SMF - Just Installed!
Quote from: Redlynne on Jan 01, 2025, 02:14 PMQuote from: Joshex on Jan 01, 2025, 01:59 PMHowever, again this is basing this off of [Taunt] doing no damage, which means that Taunt powers require the player to attack a target with other powers for the Taunt magnitude it applies to count.You are correct that the Tanker Taunt powers deal no damage natively.
However, in the absence of other attacks having dealt damage, the Taunt power still winds up being relatively overwhelming in terms of Threat Priority.
As cited in the article on Threat that I linked to, it's perfectly possible for values of each parameter to have a floor (such as 1 for multiplication purposes) ... in which case, attacks which deal no damage still accrue some non-zero amount of Threat.
Also, the way that I'm reading the Threat article ... the Taunt duration remaining factor (which decays over time) would seem (to me, anyway) to rely on whatever Taunt has been applied to the $Target by you, including through use of other powers, not just exclusively the Taunt duration applied by the power being cast.
So if you've taunted for a 62s duration and then follow up 2s later with a damaging attack, the duration remaining multiplier will be based on 60s from the Taunt, rather than on 15s from Gauntlet. Do you see where I'm going with that? This means that the effects of a(n actual) Taunt "linger" longer and are therefore stronger at gaining/holding aggro than mere "punchvoke" via Gauntlet. In other words, Tanker Taunts are somewhat literal Threat Multipliers when it comes to gaining and holding aggro.
This is why I say that dropping a "proper" Tanker Taunt type power from a Tanker secondary completely would both break precedent AND be a mistake in terms of aggro management potential.
Quote from: Joshex on Jan 01, 2025, 01:59 PMHowever, again this is basing this off of [Taunt] doing no damage, which means that Taunt powers require the player to attack a target with other powers for the Taunt magnitude it applies to count.You are correct that the Tanker Taunt powers deal no damage natively.
Quote from: Redlynne on Jan 01, 2025, 08:53 AMA Tank Without Taunt is going to be a Failure as a Tank. Here's why (including link to the wiki page):Quote Calculating ThreatWhile the complete formula isn't known, nor do players know most of the minimums or maximums, Castle posted the following in a thread on the Official Forums:Threat = Damage * Debuff Mod * AT Mod * AI Mod * Range Mod * (TauntDurationRemaining * 1,000)Definitions of terms used, and their known values:Damage This is the final damage a power will cause, not the base damage of a power.Debuff Mod This is a value created by the Devs to represent the fact that Mobs don't like being debuffed. Values range between 1 and 2, but on most powers, the value is a 2. This means that with two attacks that cause the same damage, but one has a debuff and the other doesn't, the one with the debuff will generate up to twice as much threat.AT Mod This is the value assigned to each AT, described in the table below.AI Mod This is a value that is unique to each Mob type. We do not know many value for this variable, but we know that they, in theory, could have a very large range of values.Range Mod In general, attacks in melee have a higher modifier. However, we know very few specifics about this value.TauntDurationRemaining Pretty self-explanatory. This is the remaining duration of any Taunt or Taunt-like effects the character has on the enemy.Many of these values have a floor. However, it is unsure what the floor is for each value. It is likely set to 1 for a minimum possible Threat rating from this formula of 1, but that is just a guess.Tanker Secondaries ALL have a Taunt type power that does 3 things (in PvE at least).[/list]
- Mag 4 Taunt for 41s
- -100% Range debuff for 20s
- Range: 70ft, Endurance cost: 0
That high magnitude and duration are what allow Tankers to "pull aggro" from others.
The high magnitude is required to affect Bosses. Stack the power to affect Elite Bosses and up.
The Range debuff is what forces Foes to move towards the Tanker ... and if they can't (Ditch Strategy against the Avatar of Hamidon, Hover Taunting against Maelstrom, Corner Pulling, etc.), then the Foe AI can be "foiled" by the fact that they can ONLY attack a Tanker who is "out of range/reach" which then prevents them from attacking.
And now I want to rebuild my Ice Tanker on Rebirth ... thanks a lot.
Quote from: Redlynne on Dec 28, 2024, 08:46 PMSo then, what happens if we shift the goalposts and presume that War Walkers compute as being +3 vs 50(+3) Incarnates for the purposes of the Purple Patch adjustments?
Tanker AT Max Health = 3534
3534 * 0.3 = 1060.2
1060.2 * 1.33 = 1410.066 Energy damage per tick
44.75% Energy Resistance * 0.65 Purple Patch multiplier = 29.0875% Energy Resistance
1410.066 * (1-0.290875) = 999.91305225 Energy damage per tick
Aha.
