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Character sheet - calculating in-game combat values

jimhsuajimhsua Posts: 1 Arc User
edited September 2014 in Power Discussion
Character sheet - click here!

Specializations have been implemented.
There will invariably be mistakes, and the below specializations have not been implemented. Most masteries also have not been implemented. Still, test it out.
Enlightened
Expertise
Sentinel Aura
Dominion
Rejuvenated
Durable
Relief
Savage
Bulwark

Calculated offense/defense values may vary at most 1%, because of client imprecision. (Did you know that Justice gear actually gives +147.4 offense, not +147 offense? I take this into consideration, BTW).

http://co-forum.perfectworld.com/showthread.php?t=250771

The purpose of this project is to essentially derive all in-game character sheet calculations (such as crit chance, severity, dodge chance, avoidance) from scratch using character values (stats, equipment).

How to use:

1. Copy the sheet to your local computer / google account.
2. Open up your character sheet and your equipment.
3. Put in values from your character sheet into the yellow highlighted boxes.
4. Watch the gray boxes update.
5. Tweak your values to run simulations of what your character will look like with that new crit chance mod or more offense.

Many thanks to ayonachan and flowcyto for the initial data compile.

----

Version history

alpha
0.001 Initial version pushed to public.
0.002 Added some info and version history, backend work on deriving stats from chosen specializations, added "helpful" notes
0.003 Backend, user indicated Primary and Secondary stats
0.1001 Extensive work on filling in the spec trees.
The various colors in the calculations sheet mean:
Green - calculations for this spec are being done.
Yellow - calculations for the spec are/will not be factored in, or don't have enough data. See comments.
White - Haven't got to this spec yet.
Main page has not been updated.
0.1002 Experiment using Google API query language to get arbitrary misc stats.
0.11 Interface for stat trees, does not work yet
0.2 Specializations now work. Still alpha, because I can't guarantee that anything is remotely even correct.
0.21 All Equipment stats now separated into lists
0.22 Melee critical bonus displayed (so overpower actually does something.)
(This was already calculated, but was not shown in the interface.)

----

How you can help:

Collect more data on the following specializations:
How do these scale?

Enlightened
Expertise

How much?

Sentinel Aura
Dominion

Verify:

Rejuvenated

How do these scale?

Durable
Relief
Savage

Need more datapoints for regression:

Bulwark
Correct any errors.
Feedback!
Post edited by Unknown User on

Comments

  • Options
    kaiserin#0958 kaiserin Posts: 3,092 Cryptic Developer
    edited July 2014
    Very nice. Mind if I sticky this?
  • Options
    jimhsuajimhsua Posts: 1 Arc User
    edited July 2014
    kaizerin wrote: »
    Very nice. Mind if I sticky this?

    No problem! Bit of a WIP so it might change, but it works for now.
  • Options
    jimhsuajimhsua Posts: 1 Arc User
    edited July 2014
    I'm working on the initial part of trying to analyze spec trees. Specifically I implemented an iterative function that basically does the ward/guard/vindicator loop until it converges, and prints the result. Most of that stuff is really experimental, and can be found on the "Calculations - raw data" tab of the sheet.

    One way you can help is to provide data on all the specializations that scale non-linearly (anything under here without a specific number per stat associated) in the form of 2 column tab-delimited lists. I can use those to do further regression fitting - I'm assuming most of these curves look the same, so this should go relatively quickly. It would help further if you could refer to the character sheet to get more precision (e.g. STR's brutality reports tooltip values in whole integers, but crit severity in the character sheet is reported as tenths).
  • Options
    flowcytoflowcyto Posts: 12,742 Arc User
    edited July 2014
    Excellent work thus far, and grats on the sticky! Will look into this mroe when free time allows.
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • Options
    tditstdits Posts: 666 Arc User
    edited July 2014
    How do I use it? I can't seem to change any of the numbers.
    ____________________________________
    That Dork In The Suspenders, signing out.

    WARNING: Not An Actual Internet Reviewer

    Get the Forums Enhancement Extension!
  • Options
    jimhsuajimhsua Posts: 1 Arc User
    edited July 2014
    File > Make a Copy or Download as ...

    Download it to your computer, or google docs.

