Reactive for Tankers: Core vs Radial


Arbegla

 

Posted

I've been experimenting quite a bit with -Res vs DoT, trying to decide what each branch's strengths are. I'd like to share what I found and encourage others to share their experiences as well to build a consensus.

Soloing Requiem on my Invul/SS, I found significant gains using Total Radial (75% DoT) over Core Flawless (75% -Res, 25% DoT). The Tier 3 Radial outperformed the Tier 4 Core by a good 25-30 seconds. Logically, the T4 Radial should even do a little better.

The tests were done using my standard attack chain, stacked Rage when possible and fighting through the crashes.

I suspect the main advantage for the DoT, in this case, is it's unaffected by the Rage crash and allows more damage to be dealt for those 10 seconds.

I conclude that the Radial branch for Reactive is the optimal choice in this case for solo damage purposes against AVs, pylons, etc.

In a team situation however, I would think equipping Core would be the most beneficial because it would act as a multiplicative effect for the team's damage, rather than the additive one the Dot brings.


Misc musings:

-Judgment is not (supposed to be) affected by damage buffs. Seems like a Rage crash might be a good time to whip out Pyronic.

-If using Lore pets, it may be advantageous to equip Core Reactive for the same rationale as team situations.



Agree? Disagree? Thoughts? Opinions?



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Posted

Haven't had the opportunity to test such things myself yet, but about the lore pet, I'd actually think that you might want the radial there too. Why? Well, from what I hear the resistance debuff can stack up to 4 times, and so if you've got 2 sources for it then I'd imagine you'd probably keep the debuff nearly fully stacked even with the radial's low chance. If that is the case, then presumably the radial's higher DoT chance would lead to more damage. This would require some testing with a power analyzer, tho, to see whether you + pet could actually reliably keep the debuff in the 7.5-10% range.


@MuonNeutrino
Student, Gamer, Altaholic, and future Astronomer.

This is what it means to be a tank!

 

Posted

Tankers tend to attack relatively slowly. Particularly if you don't have a damage aura, the RES proc is going to have a hard time reliably stacking to its maximum (4 stacks for a total of -10% RES), even at a 75% proc rate. If, for the sake of argument, you're attacking once every 2 seconds on average, then you're getting an average of 0.75 / 2 = 0.375 procs per second, and the duration of the debuff is only 10 seconds, so you're gonna be just shy of applying 4 stacks in any 10 second period. (10 * 0.375 = 3.75 procs.)

Tankers also have comparatively low damage output, which means that the proportional gain of a multiplicative bonus is smaller than it might be on a Scrapper or some other high-damage AT.

The DoT adds a good deal of DPS, as you noted unmodified by damage buffs or AT scalars. The DOT is affected by -RES debuffs, though, which is worth noting because Tankers have a sizable one in Bruising.

So all of that said, unless you're on an extremely high-damage build and your biggest area of interest is in soloing huge sacks of HP, the DoT tree is almost unreservedly the better option for a given, self-contained build. In teams, the matter becomes muddier; the RES debuff will almost certainly add much more damage to team output, but it also seems likely that multiple people will have taken Reactive given all that I'm reading about the population's Interface choices.

Multiple Interface procs do not stack, even from different teammates, so if you wanna go for the team-oriented option, you may well be better off skipping Reactive entirely, probably in favor of the -Damage debuff proc. Edit: Also, for what little it's worth, upgrading from the T3 DoT proc (75% chance of damage) to the T4 DoT + RES proc (75% chance of damage, 25% chance of -RES) had an imperceptible effect on my Dominator's Rikti Pylon times, even with Lore pets active. Then again, I only made the comparison once each (with and without Lore pets out), so user error may account for my results. I surely could tighten up my use of clicks a bit.


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

*Keep in mind the -res only stacks up to 10% max which is accomplished through 4 ticks so it doesn't really improve in team situations
**The dot stacks up to 6 ticks
***-Res is also heavly resisted by AVs like 90% iirc so it's not very useful in those circumstances


 

Posted

Quote:
Originally Posted by Cheetatron View Post
*Keep in mind the -res only stacks up to 10% max which is accomplished through 4 ticks so it doesn't really improve in team situations
**The dot stacks up to 6 ticks
***-Res is also heavly resisted by AVs like 90% iirc so it's not very useful in those circumstances
No, -RES is one is one of the exceptions to AVs' blanket debuff resistance. RES debuffs are resisted if the AV has damage resistance to your damage type (or in other words, the extraordinarily awkward cliche -- "Resistance resists resistance debuffs." ).

The same thing applies to -Damage debuffs; they're unresisted by AVs, unless the AV has damage resistance to its own damage type. For instance, if you hit an Enraged Marauder with a damage debuff, he'd be unaffected because he has 100% resistance to Smash/Lethal damage, and (AFAIK) all of his attacks deal Smashing damage.

