Section 1
Hey all, I jumped on the PTS and obtained information on the new Riftstalker Mechanics.
**For details on the math calculations below, refer to the new section 1.17 added to my compendium.
Link to this post:
http://forums.riftgame.com/rift-gene...ion-1-0-a.html
New Stats Analysis
Below are the results I estimated from testing them on the PTS. If anyone can confirm the accuracy of these values it would be appreciated.
1 Dext = Aprox +0.04875% chance to deflect (regardless of current dext)
(The value is somewhere between 0.045% and 0.05%, I'm going to assume 0.04875% for now)
**Chance to Deflect does not have diminish returns until 45%**
1 Dext = Approx +0.04875% Mitigated damage from Deflect when having between
500-600 Dext due to Diminish returns mitigated by Deflect.
1 Dext = Approx +0.03875% Mitigated damage from Deflect when having between
600-700 Dext due to Diminish returns mitigated by Deflect.
Stats summary
** Thanks to Radak for providing me with the real Formula for Deflected Amount
** Deflected amount = Dexterity / ( Dexterity + 721 )
I tested this with my stats and it is indeed accurate with the numbers I obtained below
Every 1 point of dext between 500-600 Dext will grant approx +0.04875% extra mitigated
damage from Deflect. The chance to deflect is not impacted by DR (Stays @ +0.04875%)
Every 1 point of dext between 600-700 dext will grant approx +0.03875% extra mitigated
damage from Deflect. The chance to deflect is not impacted by DR (Stays @ +0.04875%)
Patch 1.6 Result Summary
51 RS / 8 BD / 7 Ranger Spec
With similar Tanking gear
Block vs Deflect with current 1.6 changes
Cleric has 67% chance to block for 59% physical damage
Warrior has 71% chance to block for about 50% physical damage
Rogue with my stats has 25.63% chance to deflect for 42.27% physical damage
Rogue tanks take 54% more physical damage than warrior tanks with current 1.6 Changes (This was > 80% in 1.5)
Rogue tanks take 40% more physical damage than cleric tanks with current 1.6 Changes (This was > 67% in 1.5)
Rogue tanks have the worst combined dodge / parry being 2% behind warriors 6% behind clerics.
41 RS / 17 BD / 8 Ranger Spec
When comparing with 51 RS / 8 BD / 7 Ranger
Gains:
15% more base dext which provides an extra +3.54% chance to deflect, +3.19% Deflect Mitigated damage, + 1.73% dodge with my stats
2% more Mitigation from 3/3 in Bolster
10% Mitigation from Turn the tides when it is activated
Some BD Openers / Finishers
Another interrupt
Losses:
784 health
Scatter of the shadows
Physical Wellness
Planar Attraction
5% absorption from Rift Guard
15% crit from Ruthless Staker after planar shifting
Block vs Deflect with current 1.6 changes
Clerics = 67% chance to block for 59% physical damage
Warrior = 71% chance to block for 50% physical damage
Rogue with my stats = 29.17% chance to deflect for 45.46% physical damage
With Similar Tanking Gear & Assuming Turning the tides is up 50% of the time
Rogue tanks take 50% more physical damage than warrior tanks with current 1.6 Changes
Rogue tanks take 36% more physical damage than cleric tanks with current 1.6 Changes
Rogue tanks have the worst combined dodge / parry being 0.5% behind warriors and 4.5% behind clerics
44 RS / 17 BD / 5 Sabo Spec (Maximum Dext)
When comparing with 51 RS / 8 BD / 7 Ranger
Gains:
30% more base dext which provides an extra +7.09% chance to deflect, +6.05% Deflect Mitigated damage, + 3.46% dodge with my stats
10% Mitigation from Turn the tides when it is activated
Some BD Openers / Finishers (Nothing too amazing)
Another interrupt
Sab Adhesive Bomb
Losses:
1544 health
Scatter of the shadows
Physical Wellness
4% Mitigation from Bolster
3.5% absorption from Rift Guard
Block vs Deflect with current 1.6 changes
Cleric = 67% chance to block for 59% physical damage
Warrior = 71% chance to block for about 50% physical damage
Rogue with my stats = 32.72% chance to deflect for 48.32% physical damage
With Similar Tanking Gear & Assuming Turning the tides is up 50% of the time
Rogue tanks take 52% more physical damage than warrior tanks with current 1.6 Changes
Rogue tanks take 38% more physical damage than cleric tanks with current 1.6 Changes
Rogue tanks have about 1.25% better combined dodge / parry than warriors but behind 2.75% behind clerics
__________________________________________________ __________________________________________________ __________________________________________________ ____________________________
**Section 2 (Updated October 28th)
MITIGATION EXPLAINED (PTS & LIVE SERVER)
**Summary
3% Added Mitigation from Shadow Guard with 1.6.
With my stats, 1.6 Shadow guard gave 3.1% more Mitigation than 1.5 Shadow Guard. Depending on armor, this could be + / - 2% ish so I'm going put an average of it as a 3% Mitigation boost.
All traits / abilities below are confirmed to be additive when calculating rogue mitigation
Exceptional Resilience
Bolster
Phantom Blow
Shadow Guard
Turn the Tides
Motif of Tenacity (Bard)
The following ability is confirmed to be Multiplicative & only calculated after the Additive traits / abilities
Rift Guard
The following abilities are unconfirmed
Power Drain (Mage Archon)
Protect the Flock (Cleric Sentinel)
I will be correcting the values of my previous posts over the weekend to reflect my results obtained with the test below.