    The sheet was made read only because it's a public resource. I'll check if google docs can support a simple form or app.
  • Options
    jimhsuajimhsua Posts: 1 Arc User
    edited August 2014
    Random insight: The Ward/Guard/Vindicator loop, assuming that all relevant specializations are maxed, results in an Offense of exactly 1.25 * (Offense + Defense) and Defense of exactly 1.25 * (Defense + 0.2*Offense), assuming infinite convergence, where the Offense and Defense are base values boosted by the other specializations before the "loop". This is largely because

    omicbcR.gif

    #didthemath

    Another way to look at it is that for each point of increased offense, you actually get
    1. +0.25 Defense
    2. +1.25 Offense

    and for each point of defense,
    1. +1.25 Offense
    2. +1.25 Defense

    This is without other equipment modifying specializations.
  • Options
    quasimojo1quasimojo1 Posts: 642 Arc User
    edited August 2014
    Cool project, Jim. Just curious, what software you use for your regression-fitting? Is it R?

    Cheers.
    LTS since 2009. Author of ACT parser module for CO. Founder of Rampagers. Resident curmudgeon.

    "Without data, you're just another person with an opinion." -- W. Edwards Deming
  • Options
    jimhsuajimhsua Posts: 1 Arc User
    edited August 2014
    quasimojo1 wrote: »
    Cool project, Jim. Just curious, what software you use for your regression-fitting? Is it R?

    Cheers.

    I use a combination of GraphPad for verification along with Eureqa and ZunZun.com for discovery. I do use R (through RStudio) for my real work (bioinformatics, molecular biology), but generally do not like it very much. I do use R to make awesome heatmaps, but I really can't think of anything in CO that requires a heatmap to explain ... lol.
  • Options
    flowcytoflowcyto Posts: 12,742 Arc User
    edited August 2014
    Trying to get this data collection out of the way- just covering the things w/ a "X% scaling" notation on them under the spec trees from mechateddy's thread.
    PHYSICAL PEAK (Str PSS)			
    	M. Cost Rd. (%)		
    SSS's	1 /3	2 /3	3 /3
    
    45	0.21	0.43	0.64
    60	0.38	0.76	1.1
    75	0.59	1.2	1.8
    90	0.83	1.7	2.5
    105	1.1	2.2	3.3
    120	1.4	2.9	4.3
    150	2.1	4.2	6.4
    178	2.8	5.7	8.5
    200	3.4	6.9	10
    220	4	8	12
    265	5.2	10	16
    284	5.8	12	17
    315	6.6	13	20
    352	7.5	15	23
    380	8.2	16	24
    432	9.3	19	28
    472	10	20	30
    520	11	22	32
    560	11	23	34
    592	12	24	35
    611	12	24	36
    634	12	25	37
    668	13	25	38
    713	13	26	39
    
    BRUTALITY (Str PSS)		
    	Severity (%)	
    SSS's	1 /2	2 /2
    
    45	3.7	7.5
    60	4.3	8.6
    75	4.8	9.6
    90	5.3	10.6
    105	5.7	11.4
    120	6.1	12.2
    150	6.8	13.6
    179	7.45	14.9
    202	7.9	15.8
    223	8.3	16.6
    267	9.1	18.2
    287	9.5	18.9
    325	10	20
    368	10.7	21.3
    388	11	21.9
    423	11.5	22.9
    460	12	23.9
    485	12.3	24.5
    505	12.5	25
    545	13	26
    565	13.3	26.5
    606	13.7	27.4
    647	14.2	28.3
    668	14.4	28.8
    689	14.6	29.2
    713	14.9	29.7
    
    OVERPOWER (Str PSS)			
    	M. Crit%		
    STR	1 /3	2 /3	3 /3
    
    85	0.66	1.3	2
    100	0.86	1.7	2.6
    115	1.1	2.1	3.2
    130	1.3	2.6	3.9
    142	1.4	2.9	4.3
    157	1.6	3.3	4.9
    186	2	4	6
    211	2.3	4.6	6.8
    247	2.6	5.2	7.8
    283	2.9	5.8	8.7
    319	3.1	6.2	9.3
    340	3.2	6.4	9.7
    370	3.4	6.7	10
    391	3.4	6.9	10
    421	3.5	7.1	11
    446	3.6	7.2	11
    466	3.7	7.3	11
    494	3.7	7.4	11
    518	3.8	7.5	11
    528	3.8	7.6	11
    543	3.8	7.6	11
    563	3.8	7.7	12
    584	3.9	7.8	12
    
    tbc in my next reply
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • Options
    flowcytoflowcyto Posts: 12,742 Arc User
    edited August 2014
    DEADLY AIM (Dex PSS)			
    	Severity (%)		
    SSS's	1 /3	2 /3	3 /3
    
