Defensive stats

Defense

The Defense stat suffers similar to Hit Points from relative increase, that means the more defense you add the less mitigation you get out of it. Maximum defense gives 1/1.9 ~ 0.52 damage reduction. Its reduction ratio is similar to the increased damage from power ratio.

Next to Defense and HP, all other stats are kind of situational. Awareness works only against Combat Advantage, Critical Avoidance counters Critical strikes and Deflect Severity works on the Deflect chance basis.

Awareness

The Awareness stat formula works the other way around (reverse relative increase). It counters the enemies Combat Advantage multiplier:

DMG(1+CombatAdvantageEnemyAwareness)DMG*(1+Combat Advantage_{Enemy} - Awareness)

Thus its biggest mitigation per point ratio is given when adding the last few percent! Awareness is a tricky stat considering its use cases. Awareness is great for boss fights as bosses have 100% Combat Advantage uptime. It may fall behind on anything else except really large pulls of trash mob groups. Awareness is not calculated for AEHP increase as no Combat Advantage Uptime is considered! Maybe one is added later on! (Probably not)

Critical Avoidance

The Critical Avoidance stat works similar to Awareness. Its biggest mitigation per point ratio is given when adding the last few percent!

Critical Chance of Enemies is usually 50%. Thus the AEHP increase can be calculated:

As one can see here, the curve is stretched to twice its length and cutted in half because of the cap (1.45 of 1.9) and reaches only 0.5% as maximum. Thus every % is only half worth.

Deflect and Deflect Severity

Deflect and Deflect Severity affect each other and can only be viewed together. Increasing one of them when the other one is low, gives low return on investment. The other way around: increasing one of them when the other one is high, gives high return on investment. Deflect and Deflect Severity are only used in the AEHP formula. Thus it is safe to follow the remaining insights on the Deflect part in the AEHP formula. Let’s recap the Deflect part:

[..]/(1Deflect+Deflect/(1+DeflectSeverity))[..][..]/(1-Deflect+Deflect / (1+Deflect Severity))[..]

From math, we know that the biggest return on minimal investment for variables that are equally multiplied with each other is, when both variables have similar values (e.g. 70%-70% or 80%-80%). However, this is unfortunately not the case here! From the formula above, we expect that Deflect is slightly more worth and we see indeed in the graphic above that Deflect is worth more for survivability than Deflect Severity!

The graphic is straightforward to use. If your toons Deflect and Deflect Severity tuple is part of the green area, then investment into Deflect Severity gives more AEHP (both metrics). If your toons Deflect and Deflect Severity tuple is part of the white area, then investment into Deflect gives more AEHP.

If we follow the optimal stat distribution that the break even line shows us, then we can calculate the gained survivability from Deflect and Deflect Severity for a limited amount of stats to share. Note that Deflect and Deflect Severity cap at 90%, thus the graphic above uses 180% (x-axis) as the maximum amount of resources.

One can see that the maximum AEHP multiplier one could get for maxing Deflect and Deflect Severity is around 1.7431. Before moving on, let’s take a short look on the following graphic:

If we follow the optimal stat distribution again that the break even line shows us, then we can identify a certain hick-up in the gained survivability curve, that was barely visible in the graphic before. At around 147% Stats distributed, the optimal Deflect - Deflect Severity distribution is 90% Deflect and 58% Deflect Severity. Deflect has hit the hard cap! From that point on, one can only increase Deflect Severity and thus the 'relative increase' on Deflect Severity will slowly lower the gained survivability percentage-wise the higher Deflect Severity gets!

These insights are needed for discussing the defensive stat priorities.

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