The Defence Myth
Your spreadsheet shows the complete opposite of what you are saying.
0%=8s, 5%=8.88s.
40%=40s, 45%=79.99s.
In fact it shows defence is pretty much useless under 10%.
So for the question "should my squishy corruptor get cj for the defense?" the answer is still no.
You might say that mine has limited use because it can be difficult to judge just how hard enemies hit you. But, assuming you can figure this out (Werner did for his calculations), then you can make a decision. A decision rule that is accurate is more useful than a decision rule that is not.
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I don't actually understand how this thread has gone on so long. Was the original +Regen hypothetical value really +200 HP/s in this spread sheet? How in the world could it be just as easy build wise to get 200 hps as it is to get 5% defense? By comparison, using 5 slots to use the +regen procs, a Numina's: Heal, finish enhancing Health and get another 10% (From LotG or Entropic, what have you), only represents about an increase of 10 hp/s on Scrappers. The same 5 slots used for Guassian's get you 2.5% defense. That's almost the best slot:+regen ratio against a middle of the road slot:defense ratio.
Anything better will be centered around a specific power (RttC, IH, etc). Is the question really to skirt slotting on a key +Regeneration power in your defensive powerset or to softcap? If that's the case... use those numbers from actual builds. Even if you want to use pretend builds... imagine a Tanker who doesn't slot RttC with 10 mobs in range and 45% defense vs a Tanker w/slotted RttC and only 40% defense. There may just be a case or two in the game where Bunny has a point.
I've seen on a few other threads that Bunny likes to insert irrational values into mechanical formulas to try to make a point... but all it does is disconnect the arguments founded in hypothetical situations further and further from the actual game. Even when the math is completely wrong and the values inserted are irrational, the argument continues.
Sure, if you know the DPS coming in, and you could achieve a ton of +Regen with the same amount of slots that it takes to get a wee bit of defense, then he might have a point.
We had a similar discussion in another thread about how good IH really is. I made the case that with DP it's just as good as a crashless tier 9, because in order for such a power to match the mitigation of DP+IH you have to be taking so much damage already that you'll be dying quickly. I think this is the sort of case Bunny is trying to make across the board. However, the problem is with crashing tier 9s, it quickly turns on its head. The initial DPS required for something like Unstoppable to match DP+IH only leaves ~8 DPS. Anything much above the 53 DPS that IH+DP can mitigate, and any crashing tier 9 is better. In other words, with lower incoming DPS, +Regen can shine, but it quickly falls apart when the +Def and +Resists are "comparable" and the DPS rises. Comparable in the sense of the same number of powers or slots devoted to a particular form of mitigation.
Anyway, there are no myths about Defense. The claim
Conclusion: Initial defence is not a parameter in deciding between +defence and +regeneration. |
Please read:
Arcanaville's Guide to Defense 1.10
Arcanaville's Scrapper Secondary Comparisons (from before IOs)
Dechs Kaison's Guide to the Softcap
@Gilia1
I play heroes on Champion.
I play villains on Virtue.
Exactly right, but that's the fallacy that Bunny (endlessly) tried to bait everyone in the other thread into falling into. You can't draw an equivalence between an arbitrary amount of incoming DPS and the survivability line when the former is unknowable in practical terms and the latter is known just by looking at Mids'.
Sure, if you want to say that for some reason we don't know the character's starting regen/healing/HP then you might as well pick the opponent's DPS number out of a hat -- but we do know the character's starting values for all of the above. We don't know how relevant a given hat-picked DPS number is. It wasn't my intention to correct you on a point you didn't understand; clearly you do understand. I was just trying to clarify why it serves no useful purpose to indulge Bunny by admitting that the opponent's DPS is crucial. |
It might chose Regen/Self Heal instead of defence. That's quite possible. There are times where picking up a self heal, or slotting extra regen, or a unique IO, might be easier than finding an amount of defence to a particular position/damage type.