    45	2.5	5	7.5
    60	2.9	5.7	8.6
    75	3.2	6.4	9.6
    90	3.5	7	10.5
    105	3.8	7.6	11.4
    120	4.1	8.1	12.2
    140	4.4	8.8	13.2
    176	4.9	9.8	14.8
    195	5.2	10.4	15.5
    227	5.6	11.2	16.8
    249	5.9	11.7	17.6
    279	6.2	12.4	18.6
    311	6.5	13.1	19.6
    344	6.9	13.8	20.6
    370	7.1	14.3	21.4
    399	7.4	14.8	22.2
    426	7.7	15.3	23
    452	7.9	15.8	23.6
    487	8.2	16.4	24.5
    511	8.4	16.8	25.1
    546	8.7	17.5	26
    578	8.9	17.8	26.8
    619	9.2	18.4	27.7
    654	9.5	19	28.5
    677	9.6	19.3	28.9
    701	9.8	19.6	29.5
    
    SIXTH SENSE (Ego PSS)			
    	Crit%		
    SSS's	1 /3	2 /3	3 /3
    
    45	0.06	0.13	0.19
    60	0.11	0.23	0.34
    75	0.17	0.35	0.52
    90	0.25	0.5	0.75
    105	0.33	0.67	1
    120	0.43	0.85	1.3
    138	0.56	1.1	1.7
    170	0.8	1.6	2.4
    198	1	2.1	3.1
    225	1.2	2.5	3.7
    248	1.4	2.9	4.3
    270	1.6	3.2	4.9
    299	1.9	3.7	5.6
    331	2.1	4.2	6.3
    364	2.4	4.7	7.1
    382	2.5	5	7.4
    415	2.7	5.4	8.1
    448	2.9	5.8	8.7
    475	3	6.1	9.1
    496	3.2	6.3	9.5
    529	3.3	6.6	9.9
    553	3.4	6.8	10
    579	3.5	7	11
    616	3.7	7.3	11
    657	3.8	7.6	11
    677	3.9	7.7	12
    702	3.9	7.9	12
    
    INSIGHT (Ego PSS)			
    	R. Cost Rd. (%)		
    EGO	1 /3	2 /3	3 /3
    
    85	2.6	5.3	7.9
    100	3.5	6.9	10
    116	4.3	8.7	13
    131	5.2	10	16
    152	6.3	13	19
    181	7.7	15	23
    203	8.7	17	26
    232	9.9	20	30
    254	11	21	32
    283	11	23	34
    305	12	24	36
    334	13	25	38
    356	13	26	39
    385	14	27	41
    407	14	28	42
    436	14	28	43
    464	14	29	43
    496	15	30	44
    524	15	30	45
    546	15	30	45
    556	15	30	46
    568	15	31	46
    588	15	31	46
    

    Pretty sure Moment of Glory and Follow Through mimic 6th Sense and Brutality/Deadly Aim, but I can spot-check that later.

    Imprecision strikes again. I used the char sheet for severity values >10%, but most the other stuff can't be tracked on the char sheet (ex. melee_ranged cost discount) or had problems w/ my gear (crit% w/ the crit already on my offense gear) so I had to settle w/ the tooltip limitations in places.
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • Options
    jimhsuajimhsua Posts: 1 Arc User
    edited August 2014
    Thanks for this stuff BTW. Probably won't be until next week when I have time to look at this,
  • Options
    flowcytoflowcyto Posts: 12,742 Arc User
    edited August 2014
    np. Finishing the spec ones:
    FOLLOW THROUGH (Ego PSS)			
    	Severity (%)		
    EGO	1 /3	2 /3	3 /3
    
