Armor Class and You

Discussion in 'Tanks' started by Abazzagorath, Oct 9, 2012.

  1. Abazzagorath Augur

    Something I worked up for my own guild, but since the old forums are dead I figured it might help to repost it here for people. Includes info on non-tanks too for comparisons:
    How to calculate your REAL AC

    Simple descriptive formula is:

    Pre-softcap ac + (post-softcap ac * post-softcap return rate) + shield ac

    Pre softcap ac:

    (defense skill level + player level)*1.88*(1+combatstability modifier)

    combat stability modifer = ACLimitMod value from combat stability +2 from Physical Enhancement

    1.72 max with VoA

    Defense max skill 375 with VoA for paladins

    Player level 95

    1.88 = modifier, this was from pre-SoF, is this still true? No dev would confirm for me, so we don't know if this was a specific variable or a black box value including other variables affected by leveling.

    COMBAT AGILITY

    AFFECTNAME BASE_EFFECT_1
    1 - Evasion 2
    2 - Evasion 5
    3 - Evasion 10
    4 - Evasion 13
    5 - Evasion 16
    6 - Evasion 19
    7 - Evasion 22
    8 - Evasion 25
    9 - Evasion 26
    10 - Evasion 27
    11 - Evasion 28
    12 - Evasion 30
    13 - Evasion 32
    14 - Evasion 33
    15 - Evasion 34
    16 - Evasion 35
    17 - Evasion 37
    18 - Evasion 39
    19 - Evasion 40
    20 - Evasion 41
    21 - Evasion 42
    22 - Evasion 43
    23 - Evasion 44
    24 - Evasion 45
    25 - Evasion 46
    26 - Evasion 47
    27 - Evasion 48
    28 - Evasion 49
    29 - Evasion 50
    30 - Evasion 51
    31 - Evasion 52
    32 - Evasion 53
    33 - Evasion 54
    34 - Evasion 55
    35 - Evasion 56
    36 - Evasion 57
    37 - Evasion 58
    38 - Evasion 59
    39 - Evasion 60
    40 - Evasion 61
    41 - Evasion 62
    42 - Evasion 63
    43 - Evasion 64
    44 - Evasion 65
    45 - Evasion 66

    COMBAT STABILITY

    AFFECTNAME BASE_EFFECT_1
    1 - ACLimitMod 2
    2 - ACLimitMod 5
    3 - ACLimitMod 10
    4 - ACLimitMod 13
    5 - ACLimitMod 16
    6 - ACLimitMod 19
    7 - ACLimitMod 22
    8 - ACLimitMod 25
    9 - ACLimitMod 27
    10 - ACLimitMod 29
    11 - ACLimitMod 31
    12 - ACLimitMod 33
    13 - ACLimitMod 35
    14 - ACLimitMod 37
    15 - ACLimitMod 39
    16 - ACLimitMod 41
    17 - ACLimitMod 43
    18 - ACLimitMod 45
    19 - ACLimitMod 46
    20 - ACLimitMod 47
    21 - ACLimitMod 48
    22 - ACLimitMod 49
    23 - ACLimitMod 50
    24 - ACLimitMod 51
    25 - ACLimitMod 52
    26 - ACLimitMod 53
    27 - ACLimitMod 54
    28 - ACLimitMod 55
    29 - ACLimitMod 56
    30 - ACLimitMod 57
    31 - ACLimitMod 58
    32 - ACLimitMod 59
    33 - ACLimitMod 60
    34 - ACLimitMod 61
    35 - ACLimitMod 62
    36 - ACLimitMod 63
    37 - ACLimitMod 64
    38 - ACLimitMod 65
    39 - ACLimitMod 66
    40 - ACLimitMod 67
    41 - ACLimitMod 68
    42 - ACLimitMod 69
    43 - ACLimitMod 70

    They are both a %, agility a flat % increase over base avoidance (so before all the goodies like heroics and foci etc) and stability is a % increase on your AC softcap. Those numbers should be correct.

    Physical enhancement is an additional +2 to both values.

