Tanking Stats - Suggestion

Olebenny

Shield Bearer
Hello,

I wanted to put forth a suggestion to tweak stats when the expac comes along. There's no denying that the current system does work, and works just fine at that. So when resources are limited I get why it is not a high priority, but I still want to put this out there in case theres some time for adjustments like when the expac rolls around this fall.

In its current iteration, tanking classes are the most boring to gear and don't utilize the plethora of stats unique to tanking in the slightet bit. SSG seems to keep trying to force us to the other stats but there is no denying it simply keeps failing. Vitality essences didn't exist at the start of lvl 140 and people just wore lvl 130 vits instead. The supplemental vitalities here at 150 are being stacked on tanks without so much as a parting thought given to ich/crit defense/avoidances.

To be honest, this was perfectly fine since group instances were all about super high hitting spike damage that could not be avoided in order to threaten tanks. But Depths has done an amazing job giving us fights that are extremely threatening to tanks (b1/b2) but still are able to have attacks avoided and with regularly occurring critical hits from enemies to chip into our crit defense. If this trend continues (which I realllllllly hope it does, this has been so much fun) it would be great to reasonably build up our other stats.

Avoidances
I think the issue with avoidances is that there are 3 caps for them and instance mobs can penetrate some of our avoidance ratings. There is simply too many stats to try and get for too little reward. There is no way you can cap all 3 avoidances. I get that there may not be an intention to cap avoidances, but you can't even cap 1 of them. There is no denying that these stats have been out of whack for going on 8years. The 168k T3 stat cap per avoidance is so far out of reach. Thats ~510k stats to cap avoidances as a whole.

To start, 3 essences, 1 for each avoidance, is just too much. There are not enough essence slots to go around to try and work on all 3 avoidances. I think it is time to scrap the 3 essences and replace them with 2.
- Essence of Block. Grants a large amount of block rating but also grants a modest amount of parry and evasion
- Essence of Parry. Grants a large amount of parry rating but also grants a modest amount of block and evasion
Can keep the uniqueness of the avoidances this way and classes can play into their stats how they want still. I might want the block essence on my guard because of our block chain, but when i get closer to cap, I could swap to the parry essence instead.

Just combining them is no where near enough, it would be wasted efforts to do so without also increasing the values given. If you want to look at it from a ratio stand point
- Mastery essences give 1.06% of the stat cap
- Crit essences give 1.36% of the stat cap
Under this logic, an avoidance essence should give somewhere in the ballpark of 6.3k ratings. This would end up with a block essence looking something like
- 3k block,
- 1.6k parry and evasion
Which is still an increase of 46% from the current 4.3k rating 1 essence gives us. But I think this is the wrong way to do it, I just wanted to show case this to show how INSANELY UNDERPOWERED avoidance essences are

I think the better comparison to give is to utilize a stat that is hard to get from base stats. The issue with comparing avoidances to mastery/crit is how much of those stats come from base stats, especially mastery. I would instead look at finesse. It is a stat that is harder to come by via base stats and it has a cap that you don't necessarily try to reach, which is where I would suspect avoidances would ultimately fall, not a stat you want to full cap, but something to pump a little bit of resource into.
- Finesse essence give 2.72% of the stat cap
So under that #, an avoidance essence would provide somewhere in the ballpark of 13.8k avoidances. This would end up with a block essence looking something like
- 7k block
- 3.4k parry and evasion
Now we are getting somewhere. This is getting closer to an essence I would slot instead of supplemental vitalities. But only closer in the literal sense...

The last part of this equation is weighing how valuable the stats are. Avoidances are chance, while morale is constant. Depths has done a great job on utilizing our avoidances thoroughly (please please please continue this trend), but at the end of the day they are rng. It sounds crazy, but even with 13.8k avoidances granting you ~1.8% avoidances, its hard to pass up on a guaranteed 1400 morale from a supplemental vitality.

With that in mind we start getting into the "feels" section of where they should stand. I think the finesse comparison is a good place to start with where avoidances should be buffed all around, that being a 320% rating boost. But even after that I'm not sure I would slot an avoidance essence.

To me I think my theoretical threshold for where I would be willing to slot an avoidance essence instead of a supplemental vit is a bit higher than the finesse comparison, somewhere around 2.5% of avoidances being granted which would be roughly around 23k ratings from an essence. This would mean for my theoretical block essence we would get around 11k block and 5.5k parry and evasion. This would be a 530% increase from what current essence values give us

Furthermore, there are often tanking jobs given to certain classes that may not benefit as much from avoidances. Yes you can avoid the attacks from Umshura and the Sturdy Tentacles, but your cappy tank that has their aggro probably, even with a 530% increase, would still not slot avoidances. The attacks are spaced out enough and hit hard enough with scream buffs that reliability from more morale is a lot stronger. So there is an argument to be made for them to be even higher to accommodate all tanks desiring. I personally will not extend my argument up to those numbers, I think my ICH points below are more fitting for those roles, but the argument does exist that 530% is still not good enough.

