Character Details
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Specify endurance datacrons, endurance boosts, class buffs, and biochem stim.

No Yes






Spec Contributions
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Define the tank stat boosts from raw talents and tank stance.











Base Values
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Defines starting values all characters have for tank stats and base benefits from using a shield.
IMPORTANT: Values in this section are for reference only and should not be changed.






Gear Viewer

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Survivability Summary by Damage Type:

Energy/Kinetic (Melee/Ranged)



Energy/Kinetic (Force/Tech)



Internal/Elemental (Force/Tech)



Diminishing Return Stat Positions:
Biochem Adrenal Use:
None Rakata Absorb Nano-Infused Absorb
 
Set Bonus

0/6 Bonus
2/6 Bonus
4/6 Bonus
6/6 Bonus
End: 0 Def: 0 Shi: 0 Abs: 0

1. Select Gear Tier Level:

Yavin - 186
Resurrected - 192
Revanite - 198

2. Specify Raw or Dynamic Modelling:

Load sets for best Raw survivability.
Load sets for best Dynamic survivability.

3. Choose BiS Configuration:

Energy/Kinetic (Melee/Ranged) Profile

Highest MMP » "Cookie Cutter"
Highest TTL

Energy/Kinetic (Force/Tech) Profile

Highest MMP
Highest TTL » "Kamikaze Style"

Internal/Elemental (Force/Tech) Profile

Highest MMP
Can't gear MMP for In/El DPS

Highest TTL

Specific Stat Highest Value Sets

Maximum Endurance
Maximum Defense
Maximum Shield
Maximum Absorption

Miscellaneous Sets

Blank/Empty Set

Total Configurations Compared:

0 (unique sets for current tier)


Customize Gear Slot:

Click on a gear slot to customize...

Maximum possible endurance from datacrons is 50 (as of ROTHC 2.0 expansion). Answer yes if you have the legacy companion max health boost. Example: 5 from Trooper [Fortification] buff. Example: 10 from Consular [Force Valor] buff. Example: 154 endurance from reuseable nano-infused fortitude stim. Example: 63 defense rating from reuseable nano-infused fortitude stim. Example: 5 for Vanguard's Ion Cell. Example: 60 for Vanguard's Ion Cell. Example: 15 for Vanguard's Ion Cell. Example: 15 from Vanguard's [Power Armor] talent. Example: 4 = 2 from Vanguard's [Ion Shield] and 2 from Vanguard [Power Armor] talent. Example: 4 from Vanguard's [Deflective Guards] talent. Example: 2 from Vanguard's [Shield Cycler] talent. Example: 4 from Vanguard's [Ceramic Plating] talent. This number represents the total possible unique variations of gear to make up a potential BiS set. Only items from the selected tier and mathematically unique cartesian products of each subtype are used to create this master matrix with which the precomputed gear configurations are derived.
MMP (Mean Mitigation Percent) is the average percentage of incoming damage mitigated.

For example, a 75% MMP means that (on average) only 25% of incoming damage takes away from your health pool.

Raw MMP is from gear alone and does not take into account bonuses you may get from using abilities and proc effects from relics.

Dynamic MMP takes into account all your gear as well as all the averaged effects you gain from your class abilities, talents, and temporary effects (like relics). It assumes everything procs optimally and/or is used on cool down.
TTL (Time To Live) is a factor of your total health, MMP, and incoming damage, determining how long you will live (on average) without healing.

For example, if you have 10,000 health with 50% MMP and 5,000 incoming damage per second, you will live for 4 seconds on average. Similarly, if you have 5,000 health with 75% MMP and 5,000 incoming damage per second, you will live for 4 seconds on average as well.

Raw TTL is from gear alone and does not take into account bonuses you may get from using abilities and proc effects from relics.

Dynamic TTL takes into account all your gear as well as all the averaged effects you gain from your class abilities, talents, and temporary effects (like relics). It assumes everything procs optimally and/or is used on cool down.

NOTE: Incoming damage is 10,000 DPS for these TTL calculations.
The precomputed BiS gear configurations are a result of comparing every single possible variation in setting up gear, specific to your class (using default talents), that produced the highest numbers in respective categories after evaluating each one separately.

