Combat Roll Analysis: Block
Reference: Combat Roll Analysis: General Overlook
The Block combat roll is a defensive roll that will reduce the incoming damage from a combatant by a Block Amount that is determined by your stats. It is currently the most popular modifier to stack because you can stack the Block Amount very high relatively easily.The main stat on your statmod tab is called ‘Combat Defense: Block'. ‘Block Chance' is the modifier you want to look for if you plan to stack Block. The modifier bit has a ratio of 4, meaning your Exotic Mods will have a maximum value of 8. ‘Block Chance' can also be made into Powerups that can get around 28 - 30 ‘Block Chance' Value. How you ‘Block Chance' value is converted into the ‘Combat Defense: Block" Percentage starts off as ‘Block Chance' / 5 and the return decreases the higher you stack the ‘Block Chance' modifier.
NOTE: X-Axis is 'Block Chance' value and the Y-Axis is the 'Combat Defense: Block' Percentage
The modifier ‘Block Chance' is subject to Diminishing Returns. To avoid hitting the Diminishing Returns, you can use alternative buffs such as food or profession enhancements. You can also stack the core stat modifiers Precision and Strength. For every 1 point of precision, you receive a return of .005 ‘Combat Defense: Block'. Strength works the same way, except it also increases your Block Amount. Every 1 point of Strength is .5 Block Amount. This bonus will not be displayed on your statmod tab, but the effects of it will show up in combat.
Another way to increase your Block Amount is to stack the modifier ‘Block Value'. This is a separate modifier that has a ratio of 1 and has the ability to be placed on normal attachments for optimal stacking potential. Every 1 point of ‘Block Value' is .5 Block Amount.Block Amount is determined by the formula
(Strength + Block Value) / 2 + 25
On a successful Block roll, any remaining damage after armor or other modifications is reduced by the calculated Block Amount. It is possible to reduce incoming damage down to 0.The combat log will display the Block roll similar to this format:
Player1 hits you for 24 damage (345 Blocked). Armor absorbed 676 points out of 700.
Note: The combat log will not display Block executing when a Critical Hit or Strikethrough is executed by the combatant, but the damage will be reduced if Block does roll
Strengths of Block
Weaknesses of Block
Ways to Increase Block / Block Amount
Professions Strong Against
Professions Weak Against
Professions Best to Stack it With
Professions Hardest to Stack it With
Summary
ShelbyF wrote:
Excellent guide... great format... we have been missing these for a LONG time. Keep up the great work -MC-.
thanks I got a bunch to go lol
I love block on my commando tbh
Thanks for this guide.
Well done once again MC. Thanks for the guid.
-MC- how we show some Block Chance/Value mamimums by profession for examples. Including full PuPs, SEAs, Buffs (Medic) and Foods (Fizz Pudding). Block suited commando with Frontman's Block suited Jedi with Guardian. Block suited everyone else (armored profs). I know a lot of players would like to see how far they can get with Block (not that I recommend going 100% block) but it would help to have a benchmark to measure against.
good idea... I'll work on adding those later on.
-MC-
I built a spreadsheet to show some of the block chance / value potential you can get from Commando, Jedi and Medic professions to give players a benchmark idea as to how high you can get if you dedicate yourself entirely to a 'buff suit' template.
Ok, for the sake of standardizing the numbers, I used the following as my base:
Species: Wookie (STR 85 / PRE 10).Included Stims: Mustafar Injector (STR 100 / PRE 100), Entertainer Buff (STR 150 / PRE 150)Included Powerups: 3 x Block Chance (30)Included Food: Fizz Pudding (15/3% BC / 30 BV)
Ok, now for the breakdown by profession:
Profession: CommandoIncluding: Prof Stats, +35 STR/BV/PRE Armor, 3x +8 SEAs, Position Secured (PRE 200 / STR 200), Frontman Jewelry (25 BC/750 BV), Expertise (PRE+50)Total Stats: STR 1075 / PRE 1050 / BV 1145 / BC 139
Profession: JediIncluding: Prof Stats, +35 STR/BV/PRE Clothing, 2x +8 SEAs, Vision of the Past (BC 20 / BV 450), Shatterpoint Cloak, Belt of Bodo Bass, 2 Piece Bonus, Guardian Jewelry (25 BC), Expertise (STR +50)Total Stats: STR 905 / PRE 575 / BV 670 / BC 166
Profession: MedicIncluding: Prof Stats, +35 STR/BV/PRE Armor, 3x +8 SEAs, Strength Buff (STR +80 ), Precision Buff (PRE +80), Block Buff (BC 10% / BV 200), Heroic Jewelry (150 STR / 150 PRE), Expertise (STR +50 / PRE +50)Total Stats: STR 1085 / PRE 1010 / BV 595 / BC 164
Ok, now for a summary of total block chance percent and block amount (actual damage reduction ) by profession:
Profession: CommandoBlock Chance %: 31.86% (Without Medic Buffs) / 41.94% (with Medic Buffs)Block Value Amount: 1110 (Without Medic Buffs) / 1250 (with Medic Buffs)Profession: JediBlock Chance %: 33.92% (Without Medic Buffs) / 44.00% (with Medic Buffs)Block Value Amount: 788(Without Medic Buffs) / 928 (with Medic Buffs)
Profession: MedicBlock Chance %: 36.85% (with Medic Buffs)Block Value Amount: 840 (with Medic Buffs)
Its important to note that Commando/Medic Powerups and SEAs account for 22.8% of the Block Chance percentage, which would be slightly lower due to diminishing returns. Jedi Powerups and SEAs account for 21.2% oft the Block Chance percentage, again it would be slightly lower due to diminishing returns.
Summary:
- Comando's can get the highest Block Value, but not the highest Block Chance.- Jedi can get the highest Block Chance, but not the highest Block Value.- Medics give an additional + 10% Block Chance Percentage and +100 Block Chance Amount (200 BV/2) less damage.
So...theres actually no NEW information here everything stated has been known for a long time, HOW is this new content?
might as well throw the Heroism jewelry set up there. i use it for block on a medic.
MasterCosmo wrote:
The combat log will display the Block roll similar to this format: Player1 hits you for 24 damage (345 Blocked). Armor absorbed 876 points out of 700.
The combat log will display the Block roll similar to this format:
Player1 hits you for 24 damage (345 Blocked). Armor absorbed 876 points out of 700.
Might want to actually make that mathemtically correct for example purposes.
Makes it look kinda confusing. Especially for new players or players getting into the nitty-gritty details of combat.
Other than that, excellent work MC, as always!
The point is to analyze each combat roll so that people can try to take advantage of each one as they can. People call a lot of overpowered this and that, but there are counters that people can develop by working on these. I'm linking each to the central thread that analyzes combat rolls process allows people to have an oversight of what's happening. As things are updated or changed in the future, I can refer back to here and adjust the values and aspects as necessary. Maybe one day a profession will get a bonus to Block, I can add them on the list. Or maybe a profession has a strong resistance to counter block, I'd be able to add and update that. Many people do not know everything there is to know about strikethrough and Evasion, so analyzing those help people determine if they want to stat their armor and buffs another route.
What is the counter to block? As a Bh, there's nothing I fear more than a Frontman wearing commando. When I used carbine it was just disgusting to see 90% of my damage compeltely mitigated BEFORE it even touched armor, the only thing that even got through was the elemental and since the GLC is the only good high ele weapon a BH can use effectively, we're screwed.The only thing that gets through block is a DOT and a high ele. Block value should have a cap, blocking close to 1300 over 40% of the time is just sick.
Don't nerf commando, nerf Block.