Hey all, I jumped on the PTS and obtained information on the new Riftstalker Mechanics.
For details on the math calculations below, refer to the new section 1.17 added to my compendium.
Link to this post:
New Stats Analysis
Below are the results I estimated from testing them on the PTS. If anyone can confirm the accuracy of these values it would be appreciated.
1 Dext = Aprox +0.04875% chance to deflect (regardless of current dext)
(The value is somewhere between 0.045% and 0.05%, Im going to assume 0.04875% for now)
Chance to Deflect does not have diminish returns until 45%
1 Dext = Approx +0.04875% Mitigated damage from Deflect when having between
500-600 Dext due to Diminish returns mitigated by Deflect.
1 Dext = Approx +0.03875% Mitigated damage from Deflect when having between
600-700 Dext due to Diminish returns mitigated by Deflect.
Stats summary
Deflected amount = Dexterity / ( Dexterity + 721 )
I tested this with my stats and it is indeed accurate with the numbers I obtained below
Every 1 point of dext between 500-600 Dext will grant approx +0.04875% extra mitigated
damage from Deflect. The chance to deflect is not impacted by DR (Stays @ +0.04875%)
Every 1 point of dext between 600-700 dext will grant approx +0.03875% extra mitigated
damage from Deflect. The chance to deflect is not impacted by DR (Stays @ +0.04875%)
51 RS / 8 BD / 7 Ranger Spec
With similar Tanking gear
Block vs Deflect with current 1.6 changes
Cleric has 67% chance to block for 59% physical damage
Warrior has 71% chance to block for about 50% physical damage
Rogue with my stats has 25.63% chance to deflect for 42.27% physical damage
Rogue tanks take 54% more physical damage than warrior tanks with current 1.6 Changes (This was > 80% in 1.5)
Rogue tanks take 40% more physical damage than cleric tanks with current 1.6 Changes (This was > 67% in 1.5)
Rogue tanks have the worst combined dodge / parry being 2% behind warriors 6% behind clerics.
41 RS / 17 BD / 8 Ranger Spec
When comparing with 51 RS / 8 BD / 7 Ranger
Gains:
15% more base dext which provides an extra +3.54% chance to deflect rift runecra, +3.19% Deflect Mitigated damage, + 1.73% dodge with my stats
2% more Mitigation from 3/3 in Bolster
10% Mitigation from Turn the tides when it is activated
Some BD Openers / Finishers
Another interrupt
Losses:
784 health
Scatter of the shadows
Physical Wellness
Planar Attraction
5% absorption from Rift Guard
15% crit from Ruthless Staker after planar shifting
Block vs Deflect with current 1.6 changes
Clerics = 67% chance to block for 59% physical damage
Warrior = 71% chance to block for 50% physical damage
Rogue with my stats = 29.17% chance to deflect for 45.46% physical damage
With Similar Tanking Gear & Assuming Turning the tides is up 50% of the time
Rogue tanks take 50% more physical damage than warrior tanks with current 1.6 Changes
Rogue tanks take 36% more physical damage than cleric tanks with current 1.6 Changes
Rogue tanks have the worst combined dodge / parry being 0.5% behind warriors and 4.5% behind clerics
44 RS / 17 BD / 5 Sabo Spec (Maximum Dext)
When comparing with 51 RS / 8 BD / 7 Ranger
Gains:
30% more base dext which provides an extra +7.09% chance to deflect,Comments 1,606. +6.05% Deflect Mitigated damage, + 3.46% dodge with my stats
10% Mitigation from Turn the tides when it is activated
Some BD Openers / Finishers (Nothing too amazing)
Another interrupt
Sab Adhesive Bomb
Losses:
1544 health
Scatter of the shadows
Physical Wellness
4% Mitigation from Bolster
3.5% absorption from Rift Guard
Block vs Deflect with current 1.6 changes
Cleric = 67% chance to block for 59% physical damage
Warrior = 71% chance to block for about 50% physical damage
Rogue with my stats = 32.72% chance to deflect for 48.32% physical damage
With Similar Tanking Gear & Assuming Turning the tides is up 50% of the time
Rogue tanks take 52% more physical damage than warrior tanks with current 1.6 Changes
Rogue tanks take 38% more physical damage than cleric tanks with current 1.6 Changes
Rogue tanks have about 1.25% better combined dodge / parry than warriors but behind 2.75% behind clerics
__________________________________________________ __________________________________________________ __________________________________________________ ____________________________
3% Added Mitigation from Shadow Guard with 1.6.
With my stats, 1.6 Shadow guard gave 3.1% more Mitigation than 1.5 Shadow Guard. Depending on armor, this could be + / – 2% ish so Im going put an average of it as a 3% Mitigation boost.
All traits / abilities below are confirmed to be additive when calculating rogue mitigation
Exceptional Resilience
Bolster
Phantom Blow
Shadow Guard
Turn the Tides
Motif of Tenacity (Bard)
The following ability is confirmed to be Multiplicative & only calculated after the Additive traits / abilities