Mob Tested: Ashen Duskblade Strictly Final Blow damage taken in RD Normal
**Below is the math to prove the above
**LIVE SERVER TEST**
Legend
ER = Exceptional Resilience
B = Bolster
PB = Phantom Blow
RG = Rift Guard
SG = Shadow Guard
1K damage taken with 1456 armor (18.30%) with no physical mitigation traits
1000 * 2% ER = 981 test damage
(likely some decimal value higher than 1000.51 for the actual base damage taken after my armor. They don't seem to round it off to 1001 after armor but they round off the decimals after the mitigation for some reason)
1000 * 4% ER = 961 test damage
1000 * 6% ER = 941 test damage
1000 * (1-(6% ER + 6% B)) = 881 test Damage
1000 * (1-(6% ER + 6% B +6% PB)) = 821 test damage
[1000 * (1-(6% ER + 6% B))] * 15% RG = 749 test Damage (132 Absorbed)
[1000 * (1-(6% ER + 6% B + 6% PB))] * 15% RG = 698 test Damage (123 absorbed)
These results show that ER, B & FB are actually additivive (My old data is changed by a few % at this point as I believed it to be multiplicative). RG is indeed Multiplicative and only calculated after passives / actives as I had thought.
Now, if SG was Additive as well, it would give me 24% (5% standard + 1% for my 1K armor)
1000 * (1-(6% ER + 6% B + 6% PB +6% SG)) = 756 test Damage (This should be 760 Damage but for some reason it's 756 Damage)
My theory on this is that SG also takes into account every 100 armor as well as every 1k armor. Thus actually giving me 1400 / 1000 = 1.4% (armor bonus from SG) + 5% = 6.4%
1000 * (1-(6% ER + 6% B + 6% PB + 6.4% SG)) = 756 Damage from my theory also even with the test
[1000 * (1-(6% ER + 6% B + 6% PB 6.4% SG))] * 15% RG = 643 test Damage (113 absorbed)
If my above theory is accurate then this works here as well.
I did an additional test to see if my theory for SG was accurate. To do this, I increased my armor for the lowest amount I could.
New armor is 1509, Base taken is now 992 after armor (8 lower due to armor increase by juggling gear around)
SG with above amror = 5% + 1500 / 1000 = 6.5%
992 * (1-(6% ER + 6% B + 6% PB + 6.5% SG)) = 749 damage (This is what I obtained on the test)
[992 * (1-(6% ER + 6% B + 6% PB + 6.5% SG))] * 15% = 637 (112 absorbed, same as the test)
This is an example of what the above would have given me with the old formula I used (I believed it to be multiplicative then & didn't know SG was also slightly increased every 100 armor as well)
[992 * (1-(6% ER * 6% B * 6% PB * 6. SG))] * 15% = 641(113 absorbed)
Physical Mitigation Difference between old & new formula = 0.63%, so the difference in my original calculation is negligible.
**PTS TEST 2010-10-28**
Put on the exact same armor as on live (1456) and tested the same ability on the same mob (Ashen Duskblade Final Blow in RD)
Legend:
SG = Shadow Guard (This is a passive ability on the PTS & it is based off every 400 base armor)
TtT = Turn the Tide
MT = Motif of Tenacity
After Armor mitigation alone with 0 points in any souls, I received 1k damage from Final Blow (same as live)
New SG (Tested on same mob with the exact same armor on PTS (1456 armor)
1000 * (1-SG) = 920 test damage
SG = 5% + 1400 / 400 = 8.5% **but decimals are not included in the new SG so it is rounded down to 8%
So this means SG strictly only gives 1% mitigation per every 400 armor on PTS. It does not add any decimal value as it does on live.
Unbuffed armor on PTS (this is with the same gear I tanked sicaron with)
5319 Armor
SG = 5% + 13% = 18% SG
Self buffed armor on Live (SG is calculated off buffed armor on live)
9965 armor with Archon buff
SG = 5% + (9900 / 1000) = 14.9% SG
SG gives 3.1% Mitigation on PTS. While it can vary a few + / - 2%, I'm going to assume on average
the new SG gives 3% more mitigation than on live.
1000 * (1-(8% SG + 5% MT) = 870 test damage
This means MT (Motif of Tenacity) is indeed additive
1000 * (1-(8% SG + 5% MT + 10% TtT) = 770 test Damage
This means that Turn the Tide is indeed additive
Archon Power Drain Untested
Cleric Protect the Flock Untested
If anyone knows if the two above are additive or multiplicative please let me know.
Warrior Tank vs Rogue Tank comparison
**Updated 2011-10-29
Refer to this link for the comparison Between War / Rogue (On live, we basically take the same damage as warrior takes on unblocked attack)
http://forums.riftgame.com/public-te...ior-tests.html
Suggestions
Refer to this post for a compilation of suggestions from the rogue community.
http://forums.riftgame.com/rift-gene...mpilation.html
**Revised 2011-10-28
New Section 2 added, Section 1 will be modified this weekend with minor alteration with more accurate math data.
**Revised 2011-10-29
Added a link to Warrior Tank vs Rogue Tank analysis
I've decided to wait on Ailions response to what extent Shadow Guard was bugged before modifying my data.


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