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Teleios Ascendant run (Off-Tank Perspective)

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  • morigosamorigosa Posts: 710 Arc User
    edited March 2016
    Amusing thing: if you're right up at Teliosaur's feet (may also require a small character - I'm not sure on that), the breath won't hit you. I advise blocking anyway, because even a tiny reposition will make it hit you again, but it's a nice way to take less damage if you can pull it off.

    Edit: this is as the tank. Obviously if you're not the tank you can just get out of the way normally.
    Post edited by morigosa on
  • championshewolfchampionshewolf Posts: 4,375 Arc User
    morigosa wrote: »
    Amusing thing: if you're right up at Teliosaur's feet (may also require a small character - I'm not sure on that), the breath won't hit you. I advise blocking anyway, because even a tiny reposition will make it hit you again, but it's a nice way to take less damage if you can pull it off.

    Uhh if you are at her sides (if you aren't tanking) you will not take damage from the breath anyways.​​
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  • riveroceanriverocean Posts: 1,690 Arc User
    edited March 2016
    Also I think we must be fair and mention that the Strength Primary + Justice Gear + Wardicator or Guardicator loop. With lots of Con on top. That produces crazy amounts of defense.

    Drop a tanking passive on top that and it equals one tough tank.

    Things get even crazier if you factor in team-mates running support passives like AOPM or AORP (or both). I think it's just fair to mention all of that.

    Yes it pays to work as a team.. but having a tank built with high-levels of defense paired with well-geared support players is going to be a factor as well.

    Oh almost forgot... don't forget that the block being used in the video is Ebon Void w/Vorcious Darkness advantage. That's probably the best block in the game. Well at least it seems like it is. Especially so for dealing with ADD's.
    Post edited by riverocean on
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  • avianosavianos Posts: 6,178 Arc User
    edited March 2016
    I don't understand. Silverspar and Kaiserin(sp?) both look to have personal force fields that almost instantly regenerate. Neither of them were really even taking any serious damage at all! Now I know I'm the furthest thing from a min/maxer but seriously. Whatever they're running is LEAGUES above the average player. At least from my perspective. :/
    (

    that "PFF" is the Special Effect of Onslaught Gloves of Defender, they give you a small shield based on the damage you cause and Increase your Aggro​​
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  • spinnytopspinnytop Posts: 16,450 Arc User
    edited March 2016

    Also I think we must be fair and mention that the Strength Primary + Justice Gear + Wardicator or Guardicator loop. With lots of Con on top. That produces crazy amounts of defense.

    Drop a tanking passive on top that and it equals one tough tank.

    Things get even crazier if you factor in team-mates running support passives like AOPM or AORP (or both). I think it's just fair to mention all of that.

    Yes it pays to work as a team.. but having a tank built with high-levels of defense paired with well-geared support players is going to be a factor as well.

    Oh almost forgot... don't forget that the block being used in the video is Ebon Void w/Vorcious Darkness advantage. That's probably the best block in the game. Well at least it seems like it is. Especially so for dealing with ADD's.

    Sure, but all of this is overkill. What you're seeing isn't people doing what's needed to beat the lair... what you're seeing is people showing off just how easily you can overpower the lair. Trust me when I say, not all tanks are built like Silver is - I know because I've run with tanks who weren't using wardicator, who weren't using ebon void. The most important power for tanks to have though is the ability to figure out all the things you can block, and then block them - the difference in the amount of damage a tank takes between only blocking the obvious tells and blocking everything is huuuuuuuuuuuuuuuuuuuuuge. SilverSpar isn't an amazing tank because of her build, it's because she blocks damn near every piece of damage the bosses throw at her - and because she has the timing down to where she blocks the minimal amount of time needed to block the attack( which is why it often looks like she isn't even blocking at all, cause the animation doesn't show), and then still has lots of time to throw out attacks. Basically, her block timing is even more over powered than her build.

