2pc PVP Vindicator set bonus on Juggernaut tank

I've been power leveling my Juggernaut to level 55 so I could explore a problem. Is the 2pc PVP Vindicator set bonus (+8% self-healing every time a Juggernaut uses Intercede, 20 sec cd) better than the 4pc PVE War Leader set bonus (+20% strength to Force Scream's Sonic Barrier, 12 sec cd)?



The answer I found was that yes, the 2pc Vindicator PVP set bonus gives better DTPS - HPS. I am posting this here for review by more scrutinous people, but honestly I think it's pretty intuitive: you're losing 20% of Sonic Barrier's effect and gaining significant healing.



I'm by no means certain that this is correct; I'll address some problems that I see with my own model at the bottom of this post, and I'm open to correction. If this thread exceeds 3 pages, look at my second post in this thread. I may post a table of contents of things that I felt really contributed to the discussion.



To build a model of this problem I first had to understand Sonic Barrier. I concluded that it gives 539 + force bonus * 0.7182 blockage on usage.



Spoiler



I de-equipped my shield offhand, went to Makeb, and found something willing to hit me. This enemy Subteroth was level 54, so that could introduce problems into my model of Force Scream. I also assumed that Sonic Barrier absorbs post-mitigation damage.


Code:


Raw data                               

                               

melee bonus        379.9        361.8        343.7       

force bonus                613.6        595.5        577.4       

healing bonus        421.4        408.8        396.1       

                               

blocked        979        967        954       

                980        966        954       

                979        966        954       

                               

Rewritten data                               

force bonus        blocked                       

independent        dependent                       

x                y                       

613.6        980                       

595.5        967                       

577.4        954                       

                               

no shield offhand; no need to correct for shield/abs                               

assume post-mitigation damage; no need to correct for damage reduction from armor                               

crushing blow was not up; no need to correct for damage reduction                               

test: see if bonus is still predicted with the +3% from crushing blow                               

                               

c = (y2-y1)/(x2-x1)                        c               

(980-967)/(613.6-595.5)                0.7182320442               

(980-954)/(613.6-577.4)                0.7182320442               

(967-954)/(595.5-577.4)                0.7182320442               

                               

If 980 = 0.7182*613.6 + b                               

b =        539.31248                       

                               

general equation 'blocked damage = b + c*force bonus damage'

                                predicted                actual

539 + 0.72*613.6                980.792                980

539 + 0.72*595.5                967.76                966

539 + 0.72*577.4                954.728                954


So using the equation 'blocked damage = 539 + 0.7182*force bonus damage' seemed to work quite well for these values. Hopefully others can corroborate.






After collecting data for Sonic Barrier's behavior, I calculated my expected damage from a boss who does 4500 pre-mitigation melee kinetic damage per second. In all my calculations I calculated my mitigation pool, rounded it down to the nearest hundred, applied KBN's advised distribution, then dumped any remaining points into defense. I assumed a 25 sec effective cooldown on Intercede and a 13 sec effective cooldown on Force Scream.



Results:
  • Standard model had 1243 DTPS - HPS. This model is one where intercede is not used, Force Scream has its 20% absorption bonus, all gear is mitigation-heavy, and all armorings are level 72. EDIT: Image is slightly incorrect. I forgot to actually apply the 20% absorption bonus to Scream. Revised Scream HPS is 109.92 and revised DTPS - HPS is 1243.07

  • Taking only the 2pc Vindicator set bonus gave 1185 DTPS - HPS. The only difference between this gear loadout and the previous/standard one is two level 72 tank armorings were replaced with level 63 Vindicator armorings, and their resulting changes to armor, strength, endurance, Sonic Barrier absorption, and Intercede's HPS were applied.

  • Taking the 2pc Vindicator set bonus and changing 5 high-mitigation mods for high-endurance mods gave 1186 DTPS - HPS. I examined the results of exchanging tier 31 mitigation-heavy mods (69 str, 52 end, 57 def/abs) for endurance-heavy mods (57 str, 74 end, 46 def/abs) and as we can see, the resulting DTPS was almost identical to that gotten with a similar but mitigation-heavy loadout

  • Encouraged by the near-identical performance of endurance mods, I examined the outcome when replacing all mitigation augments with endurance augments and keeping 5 endurance mods. The result was not promising: Stacking endurance gave 1229.10 DTPS - HPS

  • And finally... remember how Assassins benefit the most from increased endurance and Juggernauts benefit the most from increased power? I simulated the results of applying 14 power augs in addition to wearing 5 endurance mods and found that I'd take 1232 DTPS - HPS



Problems and notes:



Spoiler

  • This one really bothered me: my endurance values seemed consistently low. Is a full 72 tank really supposed to have ~32k hp? Am I missing some endurance? If I misplaced some endurance points, this would upweight Intercede's value.

  • I collected my Sonic Barrier data from a level 54 enemy and used Torparse to track how much damage I absorbed. If there is a systematic problem with this procedure, it'll affect my model. Hopefully other readers can corroborate the model 539 + 0.7182*force bonus damage.

  • The assumption of a boss who only uses a 4500 DPS melee kinetic attack is unrealistic. Following approval by the community I'd expand my model to include Force/Tech damage and Internal/Elemental damage. However, let's remember that internal/elemental damage tends to be handled better by self-healing and absorption, so a revised model could potentially make Intercede's usage even better.

  • As I noted, I had to round my mitigation pools down to the nearest hundred, look up the Juggernaut ideal distribution by KBN, and then dump my remaining mitigation points into defense rating. In some cases I had to dump 40 or even 80 points into defense, and though we were dealing with melee kinetic damage only, there's no guarantee that dumping them into defense approached the optimum solution for that mitigation pool. Differences of 1 DTPS or 3 DTPS, as seen, shouldn't be taken to indicate a slightly better gear setup because a bad DSA distribution could negatively impact the gear loadout.

  • Crushing Blow's 3% Damage Reduction was assumed to be additive with other damage reduction, not multiplicative. I am pretty sure I've seen it displayed in my damage reduction bonus in combat, but I haven't explicitly verified its effect. I also did assume a 5% acc debuff from Smash was up, but not a multiplicative 5% damage reduction from Marauders/Powertech tanks/Assassin tanks. Also, I'm pretty sure that the armor rating formula that was discerned by KBN is different from the one that Bioware is actually using. We might have innate armor rating not tied to any gear or something. It's a difference of a few hairs.

  • I tried to be adversarial in my regard for intercede; though its cd is 20 sec, I assumed it would be used every 25 sec, while I assumed that scream would be used every 13 sec though its cd is 12 sec. I also assumed that PVP armorings would be inserted into 1030 slots (head, chest, legs), which is a greater decrease in armor rating than if the pvp armorings were put in gloves or boots. I also assumed that level 63 armorings would be used, rather than level 65. If all of these things were rectified, they would make Intercede even better.

  • In some fights it may be difficult to use Intercede on near-cooldown; your other tank might find it annoying, your melee might not like the boss twitching, and you might turn a boss cleave onto them.

  • I am not very experienced with Jugg tanking, but for now I'm not willing to even concede that <Intercede, Charge> is an overall DPS loss compared to <Saber strike, Saber strike>. Both consume 2 GCDs but Charge should give 5 rage (right?) compared to double saber strike's 2 rage. Let's also remember that Intercede actually gives 20% damage reduction for 6 seconds... probably multiplicative. That's not bad at all.

  • My Jugg just hit 55, so I haven't actually raided with it yet. One I approach full 72 I'd be able to see how useful the value of Intercede is. For the next 2 or 3 weeks all I'll be able to see is that my DTPS - HPS is going down because I'm gearing up.


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