Call it a quirk of the system. On a related note, if you could slot damage enhancements in resistance powers, then you'd get 33% (schedule A) enhancement instead of the normal 20% (Schedule B) for a resistance enhancement. It's for that reason that Enzyme HOs can buff your defense powers by 33%. They're typed as DEF debuff enhancements, but the system doesn't recognize debuffs as separate and distinct from buffs. They both modify the same attribute.

TL;DR: Damage and Resistance debuffs are the only widespread exceptions to AVs' absurdly high debuff resistance (85% at level 50).


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

Quote:
Originally Posted by Cheetatron View Post
***-Res is also heavly resisted by AVs like 90% iirc so it's not very useful in those circumstances
False. -Res is resisted by resistance. However much resistance the AV has, that's how much they'll resist the resistance debuff.

An AV that has 90% resistance to S/L, for example, would resist 90% of the resistance debuff, and the total that would get through would be 1%. However, if you were doing S/L damage, it would still be a straight 10% buff to that damage you would be doing. (Going from 90% to 89% resistance means that the damage getting through goes from 10% to 11%, or an overall increase of 10%.)

The numbers are different for an AV that has 30% resistance, for example.

Also, JB: Judgement is not supposed to be affected by damage buffs/debuffs, so a Rage crash is a great time to use Judgement. Do be aware, however, that Ionic is presently bugged. The initial strike works correctly, but the jumps are affected by damage buffs and debuffs - which can make it really strong under the effects of Rage. Note that this is not working as intended and will likely be fixed in the near-term future.


Comrade Smersh, KGB Special Section 8 50 Inv/Fire, Fire/Rad, BS/WP, SD/SS, AR/EM
Other 50s: Plant/Thorn, Bots/Traps, DB/SR, MA/Regen, Rad/Dark - All on Virtue.

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Posted

Quote:
Originally Posted by Obitus View Post
The DoT adds a good deal of DPS, as you noted unmodified by damage buffs or AT scalars.
Are you sure about that last one? Because I've seen people on other ATs boards boasting larger DoT numbers than I'm seeing. Obviously, it's possible they're using other sources of -Res they're not mentioning up front.

I ask because in i20 Beta the DoT was busted and just did ticks of 1-2 damage, then later it was fixed and I think I remember it doing ticks of 25-30 in the RWZ with the copy of my Tanker there. Live it's ticks of 18 DoT (after Bruising) to a 50 Rikti Boss.



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Posted

Quote:
Originally Posted by Johnny_Butane View Post
Are you sure about that last one? Because I've seen people on other ATs boards boasting larger DoT numbers than I'm seeing. Obviously, it's possible they're using other sources of -Res they're not mentioning up front.

I ask because in i20 Beta the DoT was busted and just did ticks of 1-2 damage, then later it was fixed and I think I remember it doing ticks of 25-30 in the RWZ with the copy of my Tanker there. Live it's ticks of 18 DoT (after Bruising) to a 50 Rikti Boss.
I'll look it up later on my Dominator and we can compare notes if you like. 18 with a 20% RES debuff sounds about right, for what it's worth (15 damage unmodified). Haven't gotten around to running my Tanker through the trials yet (He's next on the list). Given Positron's most recent post, I may just wait on that for awhile.

If Reactive follows the conventions of every other Incarnate power, though, it shouldn't be modified by AT damage scalars.


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

Quote:
Originally Posted by Obitus View Post
Haven't gotten around to running my Tanker through the trials yet (He's next on the list). Given Positron's most recent post, I may just wait on that for awhile.
Yes, the current reward scheme is now...grim in my experience with my Tanker. It was better however, for a while.

When i20 first dropped, I decided to forgo the low-hanging fruit and went right for T3 Lore and T3 Destiny for the shifts. For a time my rewards were very good; most often a Rare or Very Rare, because I was putting out more damage than un-shifted individuals of any AT and I was usually the only one concerned with tackling the adds.

Now, the damage dealers have their shifts, caught up with my damage and everyone tries to tag the adds. This week I'm lucky if my Tanker sees an Uncommon.



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Posted

On my DM/SR scrapper, fire DOT did about 13-14 dam/tick on a lvl50 Death Mage (I con lvl50+1 when not in Incarnate content). I may go the DoT route dispite the -rez because although -rez would be better for soloing big bags of HP on a single target type toon like mine, I find the DoT more practical (killing small game etc) and fun - mostly because of the lack of solo content. (I also plan on the 100% debuff from Diamag, but I digress).


Miss Arc #147491: Rise of Bedlam
AKA Iron Smoke @Champion Server

 

Posted

Well I have two Inv Tanks, one at 50 (SS) and one at 42 (Fire) that I plan to have Reactive on. The Inv/SS will get core and the Fire will get Radial.

Then I can have both.