Rift Guard
The following abilities are unconfirmed
Power Drain (Mage Archon)
Protect the Flock (Cleric Sentinel)
I will be correcting the values of my previous posts over the weekend to reflect my results obtained with the test below.
Mob Tested: Ashen Duskblade Strictly Final Blow damage taken in RD Normal
Below is the math to prove the above
Legend
ER = Exceptional Resilience
B = Bolster
PB = Phantom Blow
RG = Rift Guard
SG = Shadow Guard
1K damage taken with 1456 armor (18.30%) with no physical mitigation traits
1000 2% ER = 981 test damage
(likely some decimal value higher than 1000.51 for the actual base drift riftstalker callingsamage taken after my armor. They dont seem to round it off to 1001 after armor but they round off the decimals after the mitigation for some reason)
1000 4% ER = 961 test damage
1000 6% ER = 941 test damage
1000 (1-(6% ER + 6% B)) = 881 test Damage
1000 (1-(6% ER + 6% B +6% PB)) = 821 test damage
[1000 (1-(6% ER + 6% B))] 15% RG = 749 test Damage (132 Absorbed)
[1000 (1-(6% ER + 6% B + 6% PB))] 15% RG = 698 test Damage (123 absorbed)
These results show that ER, B & FB are actually additivive (My old data is changed by a few % at this point as I believed it to be multiplicative). RG is indeed Multiplicative and only calculated after passives / actives as I had thought.
Now, if SG was Additive as well, buy cheap runescape gold it would give me 24% (5% standard + 1% for my 1K armor)
1000 (1-(6% ER + 6% B + 6% PB +6% SG)) = 756 test Damage (This should be 760 Damage but for some reason its 756 Damage)
My theory on this is that SG also takes into account every 100 armor as well as every 1k armor. Thus actually giving me 1400 / 1000 = 1.4% (armor bonus from SG) + 5% = 6.4%
1000 (1-(6% ER + 6% B + 6% PB + 6.4% SG)) = 756 Damage from my theory also even with the test
[1000 (1-(6% ER + 6% B + 6% PB 6.4% SG))] 15% RG = 643 test Damage (113 absorbed)
If my above theory is accurate then this works here as well.
I did an additional test to see if my theory for SG was accurate. To do this, I increased my armor for the lowest amount I could.
New armor is 1509, Base taken is now 992 after armor (8 lower due to armor increase by juggling gear around)
SG with above amror = 5% + 1500 / 1000 = 6.5%
992 (1-(6% ER + 6% B + 6% PB + 6.5% SG)) = 749 damage (This is what I obtained on the test)
[992 (1-(6% ER + 6% B + 6% PB + 6.5% SG))] 15% = 637 (112 absorbed, same as the test)
This is an example of what the above would have given me with the old formula I used (I believed it to be multiplicative then & didnt know SG was also slightly increased every 100 armor as well)
[992 (1-(6% ER 6% B 6% PB 6. SG))] 15% = 641(113 absorbed)
Physical Mitigation Difference between old & new formula = 0.63%, so the difference in my original calculation is negligible.
Put on the exact same armor as on live (1456) and tested the same ability on the same mob (Ashen Duskblade Final Blow in RD)
Legend:
SG = Shadow Guard (This is a passive ability on the PTS & it is based off every 400 base armor)
TtT = Turn the Tide
MT = Motif of Tenacity
After Armor mitigation alone with 0 points in any souls, I received 1k damage from Final Blow (same as live)
New SG (Tested on same mob with the exact same armor on PTS (1456 armor)
1000 (1-SG) = 920 test damage
SG = 5% + 1400 / 400 = 8.5% but decimals are not included in the new SG so it is rounded down to 8%
So this means SG strictly only gives 1% mitigation per every 400 armor on PTS. It does not add any decimal value as it does on live.
Unbuffed armor on PTS (this is with the same gear I tanked sicaron with)
5319 Armor
SG = 5% + 13% = 18% SG
Self buffed armor on Live (SG is calculated off buffed armor on live)
9965 armor with Archon buff
SG = 5% + (9900 / 1000) = 14.9% SG
SG gives 3.1% Mitigation on PTS. While it can vary a few + / – 2%, Im going to assume on average
the new SG gives 3% more mitigation than on live.
1000 (1-(8% SG + 5% MT) = 870 test damage
This means MT (Motif of Tenacity) is indeed additive
1000 (1-(8% SG + 5% MT + 10% TtT) = 770 test Damage
This means that Turn the Tide is indeed additive
Archon Power Drain Untested
Cleric Protect the Flock Untested
If anyone knows if the two above are additive or multiplicative please let me know.
Updated 2011-10-29
Refer to this link for the comparison Between War / Rogue (On live, we basically take the same damage as warrior takes on unblocked attack)
Refer to this post for a compilation of suggestions from the rogue community.
New Section 2 added, Section 1 will be modified this weekend with minor alteration with more accurate math data.
Added a link to Warrior Tank vs Rogue Tank analysis
Ive decided to wait on Ailions response to what extent Shadow Guard was bugged before modifying my data.![]()


