Could you use snack cakes and bunnies instead?
Mr. Uganda - 38 storm/dark defender - Global Heroics
Savage Undergrowth - 27 plant/thorn dominator - League of Rogue Nations
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Catwhoorgs DRR Theory is listed in the stciky at the top.
Boy that is now going to need a rework of the defense side.
Simple way of factoring in the heals and regen - it to mulitply regen by the 'mitigation' (100-mitigation actually).
Baseline regen and 90% mitigation is 1000% effective regen
500% regen and 50% mitigation is also 1000% effective regen
So Cats IH active regen rate of ~1300% then fortitude a bubble and sonic bubbles - (call it about 80% mitigation) just gets sick.
Stone tanks are so sturdy in granite as they have the layered of defence, resistance and (with rooted) a regen scrapper's baseline regen.

Mister Wales
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These numbers are all sloted with 3 even SOs for both resist and defenses.
The only exceptions are powers like dull pain, that yield toxic resist, but are optimaly sloted for +HP and recharge.
Also, i am very aware that no one takes resist elements in the fire set, much less slot it, but I wanted to get max theorical numbers.
Of never checking guides and always wanting to reinvent the wheel 
I just feel it gives me a way greater understanding of the inner workings.
Oh and i got this formula to factor in HP
1-1/(1+((HP*(1+(BHP/100)))-1)/1)
HP is not the actual HP, but the HP relative to the lowest HP AT. So IF the lowest HP AT was scrapper, then the tanker would have an HP factor of 1.4285
BHP is the buff (3 sloted with SO dullpains would make it 59 there)
Then you have to multiply this by mitigation as you just told about like this:
1-1/(1+((HP*(1+(BHP/100)))-1)/1) * (1-(Stacked_Def_Res_Mitigation)
Now question, does anyone knows what the base HP are for all ATs relative to tankers? (other than brute, scrappers that i already know to be 80% and 70% respectively)
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OK, I made a bit more simple but yet numeric tables here you can check out.
These dont have biscuits and bunnies yet, but they only have the totals of mitigation taking into account def, resist, base HP and HP bonuses.
Since HP is relative to the wakest HP base you are comparing to, i did two tables that account for HP, one that takes Stalkers as the minimal baseline, and another one that takes Scrappers as the HP baseline.
Note that characters CAN have lower than baseline HP on the formula, but if they dont have enough to compensate, they simply will end up having negative surivvability compared to the naked baseline.
I have worked a lot on this thing and finaly have the calculator complete!
Not only that but i made a chart that displays level of power every melee set has.
You can find the new chart (its only progress bars this time) here
(Note: Bisquits and Bunnies are still pending)
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Chat:Lungorthar
Joined:2005-05-29
Arch:Scrapper
Ms. Puerto Rico
Posts: 369
One thing many people overlook about def and resist, is they dont exactly stack. The reason for this is, that def avoids damage, while resistance lowers the incoming damage.
Now that def will be fixed we can finaly say that 1 def = 2 res.
But 12.5 def +25 resist is not the same as having 50% resist.
Why?
Because every time Def does its work, that attack never gets to be absorbed by resistance, so resistance only works on the attacks that are missed by def.
I made this formula that tells you the mitigated damage of def and res working together:
(Def/50*100)+(Res*(1-(Def/50)))
I also made a small table of all the tankers primaries with the most optimal ED sloting and circumstances (this means I guess there are enough enemies arround for invuln and ice to cap their defenses). All ATs appear 3 times since i ran it with 2 builds: one with only primaries, the other with tough/weave added on top. Weave yields def towards Melee/Range so i had to show the numbers on both diferent situations once I included it.
Here it is:
Do note that these do not take into account:
+HP
+Self Heals
+Regen
Slows on the enemy (only applies to ice)
Danage Debuff on enemy (only applies to ice)
I do am working on a small app to take into account all these but they are more complex since i have to add into it level diferences and time as a variable, and im to lazzy and want to play as soon as i finish this post
We also have to do something to find out exactly how common each damage type is if we want to say what set is inferior.
Even so I would dare say the order of Hulk to Gimp is:
1) Invuln
2) Ice
3) Stone (out of granite)
4) Fire
It may sound also very odd, but i think once accounted other factors, ice may actually be the most powerful tanker, once you consider the not insignificant mitigation that comes from Chilling Embrase
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