Why I Like Rad/Rad -- A Guide (long post)


AshTray

 

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Unfortunately that's not quite true. Lemme toss out the numbers, as best I can- it's been a while, so I'm going on memory (and what posts still exist) here.

First off, let's look at base villain accuaracy.

Minion - 50%
Lieutenant - 65%
Boss - 75%

Now, RI in and of itself reduces villain accuracy by 30%. So minions drop to 20%, lieutenants to 35%, and bosses to 45%. Not too shabby, right? Right. RI's an excellent power.


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Actually, this is flat out wrong. They get reduced by a percentage of their base accuracy.

Minons lose 30% of their (50%) accuracy, or .5 * .7 = 35% base

Lt's lose 30% of their (62.5%) accuracy, or .625 * .7 = 43.75%

Bosses lose 30% of their (75%) accuracy, or .75 * .7 = 52.5%

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If we then assume 3 accuracy debuffs in RI, the accuracy reduction is doubled- i.e. minions and lieutenants both hit the 5% minimum and bosses are staring at a 15% accuracy. That's pretty substantial right there- but we can still drop boss accuracy.


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Also wrong. The proper values for 3-slots would be
.5 * .4 = 20%
.625 * .4 = 25%
.75 * .4 = 30%

For 6-slots, it's
.5 * .1 = 5%
.625 * .1 = 6.25%
.75 * .1 = 7.5%

All of these are capped with the defense bonus from hasten.

The formula for determining the acc debuff is
BTH * (1 - Acc Debuffs) = MTH

So if you have a 60% debuff it's

BTH * (1 - .6) = MTH
or
BTH * .4 = MTH


 

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Now see, that's entirely different than the way I've been told the formulas work- percentages directly add or subtract, not take a percentage off. I'll admit that didn't come directly from a developer's mouth (or keyboard), but the original post was being quoted at the time- so I'm fairly positive it'd be as I've done it.

And I'm honestly not sure how you're coming up with the second set of numbers. Accuracy debuff enhancements at SO level give a 33.3% boost. So if you have 3, you have effectively a 100% increase- it's doubled. Similarly, three endurance reduction enhancements should drop your endurance cost to half.

Eh. Whatever.


 

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Now see, that's entirely different than the way I've been told the formulas work- percentages directly add or subtract, not take a percentage off. I'll admit that didn't come directly from a developer's mouth (or keyboard), but the original post was being quoted at the time- so I'm fairly positive it'd be as I've done it.

And I'm honestly not sure how you're coming up with the second set of numbers. Accuracy debuff enhancements at SO level give a 33.3% boost. So if you have 3, you have effectively a 100% increase- it's doubled. Similarly, three endurance reduction enhancements should drop your endurance cost to half.

Eh. Whatever.

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The second set of numbers is simply the inverse of the accuracy debuff - if accuracy is debuffed by 60%, then accuracy is reduced to 40%, which is 0.4. So 50% accuracy (0.5) is multiplied by 40% (0.4) resulting in 20% (0.2).

I'm almost positive that accuracy debuff works by a percentage of the base value, and in fact, that most debuffs do so. Defense, however, is a straight subtraction from base accuracy. That may have been what you saw quoted.


TEH WERDZ ON SKREEN HURTZ MI BRANE!

 

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Question : Is Stamina necessary for RAD/RAD if u hv perma-AM n end reducers on ur toggles? Reason is i would like to hv Fly instead of Fitness, plus Speed, TP n Concealment.


 

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Question : Is Stamina necessary for RAD/RAD if u hv perma-AM n end reducers on ur toggles? Reason is i would like to hv Fly instead of Fitness, plus Speed, TP n Concealment.

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Absolutely, even with stamina six slotted (and AM 3 slotted for END) I wish I had more END and most of my powers have at least one end reducer.


 

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No.. pretty sure this was talking about accuracy, and any modifiers to it were directly added or subtracted- I believe they gave the example of an accuracy inspiration directly adding 25% to your base accuracy. Not the best example for this discussion, but.. eh. From what I've seen there's about a half-dozen different theories on how accuracy is calculated.

Even by the numbers you're quoting though, there's reason to get Leadership- it just doesn't show up until you're facing bigger nastier bad guys with boosted accuracy and power effectiveness reductions. For example, ArchVillains. Base accuracy is something like 165%. 3-slotted RI drops that to 66%. Adding in Maneuvers six-slotted, that drops to 52.25%. So instead of about 2 out of 3 attacks hitting you're dealing with something closer to one in two- less if you add in the bonus from Hover, Hasten, etc. Works for me.


 

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Question : Is Stamina necessary for RAD/RAD if u hv perma-AM n end reducers on ur toggles? Reason is i would like to hv Fly instead of Fitness, plus Speed, TP n Concealment.