The problem is this:
As soon as you are taking damage greater than what you are guaranteed to survive, the survivability curve is useless. It could be wrong.
Why do you favour something that is demonstratably wrong?
It's better to have a level of complexity (ie: estimate their damage... Werner did that for his tests!) than to have a method that's just flat out wrong sometimes.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
As soon as you are taking damage greater than what you are guaranteed to survive, the survivability curve is useless. It could be wrong.
Why do you favour something that is demonstratably wrong? |
You don't use this information to choose what to fight. You use it to determine which build will survive best whatever you're fighting. Whether or not you can actually win the encounter or not isn't actually relevant - it's all about what will last longest.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
The key sticking point is that no one is interested in damage this low.
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I cannot stress this point enough.
When building characters, I'm not interested in absolute differences between the DPS figures of group A and group B. I'm interested in their relative damage differences, because this is much more practical. This is why Defense soft cap is a primary objective and decent regen is secondary. Regen deals with absolute differences modified by the relation of Defense and incoming DPS whereas Defense just modifies the relative incoming DPS. If I know I'm taking in 5% of the incoming DPS no matter how high it is, I don't have to worry about numbers that are low enough that bumping Regen might be the better choice.
- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom
My Katana/Inv Guide
Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein
Conclusion: Initial defence is not a parameter in deciding between +defence and +regeneration. In the spreadsheet is beyond dead wrong. The math behind this was done a long time ago by folks more suited for it using more realistic numbers. |
Some nice round numbers here:
HP: 1000
DPS Faced: 300
Starting Defence: 0%
Starting Regen: 10 hp/s
Two Choices: Either +5% defence (all), or +15hp/s regen.
With +5% Defence, you'll survive for 8 seconds.
With +15 hp/s regeneration, you'll survive for 8 seconds.
Now according to what you write, if I change it to 40% defence, then .. what happens? Let's see.
HP: 1000
DPS Faced: 300
Starting Defence: 40%
Starting Regen: 10 hp/s
Two Choices: Either 5% defence (all), or +15hp/s regen.
With +5% Defence, you'll survive for 200 seconds.
With +15 hp/s regeneration, you'll survive for 200 seconds.
Clearly,it doesn't matter what your initial Defence was. They were both worth just as much at any stage. Again, the problem with +100% survivability rises. It is a trick!
You can do quite easily test the other calculations, simply imput 299 and 301 DPS. When you put in 301, regardless of initial defence, Defence is better. At 299, regardless of intial defence, Regen is better.
Why do you insist on building such atrocious stawmen? This is not how you use this information. You use it to determine which build choice is most survivable. The one with the highest survivability line is the one that will live longest on average, and is therefore the one that's best to chose.
You don't use this information to choose what to fight. You use it to determine which build will survive best whatever you're fighting. Whether or not you can actually win the encounter or not isn't actually relevant - it's all about what will last longest. |
You cannot tell which is more survivable for the exact reason that you don't *always* fight people who have the precise damage output equal to your mitigation.
As soon as you fight someone exceeds that, you risk having taken the wrong choice (that being, if your survival line said the regen was better) and then ending up having *worse* survivability.
ahhh coffee.... need coffee....
Numbers hurt brain.... slowly killing braincells
<snip>
You can do quite easily test the other calculations, simply imput 299 and 301 DPS. When you put in 301, regardless of initial defence, Defence is better. At 299, regardless of intial defence, Regen is better. |
This is why we always just consider incoming DPS high, and just use the survivability line.
And to be perfectly honest, I'd bet in a large majority of the cases it is easier to get 5% Defense than 15hp/sec when you're at 40% Defense. I'd argue it is much easier to get 5% more Defense no matter what the position. And this is only when looking at DPS figures of 300 DPS before Defense/Resistance. It's not even that much.
What you seem to be missing here is what we're trying to stress. When calculating the benefits of Defense, people are generally more interested in the relative increase of survivability, because that's how Defense works.
