Forum Discussion
9 years ago
"johnne;677923" wrote:"J0K3R;677859" wrote:"johnne;677825" wrote:"J0K3R;677431" wrote:"SmokeyJoe320;677428" wrote:
This thread hurts my brain
TLDR:
protection boosts tend to be better than def boosts.
Even though %def boost is relatively better than #def boost at higher HP and armor, what we get from #def boost tends to be better quality
Well after calculation... if @scuba Formular is correct, def% (+11.75*4=47%) will be better than health% (+5.88*4=23.52%) ONLY WHEN basic def# is more than 819, assuming original avg. dam is 4000.
So def mod = trash, for now.
But we can wait until the level cap up to 100+ and see what would happen.
Can you explain what meant by "WHEN basic def# is more than 819". Specifically im wondering what exactly is the 819 figure representing
Regarding health and protection: i agree that protection is a better initial HP stat (ignoring healing abilities), but again, I'm wondering how Def (armor) makes one better than the other. As far as i can tell, Def is blind to health and protection and cannot distinguish between the two
Im curious what your thoughts are.
Regarding "assuming average damage": u gotta get a formula that ignores damage and deals strictly with HP
The aim of def/proc/health is to maximum turns someone could standing.
Number of turns * avg.dam = Health * (1+h%) / (1- armor%)
e.g old Ben (lv80 max gear), basic def#: 393
By the Formula armor%: 39.57%
----with 4 primary def% mods +11.75%, def# would be 538, and armor% will be 49.02%
Basic Health point: 23970
----with 4 primary health% mods +5.88%, Health would be 29607
Assume avg.dam: 4000 (It is important because Number of turns is a Roundup INTEGER, can imagine the difference between avg.dam 500 and 20000)
So now, for 4 def% mods,
N = 23970 / (4000*(1-49.02%)) = 11.75 -> 12
4 health% mods,
N = 29607 / (4000*(1-39.57%)) = 12.25 -> 13
And Health% mod wins.... in other cases they might be equal sometimes but def% never wins.. unless original def# is as high as 810+
You may try in excel..
I see .. Im at work but will look this over at break.
I did something similar... My main approach on the value of a character was:
(how much damage can they take) * (how much damage they give)... So yes, looking at the big picture i also had to use a approx damage figure.. a bit higher than yours, but close.
I just glanced at wht you wrote (at work) so i hope i drew the right conclusion and we are on the same page
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