    85	4.8	9.7	14.5
    100	5.3	10.5	15.8
    116	5.6	11.3	16.9
    131	6	12	18
    146	6.3	12.7	19
    161	6.7	13.3	20
    180	7	14.1	21.1
    202	7.5	14.9	22.4
    222	7.8	15.6	23.4
    252	8.3	16.7	25
    288	8.9	17.8	26.7
    320	9.4	18.8	28.1
    354	9.9	19.7	29.6
    380	10.2	20.4	30.7
    405	10.6	21.1	31.7
    431	10.9	21.8	32.7
    456	11.2	22.4	33.6
    481	11.5	23	34.5
    501	11.7	23.5	35.2
    535	12.2	24.3	36.5
    550	12.3	24.6	37
    568	12.5	25	37.5
    594	12.8	25.6	38.4
    

    and spot-checking moment of glory (data matches 6th Sense values):
    MOMENT OF GLORY (Pres PSS)	
    	Crit%
    SSS's	1 /3
    
    45	0.06
    90	0.25
    187	0.93
    249	1.5
    369	2.4
    495	3.1
    579	3.5
    708	3.9
    

    That's prob it from me for a bit concerning this topic. Let me know if ya need anything else in the future.
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • Options
    jimhsuajimhsua Posts: 1 Arc User
    edited August 2014
    Alright, easy ones out of the way first:

    STR - brutality / DEX - deadly aim:

    STR - brutality:
    %SeverityBonus = (Rank/2) * 1.113 * sqrt(SSS)

    DEX - deadly aim:
    %SeverityBonus = (Rank/3) * 1.113 * sqrt(SSS)

    Shown are maxed specs:
    Q0jvaRI.png


    EGO - follow through:

    %SeverityBonus = (Rank/3) * 1.573 * sqrt(EGO)

    Shown are maxed specs:
    Pjh94WN.png

    EGO follow through (red) vs STR/DEX crit severity specializations (blue): (all specializations maxed)

    mbjvxcxhef.png

    1 point of EGO is worth about 1.413 points of SSS (which is almost exactly sqrt(2)) when it comes to these particular specializations. Funny how elegant that is.
  • Options
    jimhsuajimhsua Posts: 1 Arc User
    edited August 2014
    STR - overpower:


    %MeleeCrit = (Rank) * 1/(0.231 + 9306*(STR)^(-2))

    At rank 1:
    RgDieLY.png


    STR - physical peak:

    %CostReduction = (Rank) * 1/(0.057 + 9430*(SSS)^(-2))

    At rank 1:
    BXrliSV.png


    EGO - Sixth sense:

    %CritBonus = (Rank) * 1/(0.1912 + 31074*(SSS)^(-2))

    At rank 1:
    FvM5SHf.png


    EGO - Insight:

    %CostReduction = (Rank) * 1/(0.0582 + 2322*(SSS)^(-2))