    AC Softcap % determination (directly from developer Nodyin)

    Here are the raw numbers. Each class *should* work out to 50 AC after running through the Softcap division, which varies by class, so the data varies by class:

    Warrior
    NAME AFFECTNAME BASE_EFFECT_1
    Armor of Wisdom 1 AC 29
    Armor of Wisdom 2 AC 58
    Armor of Wisdom 3 AC 87
    Armor of Wisdom 4 AC 116
    Armor of Wisdom 5 AC 145

    Cleric, Ranger, Monk, Bard
    NAME AFFECTNAME BASE_EFFECT_1
    Armor of Wisdom 1 AC 33
    Armor of Wisdom 2 AC 66
    Armor of Wisdom 3 AC 99
    Armor of Wisdom 4 AC 132
    Armor of Wisdom 5 AC 165

    Paladin, Shadow Knight
    NAME AFFECTNAME BASE_EFFECT_1
    Armor of Wisdom 1 AC 31
    Armor of Wisdom 2 AC 62
    Armor of Wisdom 3 AC 93
    Armor of Wisdom 4 AC 124
    Armor of Wisdom 5 AC 155

    Druid, Necromancer, Wizard, Enchanter, Mage
    NAME AFFECTNAME BASE_EFFECT_1
    Armor of Wisdom 1 AC 50
    Armor of Wisdom 2 AC 100
    Armor of Wisdom 3 AC 150
    Armor of Wisdom 4 AC 200
    Armor of Wisdom 5 AC 250

    Rogue, Shaman, Beastlord, Berserker
    NAME AFFECTNAME BASE_EFFECT_1
    Armor of Wisdom 1 AC 40
    Armor of Wisdom 2 AC 80
    Armor of Wisdom 3 AC 120
    Armor of Wisdom 4 AC 160
    Armor of Wisdom 5 AC 200

    So that gives us:

    Warrior: 34.48%
    Paladin/Shadowknight: 32.25%
    Ranger/Cleric/Bard/Monk: 30.30%
    Rogue/Shaman/Beastlord/Berserker: 25%
    Druid/Necromancer/Enchanter/Wizard/Magician: 20%

    Posts-soft cap return as DRAMATICALLY increased for casters, and there was a small increase for most non-tank classes during SoF beta (I think it was SoF, I honestly can't recall at this point). For example, the post-cap return for int casters used to be only 5% (so 20 ac would only act like 1 ac).

    Classes with Physical Enhancement AA

    Paladin
    Shadowknight
    Warrior
    Monk
    Rogue
    Berserker
    Ranger
    Bard
    Beastlord

    Defense skill caps at level 95

    Paladin 375
    Shadowknight 375
    Warrior 375
    Cleric 325
    Bard 365

    Shaman 325
    Berserker 340
    Rogue 365
    Ranger 340

    Monk 365
    Druid 325
    Beastlord 340

    Enchanter 310
    Wizard 310
    Necromancer 310
    Magician 310

    AC Softcap by Class (Veil of Alaris) - this is not displayed AC, or buffed AC, this is actual rAC (raw item ac type)

    Paladin 1520
    Warrior 1520
    Shadowknight 1520

    Bard 1487
    Rogue 1487
    Monk 1487

    Berserker 1407
    Ranger 1407
    Beastlord 1407

    Druid 1342
    Shaman 1342
    Cleric 1342

    Wizard 1294
    Enchanter 1294
    Necromancer 1294
    Magician 1294

    - - - -

    Now, let's say you have all characters (that can equip a shield with 250 ac) that hypothetically had 4000 ac from items/augs (3750 for zerkers). Your actual rAC would be:

    With Shield AC Ranking
    Warrior 1520 + 250 + 769 = 2539
    Paladin 1520 + 250 + 719 = 2489
    Shadowknight 1520 + 250 + 719 = 2489
    Bard 1487 + 250 + 686 = 2423
    Monk 1487 + 250 + 686 = 2423
    Ranger 1407 + 250 + 710 = 2367
    Cleric 1342 + 250 + 729 = 2321
    Rogue 1487 + 250 + 566 = 2303
    Beastlord 1407 + 250 + 586 = 2243
    Shaman 1342 + 250 + 602 = 2194
    Druid 1342 + 250 + 482 = 2074
    Berserker 1407 + 648 = 2055
    Wizard 1294 + 250 + 491 = 2035
    Enchanter 1294 + 250 + 491 = 2035
    Necromancer 1294 + 250 + 491 = 2035
    Magician 1294 + 250 + 491 = 2035