Partial Avoidances
And the last last thing to consider for why such a large boost to our ratings would be needed is the even higher partial avoidance cap. That is 288k per avoidance, 864k between the 3 of them. I absolutely am not advocating for us to reach that cap, dps'ers don't come close to their crit magnitude cap, but it sure would be nice for us to reasonably tap into those stats by feasibly capping maybe 1 or 2 of our avoidances regular rating...

Incoming Healing
Incoming healing is in a similar spot to avoidances, but nowhere near as extreme. They are at the same point, ratio wise, as finesse with the same stat cap. But it just does not feel good to slot them. Right now 3 essences gives me 2% ich, which isn't terrible, but is it worth losing 4.2k base morale? That morale gets put to a lot more use when its all buffed up from motivate/store tome/hope tome/duty bound. This plays back into the point in the avoidances section about straight morale always being constant. Heals will go up and down and could be low at the wrong point which will not fully utilize that ICH increase, but morale is always a constant stat when tanking.

So at the end of the day it does just feel bad despite being on similar ratios as other essences. I wear a few of them but I really have been considering swapping them out. On a purely feeling basis, I would like to see these be about 50% more valuable stat wise on essences and gear and I believe I would comfortably keep what I have slotted, and even consider swapping out some supplemental vits for more if I am not at cap.

Critical Defense
Crit defense is even more weird and less important in my eyes. I'm not sure I would ever slot a crit defense essences over supplemental vit/ich/avoidances even in their current iterations. More so I think these could go for a boost in general and it wouldn't hurt to see them on gear a little more IF and only IF they got a boost. Right now I have 36k which is only ~20% of the cap and half of it is from my shield alone which has simply always had crit d on it. I don't know where exactly, maybe a 50% boost like my ICH suggestion and then its okay to put it on tanking gear a little more often.

Base Stats
I do like how base stats function in 95% of situations. The variety of stats that base stats give and how your "non-main" base stats still give good bonuses allowing a little flexibility in how you gear. All good! I think might/agi/will are pretty much set for dps and healers. Tanks though...

Vitality
Vit as it stands gives the exact same stats for every class. I wish it would give something extra for the tanking classes though. It doesn't need to be as extreme as the days where dps got 3pts of morale while tanks got 4 or 5, but something. Personally I think some incoming healing would be perfect to accomplish this. ICH cap is 150k, I already wear more ICH than other tanks and am sitting around 66k ich. If Vit gave 1 point of ICH, my 52k vit would jump ICH up to 118k which is a pretty ideal spot to be in with relation to the cap for a maxed geared tank. Do this for bear/warden/champ/cappy/guard/brawler. And I also do not think it would make these classes in their dps role too op. They already are melee classes normally getting chipped with aoe's and I think it could synergize well with their literal physical placement close to danger in fights.

Avoidances from Might/Agi/Will
On a guard, you get 1block, 2parry from might and 1parry from agility. On my guard I have 23k might and 3.5k agi. That gives me just about nothing for avoidances in the grand scheme of thing. When T3 cap for avoidances is 170k each, 510k total, gaining 72k from my base stats is quite abysmal. I wear will essences on my guard for the finesse and higher mits, but even if I swapped all (5) of them out for might essences, I would only gain 21k more avoidances, which is still next to nothing.

I would greatly increase the contributions that might/agi give for avoidances. On guard I would find it ideal if might gave 3block, 2parry, 1evasion and agility gave 3parry, 2evasion, 1block. In this situation, if that was the case, I on my guard would get 138k avoidances from might and 21k from agility. ~160k into the 510k gap is much more reasonable to gain from base stats alone in my opinion.

Where would all these changes put me?
I have a pretty much 100% maxed guardian. If the base stat changes and 530% rating boosts were applied right now I would have the following
-91k block from ratings, 69k from might, 3.5k from agility = 163k block
-60k parry from ratings, 46k from might, 10k from agility = 116k parry
-28k evasion from ratings, 23k from might, 7k from agility = 58k evasion

If the base stat changes and 50% rating boosts were applied for ICH right now I would have the following
-99k ich from ratings, 52k from vitality = 151k

These #'s look amazing to me. I have gotten the ICH jewellery (rings, bracelet, gold Depths cloak) and I even have a few essences slotted. So to be right at cap with all that + traceries is right on the money in my opinion.

