Defensive mods

Moraelintz

Dalayan Elder
I know that over capped caster stats add special effects, what about defensive mods.
Does anyone know what effect the following mods have how how many you need to get what % increase. Also, is that a % based on incoming attacks or your relative likelihood to use that ability simulator to proc tome.


Dodge
Parry
Riposte
Block
 
I'm not going to go into detail with numbers since avoidance is a fundamental part of the combat calcs, however I will say this: The defensive skills in order of most to least efective are Dodge/Block (tied), Parry, then Riposte.
 
Is block skill for tanks still tied to the ac of their shield? The if you have items like nz boots will add to that?
 
Defense translates into AC rather than avoidance, so it's on a different list altogether.
edit: forgot, it also has an impact on enemy accuracy against you which is kind of avoidance; that would probably be the lowest on that list since that part of it is fairly miniscule.

Shield block is indeed based on the shield's AC, but +Block will not affect this if you don't get the real Block skill naturally.
 
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I seem to recall the exact values of defense skill mods were posted years ago, and they were extremely underwhelming. I also think someone tested thousands of hits with and without +25 to a defense mod and it was unparsable, they got hit more with 25 mod over thousands of hits.

Plus ingame testing has shown that AC has a dramatic effect on avoidance, leading to the pretty well accepted theory among top tanks that AC > everything, even hp

but due to the esoteric design of tanking in this game, everything I said could be wrong. load bango
 
Isn't the only class that gets a skill called "Block" monks? Does that make the NZ boot block mod completely useless? There are a lot of shields with +block too.
 
Block supposedly works with shields, monks get it too without a shield equipped which is Lleoc was arguably the best tank (and dps) in the game before the nerf bombs dropped
 
Shield block is indeed based on the shield's AC, but +Block will not affect this if you don't get the real Block skill naturally.
This is what I was questioning. I know tanks with a shield equipped can block attacks or something, but they don't actually have a skill called Block as far as I'm aware.
 
Defense translates into AC rather than avoidance, so it's on a different list altogether.
edit: forgot, it also has an impact on enemy accuracy against you which is kind of avoidance; that would probably be the lowest on that list since that part of it is fairly miniscule.

Shield block is indeed based on the shield's AC, but +Block will not affect this if you don't get the real Block skill naturally.

So this makes the block mod on cc shield (anthem) and nz boots (pillars) worthless to tanks?
 
yeah nevermind, the tome of knowledge seems to indicate that block skill does nothing at all for non-monks. although, this quote maybe casts some doubt

Shielding Mastery (Benefits shield somehow) - 15/25/50 % increase to shield bonus (block skill = (shield AC*2)*1.15 or 1.25 or 1.50)
 
I do not have the code open in front of me, but I believe block is used in the calculation for bonus shield AC. So although only Monks benefit from it in all situations, it raises the shield bonus considerably for tanks when using shields.

Jumbers/Zae can chime in, or I will look tonight.
 
Unless the code has changed recently, from what I see the calculation checks for natural skill + item mod values first, and if you don't naturally get the skill, all that is 0. Effective block skill from shields and /shield is calculated and added on top of that value afterward.

Adding an intermediate step to include +Block no matter what would be simple enough, but whether that is something anyone would particularly want to do, I don't know. Probably not even meaningful to wonder about what might have been "intended".

Plus ingame testing has shown that AC has a dramatic effect on avoidance

This is true beyond a certain point. The AC mitigation calculation is not great; I don't think it was ever intended to handle AC values as high as the game now sees.

AC mitigation is highly randomized, hit for hit. One hit you might mitigate 20%, the next 85%. As your AC value rises, the higher the mitigation percentage will be on average, and the higher the maximum potential mitigation will be.

Thing is, the max value on high-end tanks now regularly breaks 100%. When you mitigate by 100% or more, damage is reduced to 0 and counts as a miss, effectively becoming a source of avoidance. As the max value pushes above 100%, the more likely that a mitigation value above 100% will be randomly selected, effectively splitting AC into "AC-mitigation" and "AC-avoidance" chances. Unlike avoidance skills, this AC-avoidance has no cap. Guaranteed passive mitigation from that one AA, overcap STA and what looks like a basic tome line also bump up the max potential value, making it even more likely. Some quick and dirty number crunching seems to show that, for some of the tippy-top tanks right now, avoidance chance from mitigation outshines any single avoidance skill (dodge being the best, as Jumbers said). It also appears to grow at a pretty huge rate (more than 1% absolute chance to avoid) whenever you pass one of the magic thresholds (it's all integer math). It's pretty nutty.
 
Since +Block doesn't make any sense on shields, next patch +Block will work with shield block.
 
It's the same as normal block and you get 2 block skill per AC on the shield plus a bonus if you're a warrior. Other than that, I'm not going to release combat calculations like damage and avoidance.
 
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