Pistoleer Archive

Thread: Some melee defense analysis

Nifty
Sun May 08, 2005 10:02 pm
#1

So I after doing my damage analysis, I decided to see about defense and how the states damage taken.


For the first round of tests, my melee defense was 229 (got a +4 melee defense shirt or something under my armor. I should take it off next time and see how that affects it. hmm), my CL is 80 and I was fighting CL 80 Bolle Bols on Naboo. All damage shown is prior to my armor absorbing it (my armor absorbs about 33% right now, as it's not the best armor, plus it's recon which isn't good against kinetic.)


The base damage taken in this test was 237. Throwing an intimidate shot brought it down 20% to 189. Throwing just a Stun on it, the value was 213, or a 10% decrease. Using my BH stuff, throwing up Improved Duelist Stance brought it down to 136. Just blinding the target affects the value like an intimidate, 189 damage or 20%. Dizzying the target (confusion shot when only dizzy stuck) brought it down to 221 or a 6.5% decrease. Throwing everything at the Bolle Bol and using Improved Duelist stance brought the 237 value down to 75. So the moral of this story is, if you're planning on being the debuffer for your group, you will do far better as an MP/MBH than just relying on theMP debuffs. I did not notice that Warning Shot beforehand helped the states stick. Maybe they did, but I didn't see a difference.


Now, the defense analysis you're really after. How did raising my melee defense through skill boxes change the damage the CL 80 Bolle Bols did to me?

Def - Damage before armor absorbtion

229 - 237

239 - 230

249 - 224

259 - 218

274 - 208


So adding in 45 Melee defense skill decreased the damage taken from a CL 80 Bolle Bol from 237 to 208. So a 19.65% increase in the melee defense resulted in a 12.24% decrease in damage taken. I don't think you can take those percentages as gospel because they are taken from just one creature. If I was really ambitious, I would have tested on several different creature types (and some PvP) before moving onto the next skill box. but I'm not that ambitious.


So does that convince me to go SL for the extra defense? Naw, I like the 4/0/0/0 CM line healing. The increased healing makes up for the lesser defense, at least IMO. If I was going for a non-healing template in addition to MP/MBH, I'd go 0/4/4/0 Carbineer to get crippling shot to go with stopping shot.



Starsider: Abici Sselof, Master Entertainer, Musician and Pistoleer; Master Pilot
Uthyr
Mon May 09, 2005 9:44 am
#2

Another excellent analysis, Nifty! This is the kind of number crunching that I love to see here. I just took your numbers and plotted them in a spreadsheet chart, and it's obvious that it's a simple linear relationship between defense mods and damage received, following the equation y = -0.637x + 382.6. That means that defenses do not follow a diminishing-returns formula like weapon speed uses, and therefore the more defense modsyou have, the better (sort of)...


You helped me figure out whether the FS Ranged Defense and Melee Defense lines are worth keeping. Using the aboveforumula, the entire FS Melee Defense branch (4 boxes), which gives a total of+20 Melee Defense, reduces the damage taken by 13 points per hit. That's a pretty small return for an awful lot of grinding. That's also pre-armor (and pre-PSG), so the actual reduction per hit is a lot smaller. I'd consider putting the points into FS Ranged Speed and Ranged Accuracy instead if they weren't broken, except that the returns wouldbe even smaller there because of the logarithmic formula used for weapon speed (I'm not sure how the accuracy formula works). I guess I'll just put my 3 available FS points into Vehicle Control instead. NowI don't feel so badly that I accidentally deleted one too many FS defense skill boxesthe other day when I was moving around skills.


That's interesting that Improved Duelist Stance gives such a large defensive benefit. I haven't been using it at all because I was under the impression it was broken--but I guess the part that is broken is the reflection of damage back to the attacker. I'm going to start using that now. Now the question in my mind is, is it worth applying all the various states at the beginning of every attack (intimidate, stun, blind, dizzy), or would the attack rounds be better spent actually applying damage using other specials? I'd be interested in hearing people's opinions about that.


Thanks for posting these results! Let me know if you see any flaws in my logic, and perhaps I'll post the results in a thread I've got going on the FS forum (I'll give you credit for the experiment).




Col. Uthyr Pendragon | Artorius Pendragon
Elder Pistoleer/Rifleman/Bounty Hunter/Combat Medic
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Nifty
Mon May 09, 2005 10:21 am
#3


I don't know if the overall acc vs def for damage is linear because I only tested the upper ranges. However, since that is pretty much all we are interested in, it does give us a little insight on how it works. Also, I'm not sure what the Bol's accuracy is. I should have done PvP testing as well, so we could see the accuracy versus the damage.


My feeling is that there are 4 components that determine the percentage of the max damagethat is applied as the base damage before modifiers (like special move mod, armor reduction, PvP reduction, etc.) Accuracy and defense set the percentage; how, I don't know. maybe accuracy sets it, and then the difference between the accuracy and defense modifies the percentage. Maybe the difference between acc and def is what sets the percentage in the first place. Then the difference between the min and max values of the weapon modifies the percentage a little bit. The higher the gap between min and max damage, the lower the percentage of max damage you'll be doing.


So basically, raising your defense will lower the percentage of the weapon's max damage applied to you (before armor, etc.)


Improved Duelist Stance does work. It just doesn't reflect damage very often, but I have seen it do it. Aside from that, it raises your defense by 160 points, so that's gonna be a nice chunk of damage reduced.


As for the states, if they stuck more regularly, I'd advocate using them in solo PvE. They do help when they stick. I think they are more useful in a group situation where you get several MOBs aggroed. Of course, in PvP, if you can get them to stick they would be helpful, especially if your opponent uses his action to clear the states, as that's less action he can use to hit you with a damaging special.