ETA: You should also consider the effects of Regen and Defense in practical terms. Which one is easier to achieve, very high Defense or very high regen? Defense is most of the time the way to go because against very high figures of DPS it always provides better returns than Defense, and against lower numbers it either provides comparable results, or it simply doesn't matter which one you choose, meaning Defense is the way to go. These two things combined make Defense the choice of a survivalist.
- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom
My Katana/Inv Guide
Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein
Yeah, I get it. A 5% addition to defense will prevent the same amount of damage no matter what your initial defense was (barring reaching the soft cap).
Looked at in percentage terms going from 50 DPS to 45 DPS is a 10% decrease while going from 10 DPS to 5 DPS is a 50% decrease even though the same amount of damage is prevented some people think it's more just because it's a higher percentage.
But you also say right in the original post that " increasing defence gives exponential rises to survivability. This is not a point of contention" so you obviously see why people say defense is worth more from 40% to 45% than from 0% to 5%.
As for the point about Def vs. Regeneration, I think your spreadsheet makes it crystal clear that the calculation isn't dependent on initial Def.
I think you've won the case your were trying to prove (that Def vs. regen isn't dependent on initial DEF). Given that you openly admit that increasing defense provides exponential survivability benefits I'm not sure what's left to debate...
Zaphod's just this guy, you know.
The amount of regeneration that you need to substitute for the survivability moving from 0-5% is equal to that needed to substitute going from 40-45%.
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At 0% +def, 5% +def is going to mitigate 10% of your incoming damage (turning what was a 50% hit rate into a 45% hit rate), which means that you need 10% of your base regeneration to equate the improvement. At 40% +def, the last 5% +def is going to mitigate half of your incoming damage (turning what was a 10% hit rate into a 5% hit rate), which means that you would need 100% of your base regeneration to equate the improvement. At 40% +def, a 10% increase in base regeneration rate would only equal a 10% increase in survivability. Regeneration scales directly (newRegen / oldRegen = survivability increase) whereas defense scales indirectly (survivability increase = ((.5 - oldDefense) / (.5 - newDefense)).
If you plot those two functions, you'd find only 1 point of intersection within the set of numbers we care about (i.e. quadrant 1), which means that there is a single point of equivalence for any specific combination of defense and regeneration. In order for your above quote to be true, there would have to be an infinite number of intersections along those two lines. A single point of equivalence is what you'd actually get, which is direct mathematical proof that your above quote is false.
If you had have had defence, you would have perhaps lived long enough to defeat all your foes before your defeat. |
There is a reason that the model that you were referred to is called the "immortality curve". It doesn't care if you kill something. It assumes that you never will (i.e. the amount of damage you can indefinitely sustain while never dying). This is not, however, the only measure of survivability ever used. You can calculate for any reasonable time frame rather easily by adjusting the formula a bit and covering that base and still completely supporting the veracity of the "defense myth" (actually, adjusting for time frame actually makes it look way better because regeneration is a direct counter to attrition, which is what you're directly trying to counter with immortality).
The formula is as follows:
(((Regen * Time) + MaxHP) / (1 - Mitigation)) = Damage
Regen is your regeneration per unit of time.
Time is the total number of units of time.
Max HP is your Max HP.
Mitigation is the percent of incoming damage you mitigate (via defense, mez, resistance, etc.).
Damage is the amount of damage you can take in total (in order to determine the DPS needed to kill you within the Time, just divide Damage by Time and you'll get your answer).
Yeah, I get it. A 5% addition to defense will prevent the same amount of damage no matter what your initial defense was (barring reaching the soft cap).