    As for "well geared support", I'm having a lot of fun on my heroic-geared healer. I basically just converted a dps into a healer like a week ago and today I was already healing the single-tank method on TA ( that's where you have the dps tank telios ). It doesn't take much.
  • championshewolfchampionshewolf Posts: 4,375 Arc User
    *counts how many times Foxi says block in that last post*​​
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  • spinnytopspinnytop Posts: 16,450 Arc User
    Blocking is exciting! Everyone get hype for block! Block-fest 2016! \o3o/
  • chaosdrgnz43chaosdrgnz43 Posts: 1,674 Arc User
    I just attempted being an off-tank with my massacre/munition build in teleios fight. Ashamed to say I failed since I can't heal myself high enough even with conviction and resurgence. Ebon Void seems to be better block than Energy shield.

    I hope there will be other ways to get GCR. Don't want to break my build's theme for a lair.
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  • spinnytopspinnytop Posts: 16,450 Arc User

    I just attempted being an off-tank with my massacre/munition build in teleios fight. Ashamed to say I failed since I can't heal myself high enough even with conviction and resurgence. Ebon Void seems to be better block than Energy shield.

    I hope there will be other ways to get GCR. Don't want to break my build's theme for a lair.

    You don't need ebon void, I've run with plenty of tanks that don't use it. I've seen just about every defensive passive in there too ( PFF not so much for obvious reasons ).

    One thing that might help is that if you know you don't have enough self-healing, then don't be on the complete other end of the room from the healer. With you as far away as you were, you made it very difficult for me to support you.
  • chaosdrgnz43chaosdrgnz43 Posts: 1,674 Arc User
    spinnytop said:


    You don't need ebon void, I've run with plenty of tanks that don't use it. I've seen just about every defensive passive in there too ( PFF not so much for obvious reasons ).

    One thing that might help is that if you know you don't have enough self-healing, then don't be on the complete other end of the room from the healer. With you as far away as you were, you made it very difficult for me to support you.

    Gotcha. I was just at the end of the room because the middle had tubes that prevents me from moving around. That and avoiding Teleios' pink AoE.
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    __________________________________________________________________
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  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    Ebon Void vs Energy Shield is unlikely to make a lot of difference in off-tanking the Teleios fight, they aren't all that different in their resistance to damage while blocking, which is what you mostly do as off-tank. Handling the damage is trivial if you have Invulnerability or Regeneration, can be tricky for anything else.
  • championshewolfchampionshewolf Posts: 4,375 Arc User
    riverocean wrote: »
    Also I think we must be fair and mention that the Strength Primary + Justice Gear + Wardicator or Guardicator loop. With lots of Con on top. That produces crazy amounts of defense.

    Drop a tanking passive on top that and it equals one tough tank.

    Things get even crazier if you factor in team-mates running support passives like AOPM or AORP (or both). I think it's just fair to mention all of that.

    Yes it pays to work as a team.. but having a tank built with high-levels of defense paired with well-geared support players is going to be a factor as well.

    Oh almost forgot... don't forget that the block being used in the video is Ebon Void w/Vorcious Darkness advantage. That's probably the best block in the game. Well at least it seems like it is. Especially so for dealing with ADD's.

    Well to dispel this, wardicator is not for defense it's more for offense. The extra defense, depending on set up, is anywhere from 15% to 20% resistance. It can be enough to push you up to 100% resistance geared up, but on average you can usually get to 80% to 85% without such a set up. To make it painfully clear, 80% to 100% resistance is a difference of only 6% damage mitigation (44% to 50% basically). That's all. It's not crazy defensive.

    Once you pass 100% resistance, the amount of damage reduction you actually receive decreases significantly, and once you pass 200% well, it practically falls off the planet as far as justifiably wasting points into defense. If I were to have defiance which gives me approximately 18% resistance per stack and took it to 6 stacks with my basic 104% resistance I have now, for 212% total resistance, my damage mitigation goes from 53.3% in tank role to 68.9% in tank role. That's a difference of 15.6%. A drastic drop off compared to the first 100% of resistance. Grant it, it's still a big number but no where near as beneficial as it might sound.

