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.
Something is wrong with my computations in the above, and I'm trying to figure out what it might be.
Today when I was main tanking the Underground Trial, before calling everyone to join in on the beatdown I got hit by Lethal Force Authorized ... and twice (on the 2nd and 3rd Warwalkers, while pulling them to their respective locations) I was taking 1000 Energy damage per tick from Lethal Force Authorized ... on a build with 3160.15 Max Health and a Practiced Brawler Absorb of 295.92 every 0.5s.
The first time, I was running "unbuffed" to test my build strategy ... and got taken to zero Health and faceplanted.
The second time, I saw the Lethal Force Authorized notification come up and had Destiny: T4 Rebirth Radial add enough +Regeneration to survive without faceplanting.
But both times, I was taking 1000 Energy damage ticks ... and I'm not quite sure why.
The reason why I'm not sure why I was taking 1000 Energy damage DoT ticks is because my new build has 44.75% Energy Resistance (minimum, can go up with scaling resistances from Reactive Defenses and the Super Reflexes passives stacking). However, the way that Lethal Force Authorized "works" is that it resolves the attack first, so all the damage to deal gets "programmed" in advance from the start, rather than "checking" resistances against each damage tick being dealt. That means that whatever your resistances are at the START of the attack are what matter, not what your resistances wind up being at the END. Resistances that go up as the DoT ticks land DO NOT MATTER, since the damage to be dealt has all been determined in advance of the DoT ticks actually landing (if that makes any sense).
So if I was taking 1000 Energy damage per DoT tick @ 44.75% Energy resistance from Lethal Force Authorized:
1000 / (1-0.4475) ≈ 1810 Energy damage "raw" per tick prior to computing Resistances
1810 / 3534 Tanker Max Health = 51.21675156% "raw" damage per DoT tick
Now
supposedly ... the Energy damage per DoT tick from Lethal Force Authorized is supposed to be 30% of Max Health, but that's before factoring in the
Purple Patch.
51.21675156 / 30 = 1.70722505x
Purple Patch +6 = 1.66x
Purple Patch +7 = 1.77x
So a 1.707x result isn't matching all that well against expectations, since it basically means the War Walkers would basically be Level +6.5 relative to my 50(+3) ... which doesn't make sense.
However ... all of the above is operating on a supposition that the Purple Patch factor only applies to the War Walker's damage output ... and has no relevance for my protection, which probably isn't true. This could well explain why my calculations didn't work out as planned in practice.
I was expecting to take ~715 Energy damage per DoT tick.
Instead, I was taking 1000 Energy damage per DoT tick ... which then begs the question of WHY.
Looking at the
Purple Patch table, if we assume that War Walkers are +2 relative to a 50(+3) Incarnate, and apply the Above multipliers to the War Walker and the Below multipliers to a $Target's protection (in this case, Energy Resistance) and recompute:
Tanker AT Max Health = 3534
3534 * 0.3 = 1060.2
1060.2 * 1.22 = 1293.444 Energy damage per tick
44.75% Energy Resistance * 0.8 Purple Patch multiplier = 35.8% Energy Resistance
1293.444 * (1-0.358) = 830.391048 Energy damage per tick
This is less than 1000 Energy damage per tick, so the supposition that War Walkers compute as being +2 vs 50(+3) Incarnates is probably incorrect.
So 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 ... that's not a lot of margin to spare for "extra" damage coming from the adds congregating around the War Walkers, because there's almost a dozen of them, and even @ 5% chance to hit 60+% Defense (melee/ranged/aoe) there's still going to be "some" damage leaking through at the most inopportune of times.
In other words, that "margin" of 659.83 Health doesn't look adequate for the task when trying to pull a War Walker into position (which makes melee attacks for +Resistance procs from Tanker ATOs not relevant).
So what happens if I use a +10% Resistance Inspiration? How does that change the results during the vulnerable part of the pull duration?
Tanker AT Max Health = 3534
3534 * 0.3 = 1060.2
1060.2 * 1.33 = 1410.066 Energy damage per tick
10+44.75% Energy Resistance * 0.65 Purple Patch multiplier = 35.5875% Energy Resistance
1410.066 * (1-0.355875) = 908.25876225 Energy damage per tick
4659.83 - 908.25*4 = 1026.83 Health margin (out of 3160.15 Max Health)
In other words, a +10% Resistance Inspiration is worth an extra +367 Health margin against a Lethal Force Authorized survival check ... and obviously, more Energy Resistance is better for this particular application.
Looks like I need to go back to bringing 4-5 Resistance Inspirations with me anytime I want to main tank on Underground Trial runs.
On my previous build with Redlynne, I was needing to use +20-30% from Resistance Inspirations (typically using 2 at a time) in order to survive Lethal Force Authorized, which was part of why I feared it so much, since Gadgetry: Force Barrier for +Absorb wasn't enough on its own, I still needed higher Energy Resistances than the 24.5% I was working with back then.
This means that the new build is "stronger" in this regard, so it needs less "temporary augmentation" from Inspirations to achieve the necessary safety margin, and the new build is more "automated" with fewer Click powers needed to make survival against Lethal Force Authorized "work" properly ... so the new build is definitely much safer in that respect.
Hmmmm.
Destiny: Rebirth Radial Epiphany (for a Tanker) heals 856.7176 Health immediately, and applies:
+1000% Regeneration for 10s
+200% Regeneration for 30s
+200% Regeneration for 60s
+200% Regeneration for 120s
All of which stack ... so +1600%, then +600%, then +400%, then +200% Regeneration for the duration.
If I "saved" my Rebirth click for use AFTER the damage from Lethal Force Authorized hit, and clicked Rebirth while the DoT was ticking, I'd have "plenty" of Health margin remaining, even without using a Resistance Inspiration.
Always good to have fallback options, in case of confusion in the moment (or getting "trapped" animating an attack for too long).