    At rank 1:
    K5eGDNg.png



    (And no, my software doesn't spit out nice numbers like 1 and -2 (for the exponent) automatically. Some of this is based on my personal judgment (parsimony, duh). I refit everything afterwards, of course.)
  • Options
    jimhsuajimhsua Posts: 1 Arc User
    edited August 2014
    Alright, spent an epic amount of time filling in the spec sheet (see the 2nd page). In case you're curious, here are ALL the misc stats (everything not shown in the character window) in the game provided by spec trees (masteries not included). Naming not consistent yet; will change that "when I have the time".
    Heal % of HP on crit
    Heal % of HP on being knocked/held
    HP
    HP regen
    CC resist
    Hold resist
    Knock resist
    Damage debuff with EB 
    Daze % with EB
    Resistance debuff w/ CC
    Energy EQ
    Energy Bonus % from Energy Unlock
    Energy Cost reduction after crit
    Energy Gained on Damage
    Energy gain % with EB (Kickback)
    Energy max increase
    Expose weakness debuff (stacks: 5)
    %Healing received bonus
    Hold strength
    Energy > 90% crit chance boost
    Energy > 90% dmg boost
    Melee knock boosts ranged knock
    Melee knock boost from EGO
    Recharge reduction % with EB
    Recharge reduction % on AD
    Recharge reduction % on AO
    Recharge speed increase %
    Reduced target resistance %
    Run speed increase, snare resistance
    Dmg bonus on non-crit after crit
    % Self Heal on Ally Heal
    % Heal boost (Brilliance, stacks: 3)
    Resistance debuff w/ Hold
    Resistance to AOE
    Increased Off and Crit chance from AoE (Glory of Battle)
    Resist debuff on Melee crit
    Damage bonus on ST attacks when enemy health < 35%
    Damage bonus on non-combo melee after combo
    Melee damage bonus when behind enemy
    DoT on ranged crit (Anguish)
    Damage bonus with AoE (Round 'Em Up, stacks: 3)
    Crit chance bonus on enemy health > 90%
    Offense bonus with maintains (Relentless Assault)
    Damage bonus on non-blast after blast (Preemptive Strike)
    Hold Duration
    HoT on Crit (Eternal Spring)
    Healing % increase on others
    HoT (Sentinel Aura)
    Crit chance on heals
    Energy return on HoTs (Rejuvenated)
    Cost Reduction on Heals
    Pet AOE resistance
    Pet Activation time reduction
    Pet Crit chance boost on Crit
    Pet reduced energy penalty
    Pet recharge time reduction
    Pet increased healing
    Pet increased damage
    Crit chance on melee combos
    Damage reflection on received ST attacks (10% chance)
    Offense gain on taking damage (Tenacious, stacks: 5)
    Melee damage bonus to CC (Upper Hand)
    Increased Off and Def from AoE (Locus)
    Damage bonus on Blast attacks
    Increased Damage and Heals from ST attacks (Retribution)
    Exposed Debuff chance (Find the Mark)
    Increased crit and dodge from EB (Twist Fate)
    ST attacks and heals increase (Precise)
    Resistance Increase (Sentry Aura)
    Increased heal and damage resist (Fortify, stacks: 3)
    Stun/Sleep/Snare duration
    Heal on receive ST attacks (Persevere)
    Resistance on crit heal (Reinforce)
    Increased combo damage, heals, shields
    Increased melee damage (Arbiter Aura)
    Damage resistance debuff on crit
    Damage buff on heal (Honor, stacks: 3)
    Damage debuff on stun
    Energy cost reduction for ST melee, holds, heals
    Increased blast damage, heals, shields
    Increased ranged damage (Overseer Aura)
    Damage resistance debuff on crit
    Energy cost reduction for ST ranged, holds, heals
    Damage resist debuff with EB
    Health % gain on enemy defeat
    Crit chance on ST attacks
    Crit chance on AOE attacks
    

    Stats that need further calculations:
    How do these scale?
    
    Enlightened
    Expertise
    
    How much?
    
    Sentinel Aura
    Dominion
    
    Verify:
    
    Rejuvenated
    
    How do these scale?
    
    Durable
    Relief
    Savage
    
    Need more datapoints for regression:
    
    Bulwark
    
  • Options
    flowcytoflowcyto Posts: 12,742 Arc User
    edited August 2014
    Awesome work thus far, man. That's quite a feat to catalogue all those spec effects in one lump sum.

    I'll try to get to the ones in the 2nd list after I do some more activation delay testing. If anyone else wants to jump in and help w/ 'em, though, be my guest.
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • Options
    flowcytoflowcyto Posts: 12,742 Arc User
    edited September 2014
    Since ya asked about some of the block-related advs last night, ran some quick tests to verify some of them:


    <I> Energy Shield's Laser Knight adv is 25% final/multiplicative DmgRes:
    (battle instance testing)

    Sample hits:
    @ 0 Defense/DmgRes: 152 taken w/ 203 base (74.88%); 815 taken w/ 1088 base (74.91%)

    @ ~28.5% Def/DmgRes:

    hit #1: 675 taken, 1155 base = 58.44% taken
    `-> 28.5% DmgRes = 1/(1+0.285) = 77.821% taken (before LK)
    `-> 1155 * 0.77821 = 898.83 taken * 75% = 674.122 ~ 675 taken

    hit #2: 294 taken, 503 base = 58.45% taken
    `-> 503 * 0.77821 = 391.44 taken * 75% = 293.58 ~ 294 taken (confirmed)


    <II> Ebon Void's VD adv adds 10% DmgRes (not final) per stack:
    (laser testing)
    1500 base hit

    test 1: Blocking w/ R1 EV (250%, 0 added Def/DmgRes)
    Taken  % taken	 Note             [1 - (%taken * 3.5) ] / %taken
    