There's my 1000 Energy damage per Tick computational result!
War Walkers compute as if they were +3 Levels above a 50(+3) Incarnate for the purposes of Purple Patch scaling of attacks and protections ... NOT as +2.
So if my build has only 3160.15 Max Health and I'm getting a 295.92 Absorb every 0.5s from Practiced Brawler ... and I'm only able to receive 2 Regeneration ticks of healing for 158 Health each, then the maximum damage that my build can withstand during the 4s of Lethal Force Authorized DoT duration is:
3160.15 + 295.92*4 + 158*2 = 4659.83 Damage max
Taking into account the fact that Lethal Force Authorized is dealing a "worst case scenario" of 4x 1000 Energy damage
Quote from: Joshex on Jan 01, 2025, 01:08 AMSo, the idea originated when I thought about a tank that instead of having a Taunt power, had a PBAoE (point blank Area of Effect) attract power, leaving taunting to the power of inherent Gauntlet, essentially anything hit by the attract power would be taunted over time.A Tank Without Taunt is going to be a Failure as a Tank.
QuoteCalculating Threat
While the complete formula isn't known, nor do players know most of the minimums or maximums, Castle posted the following in a thread on the Official Forums:
Threat = Damage * Debuff Mod * AT Mod * AI Mod * Range Mod * (TauntDurationRemaining * 1,000)
Definitions of terms used, and their known values:
Damage
This is the final damage a power will cause, not the base damage of a power.
Debuff Mod
This is a value created by the Devs to represent the fact that Mobs don't like being debuffed. Values range between 1 and 2, but on most powers, the value is a 2. This means that with two attacks that cause the same damage, but one has a debuff and the other doesn't, the one with the debuff will generate up to twice as much threat.
AT Mod
This is the value assigned to each AT, described in the table below.
AI Mod
This is a value that is unique to each Mob type. We do not know many value for this variable, but we know that they, in theory, could have a very large range of values.
Range Mod
In general, attacks in melee have a higher modifier. However, we know very few specifics about this value.
TauntDurationRemaining
Pretty self-explanatory. This is the remaining duration of any Taunt or Taunt-like effects the character has on the enemy.
Many of these values have a floor. However, it is unsure what the floor is for each value. It is likely set to 1 for a minimum possible Threat rating from this formula of 1, but that is just a guess.
Quote from: Redlynne on Dec 18, 2024, 08:04 PMSurviving a War Walker's Lethal Force Authorized as a Main Tank theory crafting:
Tanker AT Max Health = 3534
3534 * 0.3 = 1060.2
My understanding is that War Walkers calculate as Level 55 Foes, making them +2 vs Incarnate (+3). Due to Purple Patch modifiers, this increases the amount of damage delivered per DoT tick by +22%.
1060.2 * 1.22 = 1293.444 Energy damage per tick, 4x over 4s
@ 44.75% (minimum) Energy Resistance: 1293.444 * (1-0.4475) = 714.62781 Energy damage taken per tick, 4x over 4s
Practiced Brawler @ 295.92 Absorb every 0.5s: 714.62781 - 295.92 = 418.70781 Energy damage taken to Health per tick, 4x over 4s
418.70781 * 4 = 1674.83124 Energy damage taken to Health in total
During those 4 seconds, because Regeneration ticks are happening every ~1.56s, a minimum of 2 Regeneration ticks ought to occur while Lethal Force Authorized is continuing to deal damage (possibly 3 Regeneration ticks, depending on timing, but for the purposes of this analysis, I'm assuming a "worst case scenario" of only 2 Regeneration ticks).
1674.83124 - (158.00716*2) = 1358.81692 Energy damage taken to Health (net, after Absorb and Regeneration)
The build has 3160.1432 Max Health.
3160.1432 - 1358.81692 = +1801.32628 margin of Health
So even if I'm wrong and there's 5 ticks of Energy damage instead of only 4 (initial + 4), there's still a comfortable margin of safety.
(418.70781 * 5) - (158.00716*2) = 1777.52473 Energy damage taken to Health (net, after Absorb and Regeneration)
So absolute worst case scenario, 3160.1432 - 1777.52473 = +1382.61847 margin of Health ... which should be enough to face tank Lethal Force Authorized without requiring additional support measures (powers, buffs, inspirations, etc.), even when taking additional damage from extra Foes in the vicinity.
Quote from: Atom Bomb on Dec 23, 2024, 07:18 PMOk, one thing I noticed is I am not 90%vs cold, only 86% (NBD).
Quote from: thilenium on Dec 26, 2024, 10:50 AMConclusion:Ouchies.
- even in success i would not actually play this build