Capping block as a guard from base stats/ratings alone is what I have wanted for a long time. That is from my memory how stats would play out for Guard when I first got into end game content at lvl 105. Then I would slot some theoretical parry essences in this manner to bring it and my evasion up BUT the block from that would be able to feed into the partial avoidance cap. I genuinely would slot 5 of my suggested parry essences right now if these changes were made. Get parry up to cap, be a little over on block which is fine because of partial avoidances, and have a bit of evasion to boot

And again, keep in my mind that my guard is maxed. I have literally no improvements left to make other than some ilvl's here and there.

Conclusion
I hope this shows just how bad avoidances are right now. They have not been updated in forever and in turn have not been sought after in forever. Our avoidance caps got lowered to 13% a long time ago in order to, I assume, lessen how strong they could be if fully maxed, but now we can't even consider reaching that cap. A 5%, 10%, 50%, 100% increase in essence/rating value will NOT see them being slotted in a serious manner. They without a doubt need a boost of several magnitudes. My 530% boost I ultimately suggested for essences is not an exaggeration, I seriously would need them to be that much stronger for me to consider slotting them at all.

I have 7 supplemental vitalities slotted and I am normally pretty stubborn about slotting these things. And I got the 3 ICH essences slotted I might swap out for more supplemental vits. I don't want to slot these boring essences D: please buff the other tanking stats so I can wear more interesting gear

Cheers, I really hope we can see these old stats brought back to fruition with our next instance cluster​
 
Last edited:

Olebenny

Shield Bearer
Hello, I have returned with some #'s

I ran a T4 Depths yesterday and want to run through how the current avoidance ratings would actually impact your tanking. Keep in mind that I solo tank B1 so my tps might a bit higher than yours if you are running the more common 2 tank strat.


There is a lot of ground work to lay here, so lets get to work on that.

We ultimately had 985 attacks targeted at us. That is the "Hits" added with the "Full Avoids".
  • 14 of these were devs averaging 30,974 = 433,636 damage
  • 58 were crits averaging 34,250 = 1,986,500 damage
  • 913 were normal averaging 20,214 = 18,455,382 damage

I think crits/devs will mess with the #'s a bit so I want to just focus on the normal hits. Now an important part of Combat Analysis (CA) is that it factors the avoided attacks that ultimately did 0 damage into the average for that hit. So we need to work backwards a little bit to figure out exactly how much damage every landed attack did on average.

So 36.3% of the 913 normal hits were fully avoided. That is 331 of the attacks.

In combat with ward tactics running I end up with 9.9% partial parry mitigations. That is my highest partial mits I get between the 3 so to be safe I am going to assume that every partially avoided attack was a partial parry using that 9.9% extra mitigations.

So 14.8% of the 913 normal hits were partially avoided. That is 135 of the attacks.

So now to calculate what the average damage dealt, I need to ratio out the 9.9% mitigation bonus. Since we are looking at calculating the average between 582 full/partial hits, you can see that 135 is 22.96% of the attacks we want to distribute the damage out to. Since we want to increase damage that is being distributed by 9.9% to compensate for those mits, then we multiply .2296 * .099 = .02296 or 2.296% and increase the amount by that much.

So we multiply 18,455,382 * 1.0296 = 19,001,661 and then divide that by the 582 attacks that actually landed us with = 32,648

So now we have it. 32,648 is our average damage actually received by an attack that does not get fully avoided

I have to acknowledge that not every attack is avoidable. Having more attacks in our calculation to avoid will make avoidances more potent. If I were to meticulously go through and remove the acid bleeds from Aza, Jugglery bleeds from the burg, firepot from Ephal then we would have a statistically relevant amount of attacks removed from the calculation. We will leave their attack counters in and try and give an avoidance essence as much of an advantage as we can to avoid as many attacks as possible.

So with that out of the way, what does an avoidance essence actually give us?

1 seafarers avoidance essence at the bottom of diminishing curves grants us the following
  • .5% full avoid chance
  • .55% partial avoid chance
  • .8% partial avoid mits
Please keep in mind that this is only for 1 of the avoidances since that is how current avoidance essences are designed. There are 3 avoidance caps to work on, kappa

Also please keep in mind that I am giving an avoidance essence the best chance possible here by using the bottom of diminishing curves. If you were unaware, stats in lotro grant you less of a realized bonus the higher you get in rating because of diminishing returns. The avoidance cap is 13%, so granting .5% avoidance an essence (which is already really bad) would take 26 essences to cap, right? Wrong. The cap is 150k for T1 so at 4297 rating on current essences, it would take 35 essences to cap 1 avoidance

I already touched enough on how bad the ratings are when looking at it from an available essence slot and stat cap perspective in the og post, lets get back to #'s.