    What makes tanking tanking is knowing when to block the alpha shots and learning which attacks you should also be blocking. The primary goal of the tank in this layer is three thing; positioning and facing the boss, threat control and maintenance, and survival. If you can throwing in debuffs to help the rest of your team isn't a bad ideal either. But over all, wardicator/guardicator is not a super cereal defense buff, it's more used for increased damage than anything.

    Yea, when it is fixed going to be very toxic around here with the salt output, but I am looking forward to seeing more diverse builds. That and when sentry mastery is fixed. The salt content of these forums will probably be exceptionally toxic.​​
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  • baelogventurebaelogventure Posts: 520 Arc User
    Is it too late to say that obviously, my SG is the best?
  • nephtnepht Posts: 6,883 Arc User

    Is it too late to say that obviously, my SG is the best?

    Your late to the party the Champions Online Civil War mega event ended about 2 weeks ago. Dont worry though I am pretty sure a bad movie version will be out in a few years.

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  • pantagruel01pantagruel01 Posts: 7,091 Arc User


    Once you pass 100% resistance, the amount of damage reduction you actually receive decreases significantly, and once you pass 200% well, it practically falls off the planet as far as justifiably wasting points into defense. If I were to have defiance which gives me approximately 18% resistance per stack and took it to 6 stacks with my basic 104% resistance I have now, for 212% total resistance, my damage mitigation goes from 53.3% in tank role to 68.9% in tank role. That's a difference of 15.6%. A drastic drop off compared to the first 100% of resistance. Grant it, it's still a big number but no where near as beneficial as it might sound.​​

    This statement is wrong. Damage resistance has no diminishing returns at all, as long as you understand what it is: it is effectively a multiplier on your health and healing. If you have 10,000 hp and are being healed for 1,000 hp/s, at 104% damage resistance it takes a 20,400 hp hit to one-shot you and 2,040 hp/s to wear you down. At 212% damage resistance it takes a 31,200 hp hit to one-shot you and 3,120 hp/s to wear you down.
  • spinnytopspinnytop Posts: 16,450 Arc User
    Fun with math!

    At 100% resistance I'm getting 50% effective damage reduction.
    At 200% resistance I'm getting ~67% effective damage reduction, an increase of 17% over the first 100%, quite diminished from the 50% that first 100% gave.
    At 300% resistance I'm getting about 75% effective damage reduction. That was an increase of 8% over the previous 100%, again a greatly diminished amount from that 17% the previous 100% gave.

    So as we can see, the actual contribution per 100% towards my effective damage reduction does diminish as we add more damage resistance.


    So I have 10,000 hp.

    At 100%, it takes a 20k hit ( 20k * 50% = 10k ) to drop me. Thats 100% more damage than I could take at 0% damage resistance.
    At 200%, it takes a 30k hit ( 30k * ~33% = ~10k ) to drop me. That's 200% additional damage it takes to kill me than it would at 0% damage - this is exactly the same as the amount the previous 100% gave me.
    At 300%, it takes 40k, which is 300% more more than I could take at 0%, and once again a 100% increase over the previous 100%.

    Here we see that each 100% is providing exactly the same benefit, an additional 10,000 damage that I can survive ( or in this case, exactly not survive ). This would then hold true for DPS as well, as in how many seconds can I survive taking X dps while receiving X hps, each 100% would provide the same benefit.


    So technically, you're both correct. The contribution to damage reduction does technically diminish as you get more Damage Resistance - however the derived benefit of that additional damage reduction does not diminish.
  • championshewolfchampionshewolf Posts: 4,375 Arc User
    edited March 2016
    I haven't a bloody clue why pantagruel tried to state that I was using misinformation. It actually is quite accurate. I've got a written up calculator that can give me total DR based on block, resistance, passives, damage reduction, and dodge and get a fairly accurate total damage reduction a player will have and input a damage figure and it will tell you the damage you take in the end. I have no idea why people also try to explain it as extra health. Maybe to make it simpler for people, but seems to give false impressions more often than not. It's accurate to, but totally misleading.​​
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  • pantagruel01pantagruel01 Posts: 7,091 Arc User

    I haven't a bloody clue why pantagruel tried to state that I was using misinformation. It actually is quite accurate.​​

    Except that it's calculating the wrong thing. Really, what you care about is effective hit points and tank-per-sec, and both of those are totally linear.
  • championshewolfchampionshewolf Posts: 4,375 Arc User
    edited March 2016
    Except that it's calculating the wrong thing. Really, what you care about is effective hit points and tank-per-sec, and both of those are totally linear.