    But that is just post cap ac returns, and its assuming everyone that can uses a shield, and it assumes everyone has the same item/aug ac, which is not true. So in terms of how much melee damage you're going to take from mobs on raids, meaning, to get an idea of mitigation of unexpected damage on non-tanks (and that's not even getting into the issue of avoidance skill caps, warrior innate DI advantage, etc), this is more likely:

    Keep in mind that powersource ac counts as item ac so is included in these values based on what people seem to actually be sporting in the top 25 or so serverwide by class (not top 25 in ac).

    AC Ranking
    Warrior (4400 total ac + shield) 1520 + 250 + 907 = 2677
    Paladin (4300 total ac + shield) 1520 + 250 + 816 = 2586
    Shadowknight (4300 total ac + shield) 1520 + 250 + 816 = 2586
    Cleric (3600 total ac + shield) 1342 + 250 + 608 = 2200
    Bard (3700 total ac no shield) 1487 + 670 = 2157
    Monk (3300 total ac no shield ) 1487 + 549 = 2036
    Shaman (3300 total ac + shield) 1342 + 250 + 427 = 2019
    Ranger (3400 total ac no shield) 1407 + 604 = 2011
    Rogue (3400 total ac no shield) 1487 + 478 = 1965
    Berserker (3500 total ac no shield) 1407 + 523 = 1930
    Druid (3100 total ac + shield) 1342 + 250 + 301 = 1893
    Beastlord (3200 total ac no shield) 1407 + 448 = 1855
    Enchanter (2950 total ac + shield) 1294 + 250 + 281 = 1825
    Magician (2900 total ac + shield) 1294 + 250 + 271 = 1815
    Wizard (2850 total ac + shield) 1294 + 250 + 261 = 1805
    Necromancer (2600 total ac + shield) 1294 + 250 + 211 = 1755

    That is just raw mitigation on successful hits, so avoidance is obviously a huge deal.

    Metal Powersource Versus Elemental
    200 raw ac versus 80 raw ac + 800 raw hp

    So 120 raw ac only returns, for example, 24 ac for an enchanter (post cap return rate of 20% * 120 ac).

    For regular augs:

    Averaging 35 ac per slot versus 15 ac per slot for a caster, or 400 raw ac, is only gaining you 80 rAC difference in mitigation, which doesn't even put an int caster up to the berserker level of mitigation with the same level of unaugged equipment. So it makes a lot more sense for people that aren't supposed to take hits to focus on heroics that increase their avoidance (dex/agi), hp, mana, instead of AC.

    So, if the choice is an hypothetical ac aug with 40 AC +5 heroic strength + 80 hp, versus one with 15 ac +5 heroic dex +120 hp, a caster should not be wearing the high ac aug if they wanted to be effective. The mitigation boost on the ac is there, but would be outweighed by the cumulative avoidance on the heroics if you made overall aug choices like that. More ac helps, of course, but the obsession with ac some casters/melee have is really unwarranted considering the other options and how ac works. This is coming from one of the most avowed ac around.

    How does this information go into "tanking", in the sense of survivability?

    Putting aside avoidance for now, you can use the rAC values to get an idea of mitigation (average hit) and how that impacts high DI rounds.

    For example. Take some hypothetical situations:

    Type A (add trash group etc)
    Mob DB = 2000
    Mob DI = 500
    Min hit = 2500
    Max hit = 12000

    Type B (named type, raid mob)
    Mob DB = 5000
    Mob DI = 1250
    Min hit = 6250
    Max hit = 30000

    knight in our level of gear here ~2600 rAC
    ranger in our level of gear here ~2000 rAC
    caster in our level of gear here ~1800 rAC

    If a knight is taking an average DI of 5.0, that means the ranger would be taking about a 6.5 DI, and the caster about a 7.2 DI

    So the average hit on these examples are around:

    Type A
    knight 4500
    ranger 5250
    caster 5600

    Type B
    knight 11250
    ranger 13250
    caster 14000

    So a "big round" (DI from quad swing = cumulative value of 60-80 range, no misses) comes out to:

    Type A
    38,000-48,000 damage

    Type B
    95,000-120,000 damage

    For the classes, the chance of a high DI hit on these mobs should be around:

    knight 15%
    ranger 19.5%
    caster 21.5%

    So the probility of a high DI round (again, ignoring avoidance which drops this dramatically):

    knight 5.06% chance
    ranger 14.46% chance
    caster 21.37% chance

    High DI round are what kills people, because it when you get one rounded, or consecutive round kills, etc. So that shows the % chance (on no mob misses) of getting one of those high DI rounds that kills you, and you see the dramatic difference between a tank, a light tank, and a caster.