So how much would slotting 1 essence impact the T4 B1 fight I posted?

Full avoid
You would fully avoid .5% more of the 913 attacks. Which is only 4.5 attacks, but lets round up to 5
5 * 32,648 = 163,240 less damage. Over the span of a 586s long fight that is 278 less damage per second

Partial Avoid
You would partially avoid .55% more of the 913 attacks. Which ends up at 4.5 again rounding up to 5
5 * 32,648 = 163,240 damage that would be reduced by 10.7% (using the 9.9 we have been using and the increased mits from the essence)
163,240 * .107 = 17,466 less damage. Over the span of a 586s long fight that is 29 less damage per second.

So combined, we are looking at 307 less damage per second on the tank in perhaps the best case scenario with favourable rounding.

I would increase this a little more for the 135 attacks that are doing .8% less damage from the already existing partially avoided attacks
135 * 32648 = 4,407,480 damage that would be reduced a further .8% = 35,259 less damage over 586s meaning another 60 less dps. Bringing our grand total to 367 less dps in this fight

Our original calculation based off of the 18,455,382 not-crit hits would end up with 31,494 dps on the tank over the span of a 586s long fight. Reducing that tps # by 367 results in a slightly more than 1% damage reduction.

A supplemental vitality on the other hands grants 1368 morale. That can be increase by 5% from hope token, 5% from store buff, 10% from motivate, and 5% from duty bound ending up at 1710. Plus some tanks have a trait/class buff that further increases their morale by a % that would make them even more potent. If we have a tank around 350k morale before slotting a supplemental vit, then that is an increase of .5%.

So what would you want, a possible ~1% damage reduction that is being given the absolute best chance possible?
  • Damage is spikey, a lot of times the death of a tank happens fast after a big hit or 2 slips by through avoidances/cooldowns. It is not a steady decline over the span of double digit seconds.
    • Especially later on in a fight like B1 where the increased damage on mobs from howl buffs magnifies this issue
  • B1 is giving avoidances one hell of a leg up as being one of the best avoidance utilizing fights I have seen in years. Which is good! But how often will we get a fight like this?
  • Throwing in non-avoidable attacks into our equation to give an avoidance essence a chance to avoid more attacks in our scenario
  • Using bottom of the diminishing curve #'s
Or a .5% increase in morale that is always there and will in turn boost % based heals such as revealing/noble mark, Thrill of Danger, block heals, shield heals, Brawler raid set healing and Beorn mark?

Conclusion
I honestly had way lower expectations when I went into this. But I also can not stress enough how much the above scenarios give an avoidance essence the best chance possible to be worth it. The diminishing returns will be brutal as you get up there, fights like B3 have but a fraction of avoidable attacks as B1 does in the same time frame, and even for B1 I used non-avoidable attacks in the calculation. Also do not discount the % based healing scattered amongst classes.

I think seeing these #'s I am still set on a 500%+ increase to ratings with tweaks to base stats. I only have 14 essence slots to work with after mitigations on my guard and I would very much like ICH to occupy a few of those slots and it would be nice to reasonably use the remaining 10 or so for finesse and avoidances. It just is not worth using such few essences for avoidances when they maybe will provide a marginally better bonus than a supplemental vitality. At the end of the day, avoidances have a cap for a reason right? Lets put it to use and actually be able to hit 1 or 2 of those caps and finally remove boring morale stacking from tank builds.

I am almost certainly going to have messed something up in my #'s above no matter how many times I proof read it. Let me know if I did.
Cheers
 
Last edited:

Olebenny

Shield Bearer
Hello, back with another post outlining some avoidance changes that could help to revigorate the tanking stats. As I keep coming across points to bring up I'll just expand this thread more so its all nice and collected in one spot.

Traceries
This one will be shorter and more direct. First off, the tracery loot tables could use a clean up in general, getting rid of redundant and unequivocally pointless traceries (I'm looking at you Empowered Destruction). But I want to just talk about the Word of Power and Word of Craft traceries related to avoidances and what it would take for me to genuinely consider slotting them.


Bruh. There are 9 WoP's for avoidances and 6 WoC's for avoidances. Why? This should be trimmed down to 3 WoP's and 1 WoC

Word of Powers
Right now, when it comes to tanking WoP's, these are only fighting for a spot against the AOE tracery. Which is great, I think it is in a situation where if you do not need the aoe, like in Depths, you could ditch that tracery for an avoidance tracery. Its great! It might change some level caps or instance clusters just depending on what we get inside the dungeons. Like for Castle Crashers/Gwathernost in general, I would want the AOE tracery, but here in Depths I would swap that out for an avoidance tracery. Issue is they are all just... bad.