    429    28.60%	 base + block      n/a
    417    27.80%	 1x EV added ->    9.71%
    405			
    395			
    385			
    375    25.00%	 5x EV added ->    50.00%
    366			
    357			
    349			
    341			
    333    22.20%	 10x EV added ->   100.45%
    

    test 2: No blocking w/ 10x VD and 0 added Def/DmgRes:
    (should add 100%, or the same as halving dmg at 0 Def/DmgRes)

    `-> observed 1500 base -> 750 taken (100% reduction, confirmed)


    <III> TK Shield's Reinforcement adv adds ~16.64% DmgRes (not final) lingering effect:
    (laser testing)
    1500 base hit

    @ 0% Def/DmgRes: 1286 taken (85.73%)
    `-> 85.73% = 16.64% DmgRes added ( 1-0.8573 / 0.8573)

    @ 29% Def/DmgRes: 1030 taken (68.67%)
    `-> 29%+16.64% = 45.64% added
    `-> 1 / (1+0.4564) = 68.66% (confirmed)
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • Options
    jimhsuajimhsua Posts: 1 Arc User
    edited September 2014
    Thanks! This stuff will be perfect for the wiki, when they/we get around to making a page on game mechanics.
  • Options
    jimhsuajimhsua Posts: 1 Arc User
    edited September 2014
    OK, interesting discovery. Ebon Void's and TK linger's advantage add to DIFFERENT layers. Yes, this is confusing. This was not apparent from the original testing because defense/defensive passives were not used.

    Test char: No specs, no superstats, 33% def, 40% invuln, 2.3 pt mitigation. 1500 pt laser in powerhouse.

    Full hit: (1/(1+0.33+0.4)*1500)-2.3 = 865 (actual = 866)

    Ebon Void

    Block, with no stacks = (1/(1+0.33+0.4)*1500)*(1/(1+2.5))-2.3 = 245 (246) (the EV linger procs after the hit connects)

    Block stacks on separate layer from defense and defensive passives. We know this already, from the defensive passives thread.

    However,

    With 1 x EV linger = (1/(1+0.33+0.4)*1500)*(1/(1+0.1))-2.3 = 786 (786)

    Note position of the 0.1.

    Telekinetic Shield

    Block = (1/(1+0.33+0.4)*1500)*(1/(1+2.5))-2.3 = 245 (246)

    But!!!

    TK linger = (1/(1+0.33+0.4+0.166)*1500)-2.3 = 789 (791)

    This may seen trivial, but has MAJOR consequences for heavy-defense/invuln/defiance stacking characters. This is also not unique to invuln, because I tested it with AoRP also as well as no passive (just defense from equipment).

    PS it seems that this was mentioned somewhere, buried in a thread from 2010. However, the calculations were not made clear, and no one apparently paid much attention to it.
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    flowcytoflowcyto Posts: 12,742 Arc User
    edited September 2014
    So the VD linger is in the block layer instead of the general one (that works worse for defense/DmgRes stacking)? And TK's linger is the opposite? Well, that's Cryptic for ya. But good to have that clarified.
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
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    jimhsuajimhsua Posts: 1 Arc User
    edited September 2014
    flowcyto wrote: »
    So the VD linger is in the block layer instead of the general one (that works worse for defense/DmgRes stacking)? And TK's linger is the opposite? Well, that's Cryptic for ya. But good to have that clarified.

    Yep, and yep. (That's Cryptic for you, indeed).
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    pantagruel01pantagruel01 Posts: 7,091 Arc User
    edited September 2014
    flowcyto wrote: »
    So the VD linger is in the block layer instead of the general one (that works worse for defense/DmgRes stacking)? And TK's linger is the opposite? Well, that's Cryptic for ya. But good to have that clarified.
    News to me that any of the block lingers were in the general defense layer, all the ones I'd tested were in the block layer (but I tended to test with PH lasers, which can't be used to test TK shield). Now I should recheck Force Shield and Energy Shield.
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    jimhsuajimhsua Posts: 1 Arc User
    edited September 2014
    Further testing reveals that force sheath's adv adds to the general defense layer, while the Phalanx advantage from ES (10%) adds to the block layer. I don't have the exact values from Pantagruel, but I'd trust his testing.
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    pantagruel01pantagruel01 Posts: 7,091 Arc User
    edited September 2014
    If anyone wants to check, all I did was use PH lasers (1500 pts) at various base defense levels (they were different toons, so different base)
    Force Sheath, No Gear, No Linger: 1439/1500 (+4.2% resistance; ego spec)
    Force Sheath, No Gear, Linger: 1332/1500 (+12.6% resistance; +8.4%)
    Force Sheath, Gear, No Linger: 969/1500 (+54.8% resistance)
    Force Sheath, Gear, Linger: 920/1500 (+63.0% resistance; +8.2%)