are your numbers including the shadowguard buff? i mean i know we will still take more was hoping wed close the gap a little more.![]()


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are your numbers including the shadowguard buff? i mean i know we will still take more was hoping wed close the gap a little more. There was no significant buff to Shadow Guard. The absolute best youll see is a 3% increase I think, but most will get 1%.

are your numbers including the shadowguard buff? i mean i know we will still take more was hoping wed close the gap a little more. Yes it did, I get an extra 2% from it with the changes and its calculated in the equation. The math is long and I didnt want to make another long math post so my math is in my original post thats linked. Section 1.17 if you want to look it up.![]()


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I want 3 finishers instead of one again. TBH, it made the class fun. Id also still like to see a decrease on Planar Vortex threat.
I dont think Trion is understanding us quite how we want them to. I know i wanted the class to possibly be more complicated (SC/ele level) and actually have physical mitigation, not simple and taking a baby step in the correct direction

Hrm rs gold for sale , went on PTS to do some testing.
Yeah,July 2011. I think having it all lumped into one finisher is way too easymode. For all the complaints about how Rift Guard wasnt up at the start of the fight… there were so many ways around that. This was only ever an issue for bad players, people who simply shouldnt be allowed to tank an instance.
But yeah, it is quite a bit more boring. With 1.4, our AOE threat was stupidly weak, but 1.5 just made it a joke. And now with the additional threat from the reflect? Not sure what Trion are "trion" here. Sorry.
If I was more cynical, I would suggest that theyre buffing every thing that we dont really need, but we would like; and then when they bring in the mitigation changes we actually need, they can remove Planar Vortex. That way, the other callings will think were being nerfed; they cant really stand to rogues getting buffed, it seems – 5:54 am, rsgold and doing this would alleviate a lot of the inevitable QQ from warriors about how rogues "shouldnt be able to tank".
As for damage mitigation, I didnt notice any huge differences. It does feel better, for sure, and I like deflect. But I dont see how a 22% chance of a 37% reduction could possibly compensate for the discrepancies, and the OP seems to indicate that it clearly doesnt.
What made this more depressing: I did RD Expert with a warrior tank friend of mine (nearly all T2R geared), and he was able to pull multiple packs of mobs without a healer. Was able to heal and cleanse himself on Rictus. Im not exaggerating Horde Leveling Guide Reviews, he needed no healing for Rictus (which we tested out when our healer died to Rotting Flesh).
Im not expecting to be able to do that, but for me, this really highlighted the difference between us and them, and the changes clearly arent going to be enough, not by a long shot. Too little, too late.
My forum account was blocked because I called someone an idiot. Why would anyone use these forums if not that for that express purpose??
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The changes to the RS finishers is what I dont get. So instead of hitting one finisher and getting the appropriate buff Life of Eter, you now just hit a compacted finisher that gives you three buffs? LOL.. wtf Trion? This worries me more for pvp.. Riftstalkers will constantly be able to keep 3 buffs up with 1 button. Holy sht….

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Still world of warcraft money , its and improvement.
Im not one to look a gift horse in the mouth but it does warrant more. We should remember that 50% could be cut down significantly if we were looking at the same % chances to deflect and same reduction as warriors/clerics. It still wouldnt be equal but it would be a good start. I approve of the +20-30% flat chance increase. Either that or,buy wow mone. put it into one of our talents or a new finisher to replace some of the ones we just lost, something. I dont know the exact number but I do know warriors get a TON of block from their talents.
I also believe we should be able to get block->deflect in guardian phase. This would "unlock" almost all warrior/cleric exclusive tank essences, and items to us without Trion being required to go and modify them all individually.
One final thing. One of our MTs in Shoreline was saying looking at the current changes he believes warriors will edge out rogues for best magical mitigation next patch. I havent the time nor understanding to go over their specs anytime soon, so with that said, Ianto? Muffin? Anyone? Do you know what hes talking about? Its probably to do with these two changes in the paladin tree:
Hardened Will: In addition to the base 3-9% Magic mitigation, now also increases Magic mitigation by 0.12-0.35% per point spent in Paladin above 30.
Impassable Guard: Now also reduces non-Physical damage by 15%. No longer blocks spells.
That to me looks like a relative bombshell of magic mitigation.
Thanks Trion, as usual youve been stellar. ~.~

Still, its and improvement.
One final thing. One of our MTs in Shoreline was saying looking at the current changes he believes warriors will edge out rogues for best magical mitigation next patch. I havent the time nor understanding to go over their specs anytime soon, so with that said, Ianto? Muffin? Anyone? Do you know what hes talking about? Its probably to do with these two changes in the paladin tree:
Hardened Will: In addition to the base 3-9% Magic mitigation, now also increases Magic mitigation by 0.12-0.35% per point spent in Paladin above 30.
Impassable Guard: Now also reduces non-Physical damage by 15%. No longer blocks spells.
That to me looks like a relative bombshell of magic mitigation.
I havent done the math but if those numbers are accurate it would basically give an extra 26% magic mitigation from warriors with that spec. They would beat rogues on magic mitigation with the extra 26%.![]()


Added Gains and Losses to the 2 Bladedancer oriented specs.
Added block vs deflect comparison for each spec.
Added a few things in the overall thoughts.





