Starsider: Abici Sselof, Master Entertainer, Musician and Pistoleer; Master Pilot
Uthyr
Mon May 09, 2005 11:02 am
#4

Yeah, Nifty, I'd be very interested in seeing how accuracy interacts with defense mods. Perhaps somebody else has already figured it out in another forum? I haven't really been paying attention to much outside of this forum lately.


Back to the state specials... now that you've done your experiments, are you going to be using state attack specials in PvE anymore? If so, which ones? It seems to me that the only ones thatare definitely worth using regularly are Stopping Shot and the knockdowns, but I wouldn't argue with anybody who thinks otherwise. it just seems to me that if a special only reduces a mob's defenses by 20% or less for a few seconds, then I could perhaps do more damage by firing an extra Critical Shot (or Body Shot, or whatever your template may allow)in its place. I'll have to test that idea out before I make up my mind though.




Col. Uthyr Pendragon | Artorius Pendragon
Elder Pistoleer/Rifleman/Bounty Hunter/Combat Medic
Elder Architect
Naritus vendors:
Tatooine (2369 -4123) - Castle Uthyr, Mos Eisley West

Nifty
Mon May 09, 2005 11:22 am
#5

against one PvE mob, I don't think I'll use the states unless I just want to stand still instead of kiting. If you can get blind and intimidate to stick, you should reduce the damage by 36%. The problem is they don't stick all that often. If I miss two intimidates on a mob, I haven't done anything to mitigate the damage, and I've passed up on two adv crits. The only time I see the states being truly useful in PvE is in the multiple MOB scenario. If the group pulls 3 MOBs, you stopping shot one, you debuff the hell out of the second, and let the rest of the group deal with the 3rd. By the time the root wears off the first, the 3rd is dead and the 2nd is well on the way to being dead. You can then switch to damage mode, or debuff the newly mobile first MOB.



Starsider: Abici Sselof, Master Entertainer, Musician and Pistoleer; Master Pilot
Nifty
Mon May 09, 2005 1:15 pm
#6

true that, but I'd hate to think we have useless specials. So I just feel I HAVE to use them occasionally.


oh, I did some quick and dirty accuracy testing. will be making a short post on it now.





Starsider: Abici Sselof, Master Entertainer, Musician and Pistoleer; Master Pilot
Uthyr
Mon May 09, 2005 1:26 pm
#7






Nifty wrote:

true that, but I'd hate to think we have useless specials. So I just feel I HAVE to use them occasionally.






Yeah, I hear ya. One of the reasons whyI stuck with pistoleer post-CU is because it has lots of specials that other profs don't have. Now, it looks to me like the only pistoleer special that I am going to continue to use (at least on a regular basis)is Stopping Shot. If they end up nerfing that one, then what's going to be left?



Col. Uthyr Pendragon | Artorius Pendragon
Elder Pistoleer/Rifleman/Bounty Hunter/Combat Medic
Elder Architect
Naritus vendors:
Tatooine (2369 -4123) - Castle Uthyr, Mos Eisley West

Pug
Mon May 09, 2005 4:37 pm
#8

You two are the best! Keep up the great conversations.



May the Force be with you.

Pug
Bounty Hunter
Vendor in Valley of Shadows, Talus
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Uthyr
Mon May 09, 2005 5:34 pm
#9

I'll do my best, Pug. I absolutely thrive on these kinds of discussions.



Col. Uthyr Pendragon | Artorius Pendragon
Elder Pistoleer/Rifleman/Bounty Hunter/Combat Medic
Elder Architect
Naritus vendors:
Tatooine (2369 -4123) - Castle Uthyr, Mos Eisley West

Nifty
Mon May 09, 2005 6:28 pm
#10

thanks, Pug! feel free to jump into a discussion, even if it is just to report how things are working for you.



Starsider: Abici Sselof, Master Entertainer, Musician and Pistoleer; Master Pilot
Uthyr
Tue May 10, 2005 12:19 am
#11

That pretty much goes along with my thinking exactly, Nifty.... except that in your 3 mob scenario, I would probably root one of them, let the rest of the group deal with one of them, and I'd personally deal with the last one with damage shots (advanced critical and torso is what I'd be using) instead of trying to debuff it. It seems that I could remove it from combat more efficiently by killing it quickly, rather than trying to waste time debuffing it with attacks that may or may not stick.



Col. Uthyr Pendragon | Artorius Pendragon
Elder Pistoleer/Rifleman/Bounty Hunter/Combat Medic
Elder Architect
Naritus vendors:
Tatooine (2369 -4123) - Castle Uthyr, Mos Eisley West

Klinsek
Tue May 10, 2005 3:28 am
#12

Just wanted to chime in on my Duelist Stance findings.

I noticed today that I was getting a lot of reflections. For those of you who haven't seen a successful reflection the words *Return Fire* pop up over your head.

Now, I have only seen this when getting shot at by ranged NPC, but today I was seeing it a lot. Well, I realized that I had drank some +80 Ranged Defense Pica Thundercloud earlier and forgot about it. I truely believe having that buff raised my chance of reflecting damage with Duel Stance active. When it wore off, and I continued fighting NPC stormies, the success rate dropped again.

So... perhaps the reflection chance is based on your actual Ranged Defense amount?

Shrug.




Klin-sek Clydiarc - Crimson Six

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Uthyr
Tue May 10, 2005 7:55 am
#13

That's as good a theory as any, Klinsek! I've gotta pick me up some of that Pica Thundercloud now...



Col. Uthyr Pendragon | Artorius Pendragon
Elder Pistoleer/Rifleman/Bounty Hunter/Combat Medic
Elder Architect
Naritus vendors:
Tatooine (2369 -4123) - Castle Uthyr, Mos Eisley West

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