    If it was block layer, the second would be considerably larger

    Phalanx Defense, no gear, no linger: 1500/1500 (0% resistance)
    Phalanx Defense, no gear, linger: 1364/1500 (+10.0% resistance; 10% gain)
    Phalanx Defense, gear, no linger: 1241/1500 (+20.9%)
    Phalanx Defense, gear, linger: 1128/1500 (+33.0%; 12.1% gain)

    That's consistent with block layer.
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    violetnychusvioletnychus Posts: 136 Arc User
    Is there any information about heal strength in there?​​
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    flowcytoflowcyto Posts: 12,742 Arc User
    Healing strength, afaik, runs a similar algorithm as damage strength does to attack dmg. Meaning Pres' bonus heal will soft-cap at 70, and bonus healing over a total of 100% will start to diminish significantly for Freeforms. Unlike w/ dmg bonuses, though, I haven't fully verified this.
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
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    kamokamikamokami Posts: 1,633 Arc User
    edited June 2016
    flowcyto said:

    Healing strength, afaik, runs a similar algorithm as damage strength does to attack dmg. Meaning Pres' bonus heal will soft-cap at 70, and bonus healing over a total of 100% will start to diminish significantly for Freeforms. Unlike w/ dmg bonuses, though, I haven't fully verified this.

    Healing bonus does not appear to diminish at all. I have not hit any kind of cap and my healer has +89% bonus from primary offense and +14% bonus from secondary defense. That's just gear.

    Lots more from SS bonus, Pre bonus, role bonus, Compassion, and bonuses from specs...none of those diminish the bonus amount from gear. Even removing vs. adding all of those bonuses in the amount from sentinel brooches + gear was the same. If I had to guess, the bonus from gear doesn't appear to diminish because, like the bonus from Offense, it's in the severity layer. This is a pure guess though.
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    flowcytoflowcyto Posts: 12,742 Arc User
    Healing bonus does not appear to diminish at all. I have not hit any kind of cap and my healer has +89% bonus from primary offense and +14% bonus from secondary defense. That's just gear.

    Lots more from SS bonus, Pre bonus, role bonus, Compassion, and bonuses from specs...none of those diminish the bonus amount from gear. Even removing vs. adding all of those bonuses in the amount from sentinel brooches + gear was the same. If I had to guess, the bonus from gear doesn't appear to diminish because, like the bonus from Offense, it's in the severity layer. This is a pure guess though.
    I'll test it out in the PH when I get more time to collect data. Mine as well clear it up, I guess.
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
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    flowcytoflowcyto Posts: 12,742 Arc User
    Yeah, just did some testing and it does seem that bonus heal doesn't diminish for FFs, even cumulatively - kinda like how dmg strength doesn't seem to diminish for ATs. I wasn't getting a drop off in the expected final heal boost even w/ 700+ Pres, stacked Compassion, and bonus heal mods. Its prob not in the severity layer either, since crit heals were boosting the heal amount by the listed severity as expected.

    So hurray for healers, I guess.
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
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    kamokamikamokami Posts: 1,633 Arc User
    flowcyto said:

    Yeah, just did some testing and it does seem that bonus heal doesn't diminish for FFs, even cumulatively - kinda like how dmg strength doesn't seem to diminish for ATs. I wasn't getting a drop off in the expected final heal boost even w/ 700+ Pres, stacked Compassion, and bonus heal mods. Its prob not in the severity layer either, since crit heals were boosting the heal amount by the listed severity as expected.

    So hurray for healers, I guess.

    Pretty OP!
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    Would it be possible to make a version of this for ATs? Or does it already work for them, and I'm just an idiot?
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