    So on the raid type mob, the ranger is taking 17.8% more damage than the knight, per hit, but is taking 186% more high DI rounds that kill you.

    Add in avoidance and the actual chance for one of those rounds is a lot lower, but the relative difference remains. So when you're, say, a caster or melee dps, focusing on AC augs for survivability, ultimately its giving you a lot less in real survivability versus what you get in average damage taken per hit, and in a false sense of security.
  2. Abazzagorath Augur

    Note: the aug comparison for casters talking about an aug with +hDex was just a hypothetical example. I should have said +hAgi, since casters don't parry/riposte. Its not a big deal since I think the point gets across, but I forgot to edit that before posting and its too late to edit the OP now.
  3. Abazzagorath Augur

    Note: for clarification for newer players that aren't 100% on tanking vernacular, since we haven't done a lot of serious parsing in years (most of us old guard anyway), for reference:

    DI = damage interval, this is 20 interval integer value that each mob has for damage output
    DB = damage bonus, this is a flat damage added to each hit (this is reduced by +shielding % mod2 on player gear)

    So the damage from an NPC on any single hit is DI(#)+DB. where # is a number between 1 and 20.

    So if a mob has a DI of 500 and a DB of 2000, its min hit is 2500 (or 1800 with max shielding), and its max hit is 12000 (11300 with max shielding).

    The DI multiplier you get is a random function in the game that is seeded by the mob's attack rating and your ac rating (your mitigation ac, not your displayed or total rAC). So the bigger the difference in your ac versus a mob's attack, the lower the average hit is, due to having more hits at the low end of the 1 through 20 DI distribution.
    gcubed likes this.
  4. fransisco Augur

    so how significant a difference would it make for a ranger or caster without any ac augs?
  5. tn_war Journeyman

    Go for the augs tailored to your class for best results. Luckily there are quite a few augs for pretty much every archetype that has good AC on them.
  6. Abazzagorath Augur

    A full set of 35 ac augs in 18 slots would net you like 160 rAC, which in modern raid gear would be a good 7-8% improvement in mitigation (assuming no shield) as a ranger. Of course, even if you go for HP you're going to get a bunch of ac with how augs are today. How many augs would you even have with less than 25 ac?

    So you're really talking about more like 1-2% increase in average dps reduction versus using the highest ac augs you can get, though your survivability would go up more than that if you are dying to damage spikes.

    I think the whole "ac versus hp" debate is dead except among tanks (ac) that want to be at the top of the magelo ranking and other classes that want to do the same (hp). Most people should be using the same augs anyway (as melee in particular), and the real smart aug choices are based off heroics. As a tank, a 25 ac +8 heroic dex aug is much more powerful than a 40 ac vanilla aug. But, its hard for even the most enlightened to pass up using those high ac augs, and with how inflated gear is, its meaningless in the raid game anyway (at least as of VoA), as the difference in equally geared but differentially auged tanks is nearly 0 due to how fast gear has inflated versus augs.
  7. Shang Augur

    Well, I go for a hybrid approach, personally.. As long as the AC aug has hAgi or hDex on it, I'll consider it... But it has to have both. (Both as in AC + hAgi, or AC +hDex)
  8. Abazzagorath Augur

    It would be hard to argue for a non-ac aug at this point, for someone taking melee damage, what with augs being up to 30%+ of the ac of the item but like 5-8% the hp at most. Just more bang for your buck to make sure you're getting ac in every slot, what with the plethora of options that have various heroics on them.
  9. Ishtass Augur

    if you're a monk it's just hAgi now, hDex got nerfed :mad:
    Shang likes this.
  10. Shang Augur

    Aug Bank
    That's the tool I made/use to figure out augs. Don't think I've updated it with my current set, but take it or leave it, heh.
  11. Yinla Ye Ol' Dragon

    What difference does it make if the caster has a 2 hander with staff block?
  12. Shang Augur

    I believe that 2h block is a chance to dodge on a caster. (Correct if wrong, please)

    Dodge is the last check before a hit hits a character.

