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Thread: Rogue Tank Stat Weights after 1.6

  1. #1
    Champion of Telara Puandro's Avatar
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    Default Rogue Tank Stat Weights after 1.6

    Currently i use on Riftupgrades

    Parry: .1618
    Dodge: .2369
    End: .4738

    I am 99% sure parry/dodge is correct. I basically value End 2x as high as dodge, but im not too sure if its too little or much (maybe a bit too little). But once 1.6 comes out and hopefully the site owner adds Deflect i wonder how good/bad it will be. I hear people may want to use dps gear instead of tank, does that mean it's really good?

  2. #2
    Rift Disciple
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    Here's one I prepared earlier. It calculates EHP and the change in EHP with respect to a change in said stat.

    Put stats in grey squares, output in green squares.

    Stat weight Calculator**:
    http://www.mediafire.com/?i5v42oma4ujiuxa

    **May be inaccurate, and will be updated in 1.6.

  3. #3
    Soulwalker
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    /push

    would lovean update or further information from someone who understands more from maths than i do.

  4. #4
    Telaran Hulmaster's Avatar
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    I a not the most knowledgeable rogue tank, but I would drop parry from there and add that value to dodge...
    I tried usingrift upgrades but it seems to me that the site tells you to use your dps gear for tanking... Any advice on picking the right gear?

    Also how do people decide on the stat values?
    Last edited by Hulmaster; 12-11-2011 at 10:38 AM.

  5. #5
    Mok
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    Telaran
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    Quote Originally Posted by Hulmaster View Post
    Also how do people decide on the stat values?
    The easiest way is to take your Health(H), divide it by your chance of a non-parry(1-P), then non-dodge(1-Do), then by (1-(Deflection Chance[Dc]/Deflection Reduction[Dr])). Then you add a set value of a stat (I like to go with 100 to make it less likely to have skewed numbers)

    Such as this:

    H/(1-P)/(1-Do)/(1-(Dc*Dr)= Current Estimated Health
    H/(1-P2)/(1-Do)/(1-(Dc*Dr)= + Parry Estimated Health

    Then you take Current Estimated Health (EH1) and subtract it from your altered EH Value (EH2), and divide that by the number of points you added.

    As an example, lets assume you have 15,000 Health, 8% Parry, 15% Dodge, 50% Deflect and 45% Reduction on a deflect, it would fill out as this:

    15,000/(1-.08)/(1-.15)/(1-(.5*.45))=EH1
    24750=EH1
    Adding 100 Parry Rating grants roughly 1.62% parry chance:
    15,000/(1-.0962)/(1-.15)/(1-(.5*.45))=EH2
    25194=EH2
    25194-24750=444, so one parry rating is roughly equal to 4.44 EH

    Each build has different (although very similar) stat weights for their stats, such as Endurance will be higher on a 51/8Ranger/7Bard, but the Dexterity will be lower than a build which utilizes Turn the Tide.

    I had my stat weights somewhere, but I had managed to lose them. Assuming Muffin doesn't beat me to finding it, I can bring them back once I am done trolling the 50 Chat.

  6. #6
    Mok
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    Quote Originally Posted by Mok View Post
    I had my stat weights somewhere, but I had managed to lose them.
    So I found them, but alas I cannot edit my post.
    For a 51/8BD/7Ranger:
    Code:
    Strength:   .27
    Dexterity: 1.2847
    Endurance: 1.524
    Parry:      .27
    Dodge:      .4695
    Deflect:    .7907
    Armor:      .1913
    For a 49/17BD:
    Code:
    Strength:   .3036
    Dexterity: 1.6583
    Endurance: 1.5623
    Parry:      .3036
    Dodge:      .5384
    Deflect:    .858
    Armor:      .1963
    As for what I used, here is the link. If you find anything wrong, please let me know and I will update it as soon as possible, hopefully preventing the spread of misinformation.

  7. #7
    Rift Disciple
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    Well here is my new one, remade:
    http://www.mediafire.com/?tbet94v82ix4ata

    Instructions:
    Fill in the green squares, always use fully buffed.

    for HP/End:
    measure hp: lets say you have 10,000
    change end: enchant a weapon with shrouded rune (+3end)
    measure new hp: lets say you have 10,045.
    the HP/End score is 15 (10,045-10,000)/3

    The dex bonus % is if you are using high bd builds/sab in your build, which adjusts the scores.

    Stat weights are in orange.

    The stat weights are calculated from estimating the change in EHP relative to the change in a specific stat (end/dodge/parry/block(deflect)), the numbers are then standardised to endurance. Armour is not included because I'm not sure about the formula for armour. Build mitigation is not included because it is a constant (does not scale with stats).

    Tell me if you spot any errors.

  8. #8
    Telaran
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    Thank you for the work you've done on the spreadsheet.

    I have one question..

    Quote Originally Posted by wingedarr0w View Post
    The dex bonus % is if you are using high bd builds/sab in your build, which adjusts the scores.
    I'm running the standard 51 RS / 8 BD /7 BRD build, and need clarification regarding the bonus percentage you mentioned. Is there an equation I need to be using to find out said percentage?

  9. #9
    Rift Disciple
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    Quote Originally Posted by NeqwportBox View Post
    Thank you for the work you've done on the spreadsheet.

    I have one question..



    I'm running the standard 51 RS / 8 BD /7 BRD build, and need clarification regarding the bonus percentage you mentioned. Is there an equation I need to be using to find out said percentage?
    That build has no bonus % to dex so put 0. Its when you put points that Ambidextrous or Nimble Fingers (increases dex by 3/6/9/12/15%), then you need to put a number there (let's say you have 5 in nimble fingers and 3 in ambidextrous, then put 24 as the bonus (15% + 9%))

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