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Acrofales's avatar
7 years ago

New mod sets: defense!

So there was recently quite an active thread on what the changes mean for offensive mods. I have a question about defensive mods!

The defense set gets quite a massive boost, from +5% to +25%. That means that there should now be quite a lot of tanks that benefit from running 3 defense sets (although I haven't done the math). From gg we see the top 10 toons ranked by armor:

CT-5555 "Fives" 717
Finn 602
First Order Stormtrooper 594
Sun Fac 592
Obi-Wan Kenobi (Old Ben) 569
Scarif Rebel Pathfinder 550
Paploo 547
Vandor Chewbacca 544
L3-37 538
K-2SO 533

Of these, Finn and 5s are debateable whether you want to run them with a purely defensive set, but the others are just big damage sponges, whose only consideration is how long you can make them survive (and of course, speed, because that is always relevant). Of these, Sun Fac might still benefit more from health, because of his health steal mechanics, but the rest all seem like prime targets for running with the new defense sets.

Now for my questions:
1. How do we calculate the tradeoff between health and defense sets. My first stab at it would be:
Let d be average incoming damage, a be (base) armor, h be max (base) health, and p be max prot, mh be the health modifier from mods, and ma be the defense modifier from mods, and finally fmh be the flat health modifier from unfinished gear levels, and fma be the flat defense modifier from gear and mods, then:
#hits til death = (h*mh + fmh + p)/(d/(1 - a*ma - fma))
or, in other words:
#hits til death = (h*mh + fmh + p)*(1 - a*ma - fma)/d
However, this ignores health steal, prot regen and other such effects, as well as using average damage rather than the real variability: for big damage abilities, armor does next to nothing, whereas for low damage abilities, armor can soak up a lot, relatively speaking. Moreover, it ignores the complicated diminishing return rule for defense, which, according to https://forums.galaxy-of-heroes.starwars.ea.com/discussion/67830/defense-armor-calculator is:
Damage Reduction % = Modded Defense / (Modded Defense + (level * 7.5))

2. For toons like SiT, who gets 100% bonus defense, are unique modifiers calculated after, or simultaneously with mods? In other words, would SiT get a boost of 175% or 250% over base armor from using defense sets?

43 Replies

  • "scuba;c-1636187" wrote:
    "VonZant;c-1636086" wrote:
    On Vandor - He needs full health mods with health primaries and secondaries to shine. BUT - he gives a flat 20% damage reduction to his team. How does that work On say L3 with a 3 defense sets? Does it stack? Or come off of the top?

    Also with a Crit reduction Arrow, L3 or any scoundrel tank will have 84% crit reduction and Zaalbar will be immune under Qira lead, so they become incredibly hard to kill with Vandor.

    Also would love link to the offense thread. I missed it.


    Vandor chewie gives a hidden 25% offense down debuff to opponents, doesn't count as a debuff and can't be resisted.

    So works like offense down but is only 25% similar to traya lead for out of turn debuffs.

    Thanks.

    That is good to know. Still pretty helpful and I guess it avoids diminishing returns of stacked Defense?

    Regardless, I like all of the new changes. Really open up some possibilities.
  • "Vice_torn;c-1632602" wrote:
    "DarthSmurfX;c-1632591" wrote:
    I hate math. So can anyone just answer these simple questions?

    1. Defense mods on Savage Opress? (Yes/No)
    2. Defense mods on Sith Trooper? (Yes/No)
    3. Defense mods on Darth Sion? (Yes/No)

    Thanks. I'll check back in a week to see the results. Do not disappoint me again.


    If your using them with Traya.... Health over defense in all cases.

    The only toon in the Traya Meta I would consider using defense on is Nest.



    Nest needs health to regen protection
  • "Bulldog1205;c-1636210" wrote:
    "scuba;c-1636187" wrote:
    "VonZant;c-1636086" wrote:
    On Vandor - He needs full health mods with health primaries and secondaries to shine. BUT - he gives a flat 20% damage reduction to his team. How does that work On say L3 with a 3 defense sets? Does it stack? Or come off of the top?

    Also with a Crit reduction Arrow, L3 or any scoundrel tank will have 84% crit reduction and Zaalbar will be immune under Qira lead, so they become incredibly hard to kill with Vandor.

    Also would love link to the offense thread. I missed it.


    Vandor chewie gives a hidden 25% offense down debuff to opponents, doesn't count as a debuff and can't be resisted.

    So works like offense down but is only 25% similar to traya lead for out of turn debuffs.


    Hmm, that is interesting, and much weaker than it sounds against enemies with stacking offense, such as against Sion in P2 of the Sith Raid. That actually really ticks me off, because it’s terrible wording. They need to change the ability to say he decreases offense by 25%, not decreases damage by 25%. The current wording makes it sound like it is a completely separate debuff and applies on its own. When Sion has + 300% offense then an additive -25% offense is barely noticeable, while a -25% to overall damage would be much more significant.


    Well it is worded a little different than normal offense down

    "Modify stat Offense Percent Additive by -25%"

    So it could be doing something different cause normal offense up/down modifies physical and special damage

    Or it could be they came up with a way to not miss modifing special damage like they seem to do often.

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