    So, Shield+Weapon, you lose the following:
    1. Shield - You lose Shield Block, which is a very-early on check.
    2. Shield - You lose the softcap boost to AC the shield gives (equal to the AC on the shield). When shields are around 250 AC at the moment, that's fairly huge.
    I don't have the numbers handy, but you should lose quite a bit of your ability to survive... The questions you have to ask yourself, is if the content you're fighting is:
    1. Hard enough that the Shield/Weapon won't help your survival.
    2. Easy enough that the 2H weapon is irrelevant to your survival.
    3. Am I going to get hit? If yes, Shield. If no, figure out if the 2H dps boost(?) is worth it.
    Sorry for vagueness... Wish I had the data, but haven't done much research since SoF.
  13. Brogett Augur

    How are you working out the average DI figures based on AC? Or what percentage chance there is of each individual DI figure appearing? (Ie the distribution function).
  14. Fyrerock Augur

    Two casters one goes AC and HAgi augs and the second caster goes with mana and hp augs, which caster will have a greater chance at surviving a quad? The last two expansions did not come out with a single caster aug that has HAgi on it, but you can find that heroic on the AC augs. The extra hp's you get on the caster augs, is not going to help you survive a hit, but HAgi augs will and AC augs might.
  15. shiftie Augur

    The object of a silk caster sans chanter is to not get hit, but rather to make the most damage out of their mana. Sure hagi would be nice and is the best aug route for a caster who intends to get hit. But otherwise min maxing mana is their best option outside of a shield aug.

    edit to add: Necros have no real reason to aug for mana, with death bloom it is mostly irrelevant. Auging for HP and hagi is probably better for them.
  16. fransisco Augur

    More mana doesn't do you any good when your dead.
    Its nice to say "avoid getting hit", but everyone does get hit
  17. Trajet D'Or Augur

    A Wiz/Mage raiding current content and geared from that content needs to spend about 100k mana before they go oom. Because a number of the best mana augs are also among the best augs by other standards as well focusing on mana for augs results in about a 1000mana gain.

    So your starting maximum value is 1% of the damage output, which drops to 0% if the fight it too short to spend 100k mana, drops down on longer fights as the mana spent by the player continues to increase, is lower because a number of damage increasing effects are no longer running by the time they spend that 1k mana and lowered because rather than doing nothing absent the 1k mana the player is using more mana efficient spells.

    To dismiss the value of hAgi, HP/hSta or SplDmg or for that matter even AC or SvCor in favor of Mana/hInt completely ignores that Mana/hInt does very little.
  18. shiftie Augur

    who said anything about dismissing them? Obv sdmg is the stat most mage seek out and b/c of recast does less for wiz. For any fight you are describing where burning through mana is NBD all the other stats you just listed sans sdmg is also worthless. For any duration fight they will get more out of Hint/Sdmg.

    If all things equal and everyone is doing their job and you have the luxury of min/maxing to the utmost Hint/sdmg which oddly enough also has mana on it.

    You guys are greatly over complicating this stuff. Hagi/sta should mean nothing to a raid caster in an optimal setting. Sure people are going to get hit, but the likelihood of them surviving getting hit isn't that high to begin with look at the return on ac they get.

    Most people aug for the min/max setting and as such hint/mana/sdmg augs are what they are seeking out.
  19. Trajet D'Or Augur

    So to recap "otherwise min maxing mana is their best option" for silk casters other than Enc, Necros and Mages and for Wizards SplDmg is also useful.

    Nothing complicated, your post was terrible.
  20. shiftie Augur

    the guy asked about hagi vs mana/hp augs. There was no reason to mention sdmg, when I was telling him that auging for defensives as a silk caster was semi pointless. If he had asked about sdmg I would have mentioned it.

    you honestly listed sv corruption as a viable option and you're calling my post bad?