Hi,

Mr. Robot seems to hate my iLevel 425 - 435 tanks. Even with the simulation set to the default damage setting (which I think should correspond roughly to LFR), they have frequent deaths (100% death chance) despite typically negating 88-89% of incoming damage.

For starters, I am wondering if this is right - I would have thought an iLevel 430-ish tank would have a non-negligible chance of surviving an encounter of LFR or Mythic 2 difficulty.

I tweaked a few things that could be considered flaws in my build (azerite traits, low-tier essences) but it had virtually no visible effect.

It seems the explanation must be some combination of:

The encounter damage is too high

The healing is too low

My health (which means basically item level) is too low

I have read what I think is the most recent explanation of how the TUF stat works:

Whether the 100% death chance is WAI or not, it makes the simulation metric very difficult to use, since it’s almost half the metric, and since changes in damage negated are pretty small.

In the process of trying to understand what is going on, I realized you have some interesting information buried/hidden in the simulation report, specifically the average number of deaths per encounter, which is listed as “Overkill” in the report.

This is much more granular than just a binary “you died or didn’t die”. For high survival probability, it is essentially the same as what you do now (if you have 0.1 deaths per encounter, the fraction of encounters you survive should be very close to 90%).

But if you have a 100% death chance, the present metric does not distinguish between dying (say) twice per encounter and dying five times per encounter.

A more granular metric could treat death as a Poisson-distributed random variable, whose mean is the average number of deaths per encounter (i.e. “Overkill”). Then the effective death chance, in percent, would be:

100*(1 - Exp[-(mean number of deaths per encounter)])