    No, what i care about is damage reduction, and if I can survive a hit. It's not wrong at all. Average 18,000 point hit, in my tank role, with say someone holding an 80% resistance aura would reduce the damage down to 5,556. Throw in the block the damage is reduced to 1,389. I don't see how that isn't accurate. These defenses reduce incoming damage, while technically it's like having more hit points, which makes your view true, it is also the reality of what these are effectively doing. And if you throw in my dodge chance of 10% with 20% avoidance, my average mitigation goes while blocking goes to 1,362 against an 18,000 point hit.

    So I really don't get your field of it is not accurate, when it actually is.​​
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  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    edited March 2016


    So I really don't get your field of it is not accurate, when it actually is.​​

    Because the 'true' damage reduction figure has extremely nonlinear value, so comparing percentages winds up being nonsensical. Is the difference between 'takes 100% damage' and 'takes 80% damage' really equal in value to the difference between 'takes 20% damage' and 'takes 0% damage'?
  • championshewolfchampionshewolf Posts: 4,375 Arc User
    edited March 2016
    So I really don't get your field of it is not accurate, when it actually is.
    Because the 'true' damage reduction figure has extremely nonlinear value, so comparing percentages winds up being nonsensical. Is the difference between 'takes 100% damage' and 'takes 80% damage' really equal in value to the difference between 'takes 20% damage' and 'takes 0% damage'?

    Now your logic makes no sense. There is diminishing returns in defensive values. Hell even your health figures prove that much true. Do the math. You claim 300% resistance is equivalent to 30,000 health. Well if you do the math that's 75% damage reduction. AKA, you reduce the damage of a 30,000 point hit down to 7,500 a hit. Or in other words, you would need to to take 4 of those hits to take 30,000 again. I don't get where you are trying to claim it's wrong at at all, because it's not really. That's what resistance, dodge, and all that do. Yea, you can take more HP in damage, but that's true of any damage mitigation. Even healing is damage mitigation.

    It's a very simple formula, x/(1+r) where x = damage and r = resistance.

    It's quite provable, that 0% to 100% resistance the damage reduction increase is drastic, but once you pass 100% it declines. Yea, 20,000 is a bigger number than 10,000 but if it followed the slope of before it would be higher than 20,000, if you wanted another full 50% reduction that you go to at 100% resistance.

    And my point was that the trade off to getting more of that damage reduction per defense is significantly higher the further you go. That is diminishing returns.​​
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  • pantagruel01pantagruel01 Posts: 7,091 Arc User

    Now your logic makes no sense. There is diminishing returns in defensive values. Hell even your health figures prove that much true.

    If I have 10k hp and 100% damage resistance, I can take a total of 20k damage before being defeated. If I have 200% damage resistance, I can take 30k. If I have 300%, I can take 40k. If I have 400%, I can take 50k. How is that diminishing returns?
  • spinnytopspinnytop Posts: 16,450 Arc User
    edited March 2016
    More fun with math!


    So, something is throwing 1000 damage at me.

    At 100% damage resistance that 1000 is reduced to 500, a damage reduction of 500.
    At 200% damage resistance that 1000 is reduced to 330, a damage reduction of 670, which is 170 more than that first 100% got you, a diminished amount from 500 for sure.
    At 300% damage resistance that 1000 is reduced to 250, a damage reduction of 750, only 80 more than that previous 100% got you, and 420 less than that first 100%.

