Oh nice, thanks for that.
Playing around with some more numbers in Excel right now;
EHP = (HP / (1-Abs%)) / (1-Evade%)
Should be HP divided by % damage taken after abs reduction (% is in decimal form) and all divided after your chance to get hit (1 - chance to evade in decimal form).
IE if you have 100 HP and 75% damage reduction, then 100hp / (1-0.75) = 400 ehp
If then you dodge/parry a fifth of all incoming damage then (100hp/(1-0.75) / (1-.2) = 500 ehp
Breaking that down for people who are confused at what I am talking about - that means although you only have 100 hp, first you evade a fifth of all damage entirely and then you negate 75% of the rest so 'effectively' you actually have 500 hp. This method lets us quantify and then compare various kits, accounting for different factors.
(I'm not a math person though, hope I did it right!)
Using Adael's odds to get hit in a given melee round above...
Against two at 180 ob:
- 280 hp, 132 db, 178 pb, 31% abs, .2566 chance that someone lands a hit: 1581.44
- 280 hp, 146 db, 156 pb, 9% abs, .2566 chance that someone lands a hit: 1199.11
Parry kit has 31.88% increase effective HP vs dodge kit
Against three at 180 ob:
- 280 hp, 132 db, 178 pb, 31% abs, .6002 chance that someone lands a hit: 676.10
- 280 hp, 146 db, 156 pb, 9% abs, .5677 chance that someone lands a hit: 542.00
Parry kit has 24.74% increase over dodge kit
Against two at 170 ob:
- 280 hp, 132 db, 178 pb, 31% abs, .1792 chance that someone lands a hit: 2264.50
- 280 hp, 146 db, 156 pb, 9% abs, .1792 chance that someone lands a hit: 1717.03
Parry kit has 31.88% increase effective HP vs dodge kit
Against three at 170 ob:
- 280 hp, 132 db, 178 pb, 31% abs, .4905 chance that someone lands a hit: 827.31
- 280 hp, 146 db, 156 pb, 9% abs, .4573 chance that someone lands a hit: 672.85
Parry kit has 22.96% over dodge
Against four at 170 ob:
280 hp, 132 db, 178 pb, 31% abs, .7265 chance that someone lands a hit: 558.56
280 hp, 146 db, 156 pb, 9% abs, .6730 chance that someone lands a hit: 457.20
Parry kit has 22.17% over dodge
So... obviously this doesn't account for sitting defense and odds to get bashed, which are important. I'll do that later; you're gonna take more damage sat in dodge than in parry though so really it is more about relative odds to get sat in the first place. Dodge will hold an advantage there for sure. Maybe dodge would be better for people who have issues managing flees and bash timers (I know I still do).
Against stabbers or channelers, the pb kit seems better. Would have to do more numbers to see if the pattern holds but it seems like as the ob ticks higher and the defense of the dodge kit is negated, the abs absorption starts to matter more. Slight increase in % advantage of parry over dodge at against 3 at 170 ob vs against 3 at 180 ob, anyway.
Just strictly in terms of damage taken it seems clear that the parry kit holds a pretty large advantage. The advantage is certainly blunted when fighting 2 versus 3, but the extra odds of getting hit due to pb split while wearing it are still more than negated by abs absorption given. Parry eq gives 1/3rd more effective hp than dodge eq does when fighting two, and 1/5th more when fighting three. We didn't run numbers for four at 180 OB, but the marginal loss of relative % difference in EHP from 3 opponents to 4 at 170 OB would probably hold. Shouldn't be face tanking 4 anyway! Strictly as far as pb split goes (since it has nothing really to do with bash % itself), I stand by my statement that it isn't as detrimental as people think. Relative to what I have been told anyway, which is that pb gear is bad in PK against more than one person.
A channeler might choose to forgo that in favor of the extra odds of not being hit at all and thus completing a weave. Anecdotally though, as I mentioned, the survivability has been more than worth it. Really one should be able to get short weaves completed in between rounds anyway, though I am not sure what standards are like outside the Tower :^}
If you're stabbing I imagine the extra % you can eke out of dodge kit is worth it also.
e: Okay I am done editing.
ee: I lied, ooc sorry.
Just to break down a set of the above for people's edification:
- 280 hp, 132 db, 178 pb, 31% abs, .2566 chance that someone lands a hit: 1581.44
- 280 hp, 146 db, 156 pb, 9% abs, .2566 chance that someone lands a hit: 1199.11
So say there's two beefy trollocs each doing an average of 30 damage per hit with their big clubs (rough estimate based on equipment trainer and anydice). Not about to do calc stuff so let's just say that 30 damage is fairly steady and doesn't deviate a whole lot.
1581.44 ehp / 30 damage per attack = 53 (rounding up)
1199.11 ehp / 30 damage per attack = 40 (rounding up)
That's how many attacks they'd have to complete to kill that person, accounting for all the attacks that will miss entirely and all the damage that gets absorbed... they'd need to be engaged on the parry kit an extra 13 attacks. If no zerk, between the two of them that's 6-7 rounds. Nothing to sneeze at and we haven't even accounted for HP regen over that extra time you get.