for a certain time. As such, the calculation would be what % of the time is an enemy incapacitated? If the power recharges in 30 seconds, and lasts 15, that's 50% damage survivability, assuming it hits.
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I just thought about it though, and perhaps a good way to use the tool for a mezzing character is "This is how much damage I can survive from the stuff I miss with my mezzes."
Yes. Yes it does.
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.
It's the approach I'd take. There are just entirely too many variables to consider with debuffs and mezzes to really get meaningful numbers out of it, apart from highly-controlled situations like fighting a single target... and more esoteric powers get even worse. How much damage resistance is taking the alpha strike with Seeker Drones equivalent to? The answer is a resounding 'lol, I dunno.'
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First thing I notice is that my tank has 2508 hit points, not 1874.
Second thing I notice is that you're multiplying by .45 for defense, not .05. That'll make a huge difference. I get 4459*(0.50-0.45)*(1-.692) = 68.7 damage per second received. Then 2508/68.7 = 36 seconds, which is enough time to fire off two dark regens. |
So I wanted to compare your sheet to what I have. I used Arcana's method of comparing percent health per second taken, with an equation of
DPS(in percent of health) = (.05 / (11.905/(1+(regen rate/100)))) / (.5-def) / (1-damdebuff)/ (1-res) / (1-(1/(1+hpbuff%)))
When something has different values at different times I can use weighted averages, but I Don't see a Dark/Fire having temporary hp or regen buffs, just set bonuses.
So when I put your stuff in my sheet, It said that you can survive 705.067296% of tanker Base health each second, Or 13212.405 DPS Thrown out, Or (13212.405*(0.5-0.45))*(1-0.692)*(1-(1/1.338242))= 51.427508 dps taken on average vs (((0.05/(11.905/2))+(0.351742/(17.3+1.17))))*100 = 2.74438% health restored per second, Or 1874.1 * .0274438 = 51.432426.
Increase both by the hpbuff% and you get 68.82245Damage vs 68.829032 restoration. Darn close to what you got above, but 13000+ is a good deal more than 4459.
I have no idea where I'm going wrong.
Murphys Military Law
#23. Teamwork is essential; it gives the enemy other people to shoot at.
#46. If you can't remember, the Claymore is pointed towards you.
#54. Killing for peace is like screwing for virginity.
Going back to more traditional mitigation calculations, one thing that might be good to add is a way to handle non-permanent max HP buffs. If you've got something like high pain tolerance or a +max hp set bonus, you can just put it into the HP box and be done. But if you've got something temporary like dull pain, it gets rather more complicated.
First off, your regeneration rates will be different with DP up and DP down. The overall regeneration rate will be an average weighted by the uptime of the power, which would be relatively simple to display pre-calculated on the sheet. Alternatively, you could simply calculate how much extra you regen over one cycle of the power compared to your base regen, and include that as a heal.
Second, the temporary +max HP effect will need to be quantified. The best way to deal with this, I find, is to treat it as a sort of pseudo-resistance. If you think in terms of 'fractions of your health bar', then a +max HP buff makes each incoming chunk of damage represent a smaller piece of your health and thus functions somewhat as a second layer of resistance that stacks multiplicatively with the first. The formula is:
pseudo resistance = 1 - (normal max HP/boosted HP)
This is then added multiplicatively with normal resistance as 1 - [(1 - resist)*(1 - pseudo resist)]. It could then be averaged in the same way as the tier 9 resistance values are.
I actually did this manually for my shield/mace build that's currently part of the document. One with the shield isn't providing the 49.6% S/L resistance indicated - it's providing 45%, and the other ~5% comes from the +max HP in the power. Similarly, my regen isn't actually 17.98 all the time - it's higher when OWtS is up, and lower when it's not, and that is just the weighted average. It would be nice to have this calculated automatically, though.
Finally, I second the suggestion for a 'X second survivability' column. I added a 60 second survivability column to my build's page, it's pretty trivial to calculate.
@MuonNeutrino
Student, Gamer, Altaholic, and future Astronomer.
This is what it means to be a tank!
I used to do this on excel except with the secondaries damage levels and control levels. It's alright if you enjoy getting into it as it takes alot to really get into and keep doing as the game keeps changing. At no point should anyone I feel be influenced by these things in deciding what tankers work best. They have to be played differently. Most survivability models assume a brain dead player in the middle of mobs where as I have no doubt that the Devs like to lean nearer assuming a skilled player amongst some brain dead mobs.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
I used to do this on excel except with the secondaries damage levels and control levels. It's alright if you enjoy getting into it as it takes alot to really get into and keep doing as the game keeps changing. At no point should anyone I feel be influenced by these things in deciding what tankers work best. They have to be played differently. Most survivability models assume a brain dead player in the middle of mobs where as I have no doubt that the Devs like to lean nearer assuming a skilled player amongst some brain dead mobs.
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Although trying to put scenarios down to encompass all likely possibilities would require a neural network or database to really get down to the heart of gameplay.
The fact that every villain type is different and then you have minions, lts and bosses all with different values really complicates things in a hurry. Then there is mob behavior. Does it stay back and shoot, run in to melee? How long before it decides to switch tactics? Does the player force this switch? etc, etc, etc
What I am attempting on my models is to just look at three minions as the baseline, come up with relevant models, then I can spawn a model with three Lts and another with 3 Bosses. Do this for every damage type, and come up with a summation based on what percentage of the game is represented by each type and villain. This will get me an average performance throughout the game, and also individual summations for each damage type and villain type.
So...... 2012 .... maybe
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
Is there anywhere to download a copy of the spreadsheet please? I can't seem to do that from Googledocs, nor can I seem to work on a copy of the template on googledocs.
Nice work. Thanks.
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Hey everyone, I've gone and moved this to my blog, where I will be keeping all my guides in one place, free to format as I please.
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.