NOTE: This process is done offline and not in real-time as the algorithm takes an extremely long time to run through the vast amount of data.
MMP and TTL values for this section assume 100% of incoming damage to be Energy/Kinetic (Melee/Ranged). MMP and TTL values for this section assume 100% of incoming damage to be Energy/Kinetic (Force/Tech). MMP and TTL values for this section assume 100% of incoming damage to be Internal/Elemental (Force/Tech). Rakata Absorb Adrenal
Increases Armor by 1575 for 15 seconds. (Cooldown: 3 minutes)
Reuseable Nano-Infused Absorb Adrenal
Increases Absorb and Shield by 500 for 15 seconds. (Cooldown: 3 minutes)
Version History
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2.0.6
  • Corrected a bug where changing the off hand crystal would not update its stats on the gear doll.
2.0.5
  • Added the missing 186 rating biochem impants and cybertech earpieces to the item database for completeness (Shielded and Veracity flavors).
  • Added the missing craftable 186 rating enhancements that are mitigation stacked.
2.0.4
  • Added the ability to include biochem adrenal useage within dynamic survivability calculations. If desired, provided an option to select from either the Rakata Absorb or the Nano-Infused Absorb adrenals for now.
2.0.3
  • Implemented a heat map display effect that will color the background left side gear value boxes based on their data increasing (green), decreasing (red), or staying the same (yellow) when making changes to the gear set.
  • Hovering over the left side gear value boxes now show the delta between it and the last value when making changes to the gear set.
  • Corrected item bug that showed Massassi Demolisher's MK-1 Implant as having 206 absorption instead of 206 aim.
2.0.2
  • Added the missing Reactive Warding relics from the item database (thanks Methoxa) and recomputed the BIS configurations for the default profiles.
2.0.1
  • Extended the x axis of the DR stat graph from 2000 to 2500 rating, to accommodate enough padding for rating available on higher tiers if going for a very high particular stat.
  • Corrected the model for [Focus Stims] as it was granting 5% damage reduction while Battle Focus is active, which only occurs when Ion Cell is NOT active when the utility talent is taken. Thus, it is removed from this simulator as it would never be used.
2.0.0
  • Updated calculator to the Shadow of Revan (3.0.0) expansion specifications.
  • Due to limited time available to maintain the program, removed the Jedi Knight and Jedi Shadow class simulations and gear to focus purely on Vanguards.
  • Removed all gear for the level 55 tiers to focus on the new level 60 items.
1.1.1
  • Added the new Dread Gear/Oriconian gear tier and related precomputed BiS configurations.
  • Changed the stat display style for mods and enhancements within the customize gear slot drop down to be easier to read.
  • Removed displaying shield stat summaries for mods in the customize gear slot drop down (since mods cannot have shield rating).
1.1.0
  • Significantly restructured the items database architecture in order to enable selecting a tier to filter precomputed best in slot configurations with. This now enables the ability to only use gear from the selected tier as the basis for the initial gear set computation, yet still allows selecting from the complete list of available gear during manual configuration of individual slots.
  • Added all remaining relevant Arkanian and Black Market gear options to the items database to ensure completeness for all tier gears.
  • Removed the crafted CyberTech ear pieces and BioChem implants from being considered for best in slot configurations for all tier gears. They are still available for manual selection as they do yield higher specific mitigation stats than any piece of tier gear for the slot, but at a very high cost to the other stats.
1.0.11
  • Added all Kell Dragon gear currently available from the vendors and reran computation for BiS configurations with these new options.
  • Boosted the averaged gains for Shield Amplification and Fortunate Redoubt relics slightly for maximum optimal effect triggering.
1.0.10
  • Improved the precomputed BiS configuration loader mechanism by moving the designation for raw/dynamic performance models outside the set types to make for a cleaner flow and save space.
1.0.9
  • Implemented percentage of health self-healing abilities and flat healing amount procs (relics) to all dynamic TTL evaluations! (NOTE: Vanguard [Adrenaline Rush] is still waiting a final model in the dynamic self-healing algorithms.)
  • Added CyberTech crafted ear to eligible BIS configurations due to high defense/shield/absorb values.
  • Added Underworld Relic of Ephemeral Mending to eligible BIS configurations, however the healing proc only considered viable for shadows/assassins.
  • Gained a 630% performance improvement in the precomputation data extraction algorithm through various code optimizations and enabled multithreaded parallel execution.
  • Modified the matrix of possibile augment combinations when precomputing BiS sets from all possible 680 unqiue combinations to a much smaller subset of just 5 variations (full 14 of each type, and a 7/7 spit of shield/absorb). This is due to the fact that nearly every BiS set consists of either all 14 of one type, or a balance of shield/absorb, thus not requiring such a huge options matrix and saves a dramatic amount of computation time.
1.0.8
  • Improved the BiS selection algorithm: when two sets have equal stats for a particular category (ex: dynamic MMP for En+Ki/Me+Ra), an appropriate alternate stat is used to select the better of the two (ex: dynamic TTL for En+Ki/Me+Ra).
1.0.7
  • Added BioChem crafted implant to eligible BIS configurations due to highest defense/shield implant in game.
  • Fixed a bug that did not take dynamic relic procs into consideration when precomputing highest raw stat sets.
  • Split MMP/TTL into the three possible incoming damage type flavors and added BiS lookups for each category.
1.0.6
  • Now displaying set bonuses when hovering over gear slots capable of unlocking a set bonus.
1.0.5
  • Included armoring ranks 27, 28, and 30 as possible choices in slot configuration.
1.0.4
  • Added informational dialogs for what MMP/TTL values mean.
1.0.3
  • Added class main stat rendering to individual item components and slot totals.
1.0.2
  • Fixed bug in main stat mismatch exclusion for items with instances available in more than one main stat type.
1.0.1
  • Incorporated aim/str/wil stats on items and filtered sets out during precomputation for classes with different main stats.
1.0.0
  • Initial release!
WARNING: This will take a VERY LONG TIME to compute!!!
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