 

Posted

Quote:
Originally Posted by Johnny_Butane View Post
Yes, the current reward scheme is now...grim in my experience with my Tanker. It was better however, for a while.

When i20 first dropped, I decided to forgo the low-hanging fruit and went right for T3 Lore and T3 Destiny for the shifts. For a time my rewards were very good; most often a Rare or Very Rare, because I was putting out more damage than un-shifted individuals of any AT and I was usually the only one concerned with tackling the adds.

Now, the damage dealers have their shifts, caught up with my damage and everyone tries to tag the adds. This week I'm lucky if my Tanker sees an Uncommon.
Well, the reward system seems wonky, but do keep in mind that it is random. I just led a Lambda on Wednesday night on my Fire/Fire Tanker, it went quite well and fast, and I earned a Rare. *shrugs* Random is random.


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
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Grey Pilgrim: Fire/Fire Tanker (50), Victory

 

Posted

This is a great thread, and has certainly given me stuff to think about for Reactive and my Fire Tank.


 

Posted

The DoT being better damage is fairly obvious IMO. The real question is : Reactive vs Diamagnetic's -regen.


I am an ebil markeeter and will steal your moneiz ...correction stole your moneiz. I support keeping the poor down because it is impossible to make moneiz in this game.

 

Posted

I have been using the T3 Radial 25% chance -res, 50% chance +Dam for a while now. I am a Stone Fire Pyre

The big thing I have noticed is that ALL my attacks have a fire damage DoT component. And every tic of DoT appears to have a chance to trigger the Reactive. Also, some attacks have both a Fire and a Smashing component in the initial strike, and they appear to each have a chance to trigger the reactive proc. I have frequently seen a single power such as Greater Fire Sword (initial strike inclutes Fire, first Fire Dot and Smashing) have 2 proc damage results before the 2nd DoT Tick. I have not, however, seen 3 proc messages which should be possible, if my speculations are correct.

Went in game for a min and ran out to RWZ vs level 50 Rikti. Using Incinerate I was seeing an average of 3 extra tics of 18 point damage vs level 50 boss foes from the reactive. Usually either 2 or 4. Incinerate is a 10 even tics of damage over 4.6 seconds power. Incinerate was doing 22 points per tic or 23 if the 25%-Res triggered too. Curoiusly, I never saw 5 tics of Reactive, and sometimes saw 0. So I don't think it is working exactly as I assume. There may be a time limit on how often reactive is permitted to retrigger from the same power?

The bottom line is when I engage a full spawn and activate my 3 AoE and have Mud Pots going as well, then follow up with ST attacks, the number of additional damage messages from the Reactive plus normal large number of DoTs exceeds the combat log buffer before the spawn goes down. I think anyone who has large amounts of Dot and/or attacks with mixed types will be VERY happy with reactive. I know from testing it has cut my AE ticket farming time by about 33%. I really look forward to Tier 4 and 75% Dam triggers.

Jak

During test in RWZ 50+1 wearing a T3 Nerve radial +20 % defense and rooted with Mud Pots off so only the Incinerate would generate any combat info. I could of course stand in the LvL 50 spawns all day so I was under no time pressure.


 

Posted

Quote:
Originally Posted by JakHammer View Post
The big thing I have noticed is that ALL my attacks have a fire damage DoT component. And every tic of DoT appears to have a chance to trigger the Reactive. Also, some attacks have both a Fire and a Smashing component in the initial strike, and they appear to each have a chance to trigger the reactive proc.
Can anyone else confirm?

Those should be bugs. If not, it gives a considerable (and arguably unfair) advantage to sets that have mixed damage attacks, and a massive advantage to sets that have DoT components already.



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Posted

Quote:
Originally Posted by Johnny_Butane View Post
Can anyone else confirm?

Those should be bugs. If not, it gives a considerable (and arguably unfair) advantage to sets that have mixed damage attacks, and a massive advantage to sets that have DoT components already.
With the limit on the DoT stacking to 6, i don't see how it will give much of a advantage to the other sets, unless you count front loaded damage, but even then it won't make too much of a difference on hard targets (and soft targets, like minions, and LTs already die fast enough, without the DoT adding to them)


 

Posted

Quote:
Originally Posted by Arbegla View Post
With the limit on the DoT stacking to 6, i don't see how it will give much of a advantage to the other sets, unless you count front loaded damage, but even then it won't make too much of a difference on hard targets (and soft targets, like minions, and LTs already die fast enough, without the DoT adding to them)
In the situation outlined above, if indeed Reactive is having a chance to proc off of the two damage types, then again off of each DoT, it creates a significant advantage:

You essentially hit the cap for both the -resistance debuff, and perhaps even the DoT on your first attack, regardless of if you go Core or Reactive.
That's 10% -Res and and pretty much 100% chance at the DoT for throwing one attack, and the same for every attack after.

