This would most likely be a huge project and undertaking to complete, but it would be
a great assett and also help silence the talk about certain powers being above the rest
when it comes to building threat.
If anyone feels like they have the knowledge AND time to take on this monumental task
to build a spreadsheet with numbers and FACTS, instead of just unbased claims,
i would suggest having each of the most used powers with varying numbers of confronts.
Devour Essence, Haymaker, TGM, Annihilate, Dragon's Wrath, Dragon's Bite, etc etc.
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Pretty much like i said in the OP, give up a shart over how much threat each of the more
popular powers out there that people uses as main threabuilders produce with and without confronts.
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Also, this will never happen. You can publish this information in as much detail as you want, but the moment some tank loses threat to another tank there's a chance they'll claim the other tank is using something OP.
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Threat per Second =
[ (DPS+Challenge) x (1+ssThreatBonus total+powerThreatBonusTotal) x (1+roleBonus) ] + baseDPS*confrontBonusTotal
DPS = damage dealt per second after accounting for target's mitigation
Challenge = threat per second applied by challenge...primary challenge applies 500 TPS. Secondary challenge applies 250 TPS.
ssThreatBonus = threat buffs from superstats, find these by mousing over them in your char sheet.....tank role characters get +threat from SS, dps and support role characters get -threat from SS, hybrid role characters don't have get a threat buff or discount.
powerThreatBonus = these are modifiers to threat applied by powers....CoPD for example.
roleBonus = Tank role provides increased threat. Support role provides lowered threat. DPS and hybrid roles do not impact threat directly.
baseDPS = damage dealt per second pre-mitigation
confrontBonus = confronts work off of base damage, not final dps. So their bonus is multiplied by your baseDPS. If you have 2 r9 Confronts (35% each) then this would be 0.35+0.35 = 0.7
Disclaimer: the game does not log threat directly in the combatlog files so the formula above is an educated guess. Healing also generates threat. It's not clear how much threat each point of healing generates relative to each point of damage dealt and it's been purposefully left out of the above formula.
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The special threat bonus from Defensive Combo is probably added to its damage, in the same place as challenge. Also, Defender gloves count as a 10% Confront.
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1) Healing Auras generate massive threat because they are counted as healing even if they heal nothing. So before anyone else can generate threat you will unless you hang way back.
2) Over healing. Any time you "heal over the maximum HP of the target" it counts for a LOT of threat. This stacks with the healing aura to cause some serious threat.
Even still usually any worthwhile tank should take the threat off you soon. Just remember to block and if the tank is Melee feel free to walk your attackers over to the Tank.
I have heard this number, as well.
As far as healing aura threat, does it generate threat for EACH target it heals? For example, if it heals 5 targets for 50 HP, is that the same as 250 heal-threat or 50 heal-threat?
Also, does heal-threat build even if no one needs healing?
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Suddenly heal/tank sounds reasonable.
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It is counted on each thing it heals (which can be as much as 50 things I believe) and because it is generally "Over Healing" due to nothing needing healing it generates a LOT of initial threat.
The main thing here though is that healing threat of this sort does not seem to stack up. That is: You get that initial big threat but it falls off before the next burst of healing unless you are constantly Over Healing things with a power. So unlike tanking threat builders it will not linger very long or build up as high. So having a Tank-Healer is not really viable once people start using taunts and such.
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For instance, at Kiga, 1 healer with Med Nanites alone would potentially be out-aggroing any tank(?), right? 20 (players) x 400 health (around that for Med Nanites) per tick every 3 seconds is 8000x.8= 6400 threat. Then, add in Sentinel aura and any other active healing and this could be a monster amount of threat.
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Minus ~37% for super stats and then lowered down to 90% for role we're down to about 3600, which would only be about 1200 threat per second. I'm guessing tanks can outpace that pretty handily ( Challenge alone is already 500 tps, 750 if they're applying both kinds ), dps too ( a 3000 dps would be throwing out ~2000 tps ). Once you consider everything effecting a healer's threat, it stops being so monster. Even at 1:1 it wouldn't be so high.