    Once again, you are both correct. Through fun with numbers we have discovered that damage reduction itself does diminish the more defense you get, but for fun math reasons, the size of the hit you can survive does not diminish. Numbers are crazy!

    Essentially what's happening here is that the benefit of your defense to your healer diminishes. With 100% dr, you would be taking 500 dps. With 300% dr, you would be taking 250 dps. That first 100% dr lowered the amount of hps your healer has to crank out much more than the subsequent 100% did - we can see here that the next 200% were equal to the first 100% in reducing incoming dps.

    What Panta is talking about is how long you can survive in the absence of healing.

    If I have 10,000 health, then at...

    100% dr I can survive 20 seconds.
    200% dr I can survive 30 seconds.
    300% dr I can survive 40 seconds.
    400% dr I can survive 50 seconds.

    After the first 100%, the amount of additional time I can survive (without healing) diminishes once, and then remains constant.

    EDIT - Extending that last table for accuracy:

    10% dr 11 seconds
    25% dr 12.5 seconds ( +1.5 )
    50% dr 15 seconds ( +2.5 )
    75% dr 17.5 seconds ( +2.5 )
    100% dr 20 seconds ( +2.5 )
    110% dr 21 seconds ( +1 )
    120% dr 22 seconds ( +1 )
    130% dr 23 seconds ( +1 )
    ...
    190% dr 29 seconds ( +1 )
    200% dr 30 seconds ( +1 )
    210% dr 31 seconds ( +1 )
    220% dr 32 seconds ( +1 )
    etc...

    So the benefit was constant up to 100, then diminished once between 100 and 110, and became constant again. Fun stuff.


    EDIT 2 - for fun let's add a healer providing 200 hps to the equation and see how that influences how long the character can survive.

    At 0% dr, you're taking 1000 dps, minus 200 hps: you'll survive 12.5 seconds
    At 100% dr, you're taking 500 dps, minus 200 hps: you'll survive 33.333333 seconds
    at 200% dr, you're taking 330 dps, minus 200 hps: you'll survive 77 seconds
    at 300% dr, you're taking 250 dps, minus 200 hps: you'll survive 200 seconds

    so that first 100% gave us an additional 20.8 seconds of life.
    the next 100% gave us 44 more seconds.
    the next 100% gave us 123 more seconds of life.

    Interesting, the gains here are scaling up pretty massively. Let's change that healer so they heal 100 hps.

    0% dr : 11 seconds
    100% dr : 22.22 seconds
    200% dr : 42.8 seconds
    300% dr : 66.6 seconds

    Again, interesting... let's go to 300 hps:

    0% : 14.28
    100% : 50
    200% : 333.3
    300% : forever

    What's interesting here is that as the amount of healing increases relative to the dps, the diminishing returns of damage resistance begin to reverse themselves in a I guess you could say exponential fashion? ( don't quote me on that, I haven't done the math to see if it is in fact exponential ). Of course, this is in a fictional game universe where healers can't constantly heal any tank to full. If we increase the healing to realistic levels, then all the results become "forever". I mainly did this just because I wanted to see what the numbers would do. However, if the tank is healing themselves and that healing isn't quite so strong, then we could see these numbers play out in the actual game.

    What this does show is that, once again, both parties are correct about different parts of how the mechanic works. Each mindset relates to different situations - in a "everything is fine" tanking situation, Silver's mindset rules because if everything is fine then you're staying alive, and getting more defense is just a waste because the tank is staying alive just fine with the current amount ( and generaly if Silver is tanking, then everything is fine, at least in her part of the fight since the Regen tank just keeps on trucking even if the rest of the party has things to sort out ). In a "everything is going horribly wrong" situation( i.e. the healer can no longer constantly spam heals on the tank for reasons ), Penta's mindset starts to make sense, as the "countdown timer" that the team has to get things back to fine before the tank drops and everything gets even worse continues to reliably increase - and if it's only the tank that's healing themselves that timer seems to increase pretty substantially with higher defense.

    None of this accounts for blocking dodge or any other factors and instead puts a lens on just defense itself.
    Post edited by spinnytop on
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