Compare with a set like Stone or Super Strength:

If they go Reactive Core (75% res, 25% DoT) they'll be lucky to stack to the 10% -Res cap; it'll take them four or more attacks to get there, and they likely wont be able to maintain it at 10% because of attack speeds vs the debuff's duration. They'll be lucky to get the DoT to proc once every four attacks.

They would be similarly disadvantaged with Reactive Radial.

In other words
Stone/SS is lucky to hit the cap for one of the procs, after several attacks, with only a small chance of the other proc going off occasionally. Fire would immediately hit the caps for both and not even really have to do much to maintain them.


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Posted

I would not call it an immediate cap situation by any means, and I am not seeing as many triggers as I expect to see based on the raw percentage chance.

As I said when using my 10 tics of base damage Incinerate attack, I was averaging only 3 Damage triggers, off a supposedly 50% chance. I never saw a 5 trigger result off a single activation. I saw several 0 trigger results with just 10 tics of base damage. I saw one 0 Damage trigger result where the base damage went from 22 to 23 in the middle of the string indicating the 25% chance -res had triggered. 22 to 23 (these are rounded, on screen, orange numbers of course) is not a broken result. It is only 2.5% -res per trigger.

Let me also note that I saw results with greater Fire Sword that seem to suggest that all the DoTs missed but the Damage proc trigged on the initial swipe and kept burning for a couple more tics. The description of the Reactive Proc does say it is a chance for Moderate damage over Time.

So it may be that every time the same power re-triggers the Reactive proc it cancels the prior trigger remaining tics. Or it may be that the Reactive Damage Proc can only trigger once every 10 Seconds from the same power, like a lot of other procs in the game, and results that I saw were a single trigger with two or three tics then replaced by a re-trigger with one tic. Thus the 4 damage tics noted in the Incinerate results. The Incinerate Power deals all 10 tics in about 5 seconds, but the 10 second timer may be absolute and so cycle in the middle of the base damge string. See the Proc Gurus, I am in wild speculation land here.

Even with all my powers being spammed I don't think I am going to cap either proc stacks that often, or mash Bosses and Lt's that much harder, but minions are put down really quick so at least I can save some Blue Bar by getting to ST attacks sooner. And the over all damage increase so far is very nice. Granite needs the help. It also adds one more layer of possible interrupt for Sappers, etc.

For a set like Stone Melee with massive single target wacks, the 75% chance -res may prove to be much more effective.

And everything I read indicates that will be the way to go vs single hard targets. I am probably going to use spare parts to make a 75% chance -res tier 3 for special situations.

So I would not push the panic button just yet.

Jak


 

Posted

Re-reading what you said in your first post after reading your second, what you describe sounds like it's working as it's supposed to.

The DoT component of Reactve, as I understand it, works like this: It's 6 ticks of 15 damage, each with an 80% chance to fire. That calculation is made after the calculation is done to see if the DoT will fire at all on an attack.

So, in one attack, lets say Brawl for example, you can potentially see as many as 6 little 15's stream off, regardless of if the DoT has a 25%, 50% or 75% (depending on Reactive's rank) chance itself to go off.

I got confused by what you meant by 'extra ticks'.

Seeing five or six little 15's tick off from one attack, that's working as intended. As long as you're not seeing a cloud of 35x15 numbers. :P



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Posted

There is a thread in the scrappers section which asserts that, barring AoE damage from auras and PBAoE attacks, around 200dps or higher -dam would be best as you continously buff your own damage. At less than 200dps, fire DoT would be better effective as the frank addition of damage would be better than a 10% addition of your own. However, a special case for fire, here, can be made. I am watching both threads and will likely do some calculations myself because I have every thing I need to make a tier 4 reactive on my fire/shield - I just dont know witch one!


Miss Arc #147491: Rise of Bedlam
AKA Iron Smoke @Champion Server

 

Posted

Plugging numbers:

The -Res will only enhance your attack's damage 10%

Lets err on the lower side and say only three ticks of DoT ever happen:
3 x 15 = 45


45 x 10 = 450

Only attacks that do over 450 damage before Bruising will benefit more from the -Res than from the DoT.

For a Tanker, that's likely one, maybe two attacks. All other attacks will benefit more from the added DoT.

The only time Reactive Core Flawless could become better is in a team situation where you are the only one who happens to have a Reactive slotted, or perhaps if one other person has a complimentary Reactive Radial Flawless.



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Posted

Thanks so much for setting me straight on the actual way the Reactive works. Somehow I missed the fact it is a double chance situation.

A 50% chance to get 6 x 80% chances may exceed my desire to analyze.

I think I'll just craft a 25% Debuff 75% Damage and enjoy.

Jak


 

Posted

This is a good thread I was wondering about this.


 

Posted

I'm glad I chose the DoT.