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In this context tank viability actually IS determined by your ability to out-threat other tanks. We are talking about Aggro here not surviveability. If you cannot hold Aggro you are not much use as a Tank.
As for having tough Healers I would generally recommend all healers try to be rather tough.
Nope. Even if we're just looking at threat, tank viability is still only determined by your ability to out-threat dps and healers. This is because viability is based on what you need to do, and you don't ever need to out-threat another tank. So long as they can stay ahead of the dps and healers a tank is viable in regards to threat.
I would generally recommend healers make their auras as strong as possible rather than focusing on toughness, since that benefits the group more and support characters are generally more concerned about that. If a healer goes down they have a self-rez to deal with that ( or at least they should ).
My healer is still a healer, with a full presence set and an aura. They have a separate set of gear and a second passive for tanking endeavors.
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The reason i would like this to happen, is that i am pretty sure that some powers are
far superior in threat than others. Some powers needs full charge to gain max potential threat
while other powers that doens't require charge, simply does vastly superior threat,
which is further increased by confronts.
And in this case, i would love to be proven wrong, by actual numbers.
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Yes but Haymaker can only be fully charged on 1 cosmic, Kiga.
Ape can 1shot any tank that isn't blocking, hits for 20k isn't unusual from the ape.
Dino is impossible to get full Haymakers on.. except during DPS-check.
Now you "Can" fully charge Haymaker on Ape, but it's risky.
(I've gotten 1shotted by ape while using MD for 28k dmg when not blocking).
Well as has been pointed out, those numbers are already in the game. Just look at how much damage something does. The highest damage powers would also be the highest threat generators - the only thing that would change that would be if those powers have Challenge! available, and the amount of threat generated by Challenge! is also displayed.
What you're asking for is already available.
If mahoff happens to notice this thread I'm sure he could provide some real information about haymaker and it's usage in tanking cosmics.
If your question is: Are short charge time or tap powers easier to use in a situation where you have a limited time window between having to block?
The answer is yes.
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However, it's not absolutely necessary to be constantly getting full charges against Ape/Dino to hold aggro. Partial charges and taps can work just fine, and once again it boils down to learning what you get away with and what you can't. Personally I find using Haymaker against Ape/Dino fun as it adds a little bit of a challenge to it.
The amount of damage you need to do as a tank is enough to hold aggro over the DPS and Healers. So long as you can do that and stay alive while doing so, you're doing your job great. Generally, non-tanks don't care who has the aggro so long as A.) It's not them and B.) They can stay alive while holding it. Hell, most tanks don't really care either.
Not sure where this notion of "if you can't hold aggro better than other tanks, your tank isn't viable" is coming from. I imagine most people would rather want a reliable low-damage tank who can hold aggro over DPS/Support than someone who plays risky trying to maximize their DPS in an attempt to hold it from other tanks.
tl;dr-
Haymaker is fine for tanking cosmics with, it just has a bit of "learning curve" compared to other powers. You only need to do enough damage to keep the bosses away from DPS/Support.
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Healer threat is generally too low to matter in cosmic fights. I'm not sure where people got the idea that overhealing generates threat... there is no evidence for that.
At dino, when baby spawns it will often target a healer if there is a heal tick that occurs before a dmg tick from the baby tank hits it. Even if the tank runs a 0.5 sec maintain as baby spawns, if a healer's aura heals someone in between those ticks, before the tank has hit it, then baby will aggro the healer.
However it only takes one or two hits from the tank to permanently out-threat the healer, which goes to show how little threat from heals matters.
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A healer who is healing the baby tank, and doing nothing else, will generate healing equal to the baby's damage. Since such a healer does not out-threat the baby tank, that caps threat from healing at maybe 20% of the amount healed.
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