Looked at in percentage terms going from 50 DPS to 45 DPS is a 10% decrease while going from 10 DPS to 5 DPS is a 50% decrease even though the same amount of damage is prevented some people think it's more just because it's a higher percentage. But you also say right in the original post that " increasing defence gives exponential rises to survivability. This is not a point of contention" so you obviously see why people say defense is worth more from 40% to 45% than from 0% to 5%. As for the point about Def vs. Regeneration, I think your spreadsheet makes it crystal clear that the calculation isn't dependent on initial Def. I think you've won the case your were trying to prove (that Def vs. regen isn't dependent on initial DEF). Given that you openly admit that increasing defense provides exponential survivability benefits I'm not sure what's left to debate... |
I am not trying to reinvent the wheel. I do recognise that it's pretty fine to get to the soft cap I tend to aim for that on all my characters. The way that IOs are nowadays makes it a very wise investment.
Unfortunately people still do not recognise that the calculation isn't dependent on the initial defence. For instance, Gillia claiming I am dead wrong, but I can immediately display that I am in fact right.
The origins do stem from people saying a 100% increase is the be-all-and-end-all, when there are other options which may be better. YMMV, and they may not be applicable in as many cases.
No, it's not.
You cannot tell which is more survivable for the exact reason that you don't *always* fight people who have the precise damage output equal to your mitigation. |
Why on earth do you think it's relevant what the precise incoming DPS is?
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Unfortunately people still do not recognise that the calculation isn't dependent on the initial defence. For instance, Gillia claiming I am dead wrong, but I can immediately display that I am in fact right. |
The origins do stem from people saying a 100% increase is the be-all-and-end-all, when there are other options which may be better. YMMV, and they may not be applicable in as many cases. |
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
At 0% +def, 5% +def is going to mitigate 10% of your incoming damage.
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Incoming damage MUST be determined from the start, else you end up where you are now.
Let's assume the incoming damage is 100.
50 of that is mitigated by an enemies base chance to hit.
With 5% defence, 5 of that is mitigated by defence. That is 5% of 100.
The amount of damage you take is 45. If it mitigated 10%, then you would be taking 40, which clearly isn't so.
Next look at incoming damage of 100.
If 5% defence = 10% mitigation, does 40% defence = 80% mitigation?
No it doesn't. 50 is mitigated simply on the basis that the enemy misses 50% of the time.
40 is mitigated by defence.
That leaves you with 10 damage.
If you go from 40% to 45% defence, you go from 10 to 5 damage. That is 5% of the original attack.
Onto your more key point:
There is one amount of DPS where they intersect. In fact, ALL points intersect, hence why I say they are interchangeable. For a demonstration of that point:
I'll use the spreadsheet to show you why initial defence isn't a parameter. Feel free to do it yourself, or use your own calculations.
Some nice round numbers here: HP: 1000 DPS Faced: 300 Starting Defence: 0% Starting Regen: 10 hp/s Two Choices: Either +5% defence (all), or +15hp/s regen. With +5% Defence, you'll survive for 8 seconds. With +15 hp/s regeneration, you'll survive for 8 seconds. Now according to what you write, if I change it to 40% defence, then .. what happens? Let's see. HP: 1000 DPS Faced: 300 Starting Defence: 40% Starting Regen: 10 hp/s Two Choices: Either 5% defence (all), or +15hp/s regen. With +5% Defence, you'll survive for 200 seconds. With +15 hp/s regeneration, you'll survive for 200 seconds. Clearly,it doesn't matter what your initial Defence was. They were both worth just as much at any stage. Again, the problem with +100% survivability rises. It is a trick! |
When you are above that DPS, you should always go for Defence. When below, you should always go for Regen.
