You're not giving us anyway to answer your question. Which character are you talking about? How much health and protection do they currently have? How much does the 20% defense raise their total armor %, and to what % is it?
Who is the toon you are putting it on? Does he get healing? Have crit immunity?
Defense is really good over longer periods of time if you get healing. If you are just getting burst down by Han and Chewie in 2 rounds, I say raw health is probably better than a 3rd defense mod. Maybe not better than a first or second.
Look dude we can’t really help when you can’t tell us which character it is you’re talking about. Different tanks could use different mods to increase their survivability
If you stack good + defense raw amount underneath it on secondaries than it makes the entire conversation moot.
You can make a squishy unsquishy by doing that.
It isn't the most ideal thing to do to make a character less of its specialty, but if you are going to do a method then do it proper.
20% defense alone on any toon , tank or not, is not a powerful thing. Stacking +150 ish defense under that along with speed, offense/crit , + protection secondaries and other defense % primaries can make many a toon hearty.
Defense is a stat you can't find in game so you'll either need to head over to swgoh.gg to see that number or just equip the defense mod, let the game do the calculation for you, and use the Armor % number it gives you in the survivability calculation. Armor Penetration is the stat on your opponents character you are trying to mitigate the damage from. Replace armor with resistance when facing a character that deals special damage.
The inequality you need to solve is between the survivability number when you have the defense mod equiped vs the survivability when you have the health mod equipped. If your character heals on a regular basis or benefits from other health based effects you'll get more benefit from the health mod as the quantity of healing will be health % based so more health means more healing. If the attacker you are facing deals health based damage you'll be better with higher defense and a smaller health pool. If the attacker ignores defense you'll be better with health (obviously). If you are running another character on your team that targets on the basis of total health and protection (Thrawn, FOO, R2 etc.) you'll need to trade off health and defense vs other characters to make sure the correct character is targeted. If your team has a source of defense up then defense mods are significantly improved, if the enemy has defense down then health mods mitigate it's effect quite a bit.
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Defense is really good over longer periods of time if you get healing. If you are just getting burst down by Han and Chewie in 2 rounds, I say raw health is probably better than a 3rd defense mod. Maybe not better than a first or second.
You can make a squishy unsquishy by doing that.
It isn't the most ideal thing to do to make a character less of its specialty, but if you are going to do a method then do it proper.
20% defense alone on any toon , tank or not, is not a powerful thing. Stacking +150 ish defense under that along with speed, offense/crit , + protection secondaries and other defense % primaries can make many a toon hearty.
Your base Defense is 205 (33-8.64 armor translated to defense. But it would get you to 33.97% armor after the 60% you stated you have.
Anyways, getting another 20% would raise from 33.97% to 36.66% which is a 2.7% gain
That 2.7% of 90k is 2430 which is less than the 3k you stated the other mod has.
This is an estimate as the numbers you provided of your armor don't seem to be right.
PS: with the numbers given I guess the toon is **** Fallen
Lol at you actively trying to prevent people from helping you out after asking for help!
The equations you need to work get an idea which is best are as follows.
Armor = (Defense*100) / (Defense+(Character Level * 7.5))
Survivability = (health+protection) / (1 - (Armor-Armor Penetration)/100)
Defense is a stat you can't find in game so you'll either need to head over to swgoh.gg to see that number or just equip the defense mod, let the game do the calculation for you, and use the Armor % number it gives you in the survivability calculation. Armor Penetration is the stat on your opponents character you are trying to mitigate the damage from. Replace armor with resistance when facing a character that deals special damage.
The inequality you need to solve is between the survivability number when you have the defense mod equiped vs the survivability when you have the health mod equipped. If your character heals on a regular basis or benefits from other health based effects you'll get more benefit from the health mod as the quantity of healing will be health % based so more health means more healing. If the attacker you are facing deals health based damage you'll be better with higher defense and a smaller health pool. If the attacker ignores defense you'll be better with health (obviously). If you are running another character on your team that targets on the basis of total health and protection (Thrawn, FOO, R2 etc.) you'll need to trade off health and defense vs other characters to make sure the correct character is targeted. If your team has a source of defense up then defense mods are significantly improved, if the enemy has defense down then health mods mitigate it's effect quite a bit.