...not a national holiday, yet.

I mashed this together quite quickly, being curious about how the Armor and health changes, and specifically the Stat Spreads, can affect the game in 1.6. A lot of players cited how +Health is the new Armor.

Preface:
PTS stats were taken from here
The above sheet accounts for the change to stamina contribution at 15HP/point
Base health was approximated to 89000 (I don't remember the exact amount but I am confident it is about that much)

The Meatier Stuff:
The spreadsheet probably doesn't make a lot of sense, with a lot of numbers that many won't understand where they came from.
So lets break it down, and perhaps focus on the highlights only.

1) There is about 303k Health to be gained in 1.6. With a 35% Armor DR that will give you about 450k toughness. Should be a familiar number.
2) Health Still varies a ton. Between min and max values there is roughly twice the difference. In fact, a bit more than double.
3) Maximum Flat +Health that you get from Major Stats and Gear Mods contributes about 24% of that 303k maximum.
4) Stamina, with it's 50% nerf to Health contribution, accounts for about 33% of the 303k Health within it's variation range (as in the difference between max and min stamina)
5) The above might reinforce the sentiment that +Health is the new armor, since, after all 24% and 33% are suspiciously close, and I can recognize how some wouldn't want to commit to Stamina with such a small gap.
6) Not seen in the above sheet, but obtained from Spydrs gearing cheat sheet, the contribution of Gear Mod +Health only is about 17k HP (about 5.5% of Max)

Pertinent to Gear Variations specifically:
7) The notion that stacking +Health and avoiding Stamina is the best choice is a slippery argument. On one hand, it's kind of true and you can observe that from the first 2 Variations in the sheet. Having upwards of 9k Stamina nets you only 15% more Health over a Min Stamina and full +Health major stats (including gear mods). And this is for a Stamina variation of 3x!

8) But point 7 doesn't appreciate how many Major Stat options become available to the full Stamina build, which still includes the option to gain an additional 33% health (or 24% of max) and be way ahead on the health scale.

9) Many other choices are present, which will likely benefit AB builds (since they can tap into a decent amount of firepower by not having to activate talents, and getting all the health they want)

10) Point 7 also assumes that the Skill Power/Firearms build commits to +Health on the Holster. The reality will probably vary and the gap will be closer to 18-19% Health.

11) Variation 3, which includes health from only the Backpack and Kneepads is already 30% ahead of the "mainstream" choice in terms of Health (without gear mods, too), and still has powerful Major Stat Options, particularly a full commitment to skill haste (40%) and 2 non-Health Major Stats on the Chest Piece!

12) From point 11, a powerful combination could be EDR on Mask and Chest, full skill haste and the aforementioned +Health options on BP and KP, and CHC on holster.
20% EDR, 40% Skill Haste, maintain 10% CHC from gear and 86% of Max Health sounds like an optimum combo for a lot of tanky builds who cannot capitalize on Skill Power to use skills more often. Add on 2pc FM, and you get a very durable Mobile Cover user, who will get upwards of 600k toughness and very potent explosion DR.


Have a look around and ask anything.