(I am tempted to stop saying Regen and say "health recovery" so that people can consider self heals as an example, it is causing some side tracking here)
At 0% +def, 5% +def is going to mitigate 10% of your incoming damage (turning what was a 50% hit rate into a 45% hit rate), which means that you need 10% of your base regeneration to equate the improvement. At 40% +def, the last 5% +def is going to mitigate half of your incoming damage (turning what was a 10% hit rate into a 5% hit rate), which means that you would need 100% of your base regeneration to equate the improvement. At 40% +def, a 10% increase in base regeneration rate would only equal a 10% increase in survivability. Regeneration scales directly (newRegen / oldRegen = survivability increase) whereas defense scales indirectly (survivability increase = ((.5 - oldDefense) / (.5 - newDefense)). |
This has already been raised before and shown to be false:
Starting numbers:
HP: 1000 DPS Incoming: 500 Resistance: 0 Defence: 40% Regen: 10hp/s Time to Defeat: 25 seconds (take 40 damage/second) Case A: Increase defence by 5% Time to Defeat: 66.6667 seconds. (take 15 damage/second) Case B: Double Regeneration. Time to Defeat: 33.333 seconds (take 30 damage/second). And once again, we come to the highlight the purpose of the thread. You cannot express something as "100% improvement" without being exceptionally careful with your numbers. Shown above is the 100% improvement from defence vs an 100% increase in regeneration. They don't add up. |
If I can stop you here because this is where you have gone wrong. Your definition of incoming damage has changed.
Incoming damage MUST be determined from the start, else you end up where you are now. |
He expressed change in incoming damage as a percent. There is nothing wrong with that statement. He did not change the definition of anything.
You don't have to know the absolute number to know that removing a larger percentage of any number is better mitigation. We don't understand why you can't see this.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
This statement makes it clear that you do not understand the topic under discussion.
Why on earth do you think it's relevant what the precise incoming DPS is? |
If you don't know it, you cannot decide how useful the defence is.
Do I say you need to be precise? It sure helps. You could estimate, and many of the calculations should be fairly clear cut.
Bunny, you have not once addressed my example. Please do so and then defend this claim in light of it.
Yes, and the cases where everyone else is working cause defense to almost universally be the more practical choice. Low incoming (pre-mitigation) DPS is not relevant to a discussion about nearly any AT with defenses near the soft cap. |
Is your question why defence is a more universally practical choice? The availability of IOs is probably #1.
I have called it Regeneration throughout the thread, but any kind of self heal can be calculated to an amount of hp/sec, so it's worth sometimes considering the benefit of a self heal power choice to a defence power choice. Both will serve under different circumstances - you can calculate which quite easily.
If your point is something else, can you please state it in a single post because I am always 100 posts behind <3
Do you understand what percentages represent?
He expressed change in incoming damage as a percent. There is nothing wrong with that statement. He did not change the definition of anything. You don't have to know the absolute number to know that removing a larger percentage of any number is better mitigation. We don't understand why you can't see this. |
My point is exactly that. You should be careful about your interpretation. Expressing mitigation in these terms leads to false conclusions. It should be written as a quantity of mitigation. That quantity (if defence or resistance) will depend on how much damage you face.
I'll offer one last response relevant to the discussion before I degrade into pointless posts trying to derail this thread. I do this because if you are not going to address what I'm trying to say, I won't bother trying to address what you have to say*.
What you are trying to prove:
Against a known number of DPS, certain number of Regen and Defense work interchangeably when survivability is in question. Your conclusion: Regen equals Defense in survivability. I only dispute this when we take burst damage into account.
What we are actually interested in, and what you refuse to see:
We are interested in the immortality lines of characters. That is to say, we're interested in modifying the maximum DPS we can sustain indefinitely. In all cases (except when exceeding the soft cap), additional Defense does this better, because it changes the maximum sustainable DPS as a multiplicative function of the previous maximum DPS. When dealing with high figures of DPS, multiplying it by a figure (call this figure A) will always result in a bigger change than adding something close to A to it.
TL;DR version. No one is interested in whether adding either 5% Defense or 15HP/sec is going to increase their survivability against an incoming DPS of 500. People are interested in whether adding either 5% Defense or 15HP/sec is going to result in a higher maximum sustainable incoming DPS.
*Disclaimer: Alcohol may have something to do with this.
- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom
My Katana/Inv Guide
Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein
The formula is as follows:
(((Regen * Time) + MaxHP) / (1 - Mitigation)) = Damage Regen is your regeneration per unit of time. Time is the total number of units of time. Max HP is your Max HP. Mitigation is the percent of incoming damage you mitigate (via defense, mez, resistance, etc.). Damage is the amount of damage you can take in total (in order to determine the DPS needed to kill you within the Time, just divide Damage by Time and you'll get your answer). |
This expresses how much damage you can take, dependent on time.
This is... damage over time.
Run the numbers What I propose is precisely that for determining length of life.
Umbral, who wrote that original formula?
I'll offer one last response relevant to the discussion before I degrade into pointless posts trying to derail this thread. I do this because if you are not going to address what I'm trying to say, I won't bother trying to address what you have to say*.
What you are trying to prove: Against a known number of DPS, certain number of Regen and Defense work interchangeably when survivability is in question. Your conclusion: Regen equals Defense in survivability. I only dispute this when we take burst damage into account. What we are actually interested in, and what you refuse to see: We are interested in the immortality lines of characters. That is to say, we're interested in modifying the maximum DPS we can sustain indefinitely. In all cases (except when exceeding the soft cap), additional Defense does this better, because it changes the maximum sustainable DPS as a multiplicative function of the previous maximum DPS. When dealing with high figures of DPS, multiplying it by a figure (call this figure A) will always result in a bigger change than adding something close to A to it. TL;DR version. No one is interested in whether adding either 5% Defense or 15HP/sec is going to increase their survivability against an incoming DPS of 500. People are interested in whether adding either 5% Defense or 15HP/sec is going to result in a higher maximum sustainable incoming DPS. *Disclaimer: Alcohol may have something to do with this. |
If someone wishes to measure their maximum DPS they can survive indefinitely then certainly the survivability line is the way to go.
My issue, stated perhaps ad nauseum, is that it can give you the wrong answer at times.
It might suggest to go with Regen. Your problem is that there is a point where you are taking enough damage that the Defence would have actually been a better choice, and by taking Defence you would live longer. In game terms, that is more meaningful to me, than to determine how long I live if and only if I am under a very specific set of DPS. It doesn't carry meaning outside of that 1 case.
In fact, I am not sure that you even know what you are arguing at this point. I saw your posts in the 16% def vs X regen thread, and I realize your ego was bruised there when people showed you were wrong, but this isn't really going anywhere productive here either.
I have watched the spreadsheet carefully over the last few hours and the activity was extremely limited. Most of the posts here would be clearly answered if you read the initial post. For instance, I have stated that it is not a point of contention that increased mitigation provides exponential benefits. That was in post 1. Perhaps, again, I have worded myself poorly at other stages and brought that into question, but I apologise if that is so. More mitigation = exponentially better. The point though is that it doesn't matter where that mitigation comes from, so long as it is equal. That final 5% defence, to move you from 40 to 45%, could be attained by regeneration, and this amount of regeneration is the same that it would require you to go from 0-5% defence.
A key point that I want to show is that a 100% improvement in survivability is not the be all and end all, and that it can be equalled by applying different methods. You have yourself fallen for this concept, by saying when 40->45% = double survivability, you'd need to also double regen. That is false.
The origins of this thread are in statements that suggest that which you have written. The best way of attaining the highest survivability is by calculating the individual mitigation that each method provides and choosing the best. A statement of "100% better" doesn't give you correct information in doing so. As evidenced, it provides false conclusions.
The survivability curve is useless when faced with a situation where you are at a chance of dying. That is, as soon as the damage exceeds your own regen/defence/resistance, it cannot answer. What's the point of it? The indisputable truth is that it may telll you that regen is better (be it from IOs, from Health slotting, from a self heal) but then you get in a situation where you are at risk of dying, and you discover that it should have been defence, because defence is a better choice under high DPS? Again.. what's the point if it isn't correct when you need it most?