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Posted

I wanted to get a feel for the difference is various armor sets and how they varied by archetype.  So I did what any self-respecting nerd would do, and made a spreadsheet:

 

cohArmorArchetypes_SS.png.e9bb79ea807a7a50d81c28d4e932fe1b.png

 

Notes

  1. Table is a simplified overview, with most values taken from Mids Reborn.
  2. Most armor magnitudes are of the first toggle power, generally provide smash/lethal or melee protection.  You cannot judge a full set by the one value displayed.  For example, Ice Armor may look weak, but it offers other damage mitigation, such as slowing the recharge of nearby foes, reducing incoming damage.
  3. The Regeneration line shows the value reported by Mids for Fast Healing.
  4. Hit Point values for each archetype were gathered from within the Galaxy City tutorial.
  5. Stalker protection set has to fit in Hide, so adjustments are made to values of other powers.
  6. The primary difference between Brute, Scrapper, and Stalker protection values appears to be max hit points.
  7. Epic archetypes are not included because their protections are outside the main power sets shown.

 

I understand why tanks do not have Ninjitsu and Regeneration.  But is Energy Aura so awesome it would become unbalanced if a tank had it?

 

If you want a copy of the spreadsheet, you can get one at

* https://docs.google.com/spreadsheets/d/1a7EnxZKAx2X4R6kxEOVedfDOSU_ElukuPcSNL810Ahs/edit?usp=sharing

 

-- Rock

Posted (edited)
3 hours ago, cohRock said:

 

I understand why tanks do not have Ninjitsu and Regeneration.  But is Energy Aura so awesome it would become unbalanced if a tank had it?

Snipped for brevity. I did some theory crafting of what a tanker with EA could probably achieve in a scrapper thread about energy aura. I think energy aura would indeed be awesome on tanks. 
 

However, SR has already been given to tanks, and is downright insane on tankers.  I’m not sure they want to give another potentially insane set to tankers haha. I think SR would still top it. Though energize would be really nice to have. 

Edited by Saikochoro
Posted (edited)
2 hours ago, SuperPlyx said:

Maybe the answer is obvious but I can't figure it out.What do these numbers represent?

Not necessarily obvious, but described in Note 2:

 

2. Most armor magnitudes are of the first toggle power, generally provide smash/lethal or melee protection. 

 

So for Bio Armor it would be 25% resistance to Smash/Lethal from Hardened Carapace.  For Fiery Aura it wold be 30% resist from Fire shield, etc.   These values are the unslotted base values.  I was more interested in the comparisons between sets than a full breakdown.  That would have been a much larger spreadsheet.

Edited by cohRock

-- Rock

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