What would it take for me to actually make that leap from using the AOE tracery to using an avoidance tracery? It's quite simple, just combine them! That's it! Have a WoP for Block chance, Partial Block chance, and Partial Block Mitigations. Take these values, as they currently are, and mash them onto 1 tracery for all 3 avoidances. Perfect! I would swap out my AOE tracery right now for one of those if they were combined. But as it stands, the full avoidance tracery is the best and I simply am not giving up my quality of life on trash pulls for a measly 2.2% block and nothing else...

Word of Crafts
Come on, what is this? Why are they literally the exact same? It would be great if we can get the LI system, which I am actually quite a fan of, simply cleaned up a little bit...

Anyways, right now avoidance WoC's are up against the Umbari Crafts that grant perceived threat and critical defense, as well as the Incoming Healing WoC's. Once you upgrade your heraldries to the Umbari version with the phys mit set bonus, you kinda free up those 2 WoC slots to be the special Umbari Crafts or the Perfect Recovery crafts. It would be awesome to get the avoidance crafts tossed into the mix as well.

What would it take for me to actually slot the avoidance essences? Well, sticking with the theme of my post, I really think they should be combined into 1 craft that provides an equal amount of all 3 avoidances. It may seem crazy trimming 6 crafts down to just 1, but its really only trimming 3 because they are identical to the other 3 x.x Doing this change would still require an increase in the raw rating given as we have thoroughly established how badly avoidance raw ratings are right now

If they were combined into 1 with an ample raw rating boost it would enter the realm of "maybe" for me, becoming really fight dependent. And if I could use the shot of raw ratings to make some hefty gains on my caps I would probably make this choice right now for Depths. Probably...

What they really need to become real contenders, and the upgrade I can't wait to get when I finish upgrading to Umbari Heraldries, is a set bonus! Again, it would be ideal to have them grant a % boost to all 3 avoidances, something like .5%-1% of each avoidance and I would absolutely put them in right now over my Umbari Crafts I currently use.

Conclusion
At the end of the day, changes along the lines of what I listed out above is probably more likely to be included in an update focused on cleaning up the LI system and its tracery loot table (which is needed, please) but I wanted to continue this thread to discuss this issue at it relates to avoidances specifically.

A tanking stats update would be highly appreciated​
 

Gunhard

Well-known member
i agree that avoidance, ihr and crit defence essences should be buffed. merging avoidance would be also nice. since there are not so many slots and they completely lose to mitigations and universal morale. especially since last can be boosted by 20%+ even without class traits. same goes for virtues btw. after researching numbers i came to conlcusion that all major vitality/morale defensive virtues are the best for any class prob, not only tanks. coz you can cap mastery and crit easily with current teal instance gear on current level cap. and if you take raw numbers then you only need 3.5 tactical essences to hit the number virtue gives. while to reach the same morale as virtue you need almost 7. as a solution morale numbers from virtues might be decreased. and if you'll add 20% morale boost on top and it become look even better. thats why even passives morale boost you get from virtues are meaningful if capped.

also thats why elves with their -2700 morale on current cap look bad, while most other classes have 7-9k morale boost from class traits/passives. men have 5% incoming healing which offsets this morale boost at some degree since you need to slot like 5 ihr essences to compensate if go from 0, while in reality even more since on many classes it wont be 0 as base from legendaries.

im questioning alone that -stat thing in 2025 already, while many other classes had -bonuses like in old diablo 1 removed. especially class passives which if have -stat then can be boosted by trait. i get the idea of premium classes, which stats wise are almost always better now. on the one side ppl will buy them, on the other we will have more those races in the game. but why punishing elves? if you are about minmaxing there is no way you would take elf over any other races unless you want to play hunter. since +%weapon damage comes on top of every other buffs in the game. so its straight +5% buff to dps. should we create buff elves petition maybe? :)

i dont want morale buff from vitality for tanks, they already have their +% morale from tanking trait lines and its enough. all have decent selfheals, no need to push it further. since its straight forward buff it should be reviewed as part of overall game balance and tanks are fine on high tier content atm. making avoidances useful again was a good change. overall some good work already was done what is nice. looking on those 1mil morale cappy tanks and how they take all tank spots in high tier raids on 130 cap was awful.
 

Gunhard

Well-known member
talking about pointless essences. dont forget about Sea-farer's Supplemental Essence of Fate existence, not only Essence of Fate 😄 those essences can be pretty much removed at all
 
Top