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One of the things I like about COH is the fact that there are often many ways of achieving a desired goal. For example, if you wanted a good damage power that hits pretty accurately but does not cost you endurance problems, you can pick up tactics for the accuracy (which I personally do not do), have stamina, and 6 slot for damage. Alternatively, you can slot 5 dmg and 1 accuracy and use the other slot/power elsewhere. And all the other possible variations.

As regards your actual question: there is no really effective way of gaining flying except by picking up the power (group fly from a friend is iffy at best, in my opinion). That being said, rad/rads do tend to use up endurance quite a bit. I assume you have EF 3 slotted for end recovery. That alone might not be enough, though. Slotting end reduc in RI not only does not help as much, it deprives RI of more important enhancements like acc and def debuff. How do you make up for the endurance? You now have to slot end reduc in your attack powers.

Which can work... However, having given up stamina, you gain an extra power (you pick up hover and fly, drop 3 from fitness). Is that extra power going to be another attack? My concern is that you might have "too many" attacks which are ready to fire, and none of them are doing the maximum damage they could because you have to slot them all with 1 or more end reducs.

This all changes when the epic power pools come out, though. If you take Dark, for instance, you can gain end and damage from dark consumption and soul drain. In other words, you will now have even more ways of achieving roughly the same goal through different paths.

I am a fan of stamina, and it is in all my numerous builds. But you can get by without it, especially if you are in groups most of the time. Just don't try to solo an AV without it...


 

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Lemme see if I can be a bit more helpful on this than on the accuracy thing.

Head on over to this Toggle Costs Calculator. That ought to provide you with everything you need as far as how much you can run and when for toggles. It doesn't have endurance costs for non-toggles, but you ought to be able to get those from Hero Builder or some other resource.


 

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Can one achieve perma-AM (6 slotted recharge) without Hasten ?


 

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Yes, 6 slotted AM (all recycle) is perma if all the SOs are 2 levels above you... but the ability to slot it for end recovery is priceless.


 

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hey i noticed you had one thing missing, which was fallout. well now you can say that you've meet a Rad/Rad defender that has taken that power. and while i don't get to use it that often (it's actually a target on a teammates dead body) it is an insanely powerful attack. it's AoE isn't large but it isn't to small either. i only get to use it a few times a week so i don't have precise numbers but against Freak Tanks/luits that were 32-33 (i was 30) it did about 300 damage to each and it easily hit 7+ freaks. every so often somebody will get taken down around the edges, well a quick teleport to the middle, boom, rez and almost everything is dead around him or her. i've actually had a few suicidal scrappers that love for me to use this power and try to find something that will kill them. if i get to use it again i'll post some more info up on here another day.


 

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hey i noticed you had one thing missing, which was fallout. well now you can say that you've meet a Rad/Rad defender that has taken that power. and while i don't get to use it that often (it's actually a target on a teammates dead body) it is an insanely powerful attack. it's AoE isn't large but it isn't to small either. i only get to use it a few times a week so i don't have precise numbers but against Freak Tanks/luits that were 32-33 (i was 30) it did about 300 damage to each and it easily hit 7+ freaks.

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Hey GreenDon, I have tried every power in the rad primary extensively but Fall Out. It seems like it packs quite the punch. How do you have it slotted? Are these numbers based on 1 Dam SO?

I like your idea of tp'ing a fallen member into the mob then using Fallout, sounds kinda cool!
(Except that part about your friend collecting debt, that is)


 

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agreed, the prevention of them falling is my first priority. but it does happen at times and i like that fallout adds a little flair to thing. i use it so little i'm sure there is something that could be more productive but it's fun and as i said, there are a few guys i play with that like getting it used. heck if you want to be evil about it, you could probably power lvl a guy with a dead body preety efectivly. Tp him into mob, boom, take care of the rest of the guys, do it all over again. no threat ever to your buddy because he's dead

as for actually number i have 2 damage SO's in there at equal lvl. as for actual hard number i'll have to spend some time on the Test server with a willing 'partner' to test it out more toughly.


 

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Question about Irradiate: I'm all but convinced I need to respec for Irradiate (among other things), but I'm using 4-fly hover to get around and fight in missions. The one potential sticking point I see is this: how far down does Irradiate affect mobs? Most times I'm out of of melee range, but within CB range above my foes. Will Irradiate affect the guys beneath me or only those on level with me?

-Joe Shard


 

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I'd guess Irradiate, like other radius powers, would form a sphere around you. If I'm not mistaken, the range on Cosmic Burst is about 20 feet. Irradiate I think has a radius of about thirty feet. Now, according to a drawing I made (and utterly ignoring the fact I got a 47% in sleep- I mean, Geometry- when I took it fourteen years ago) I think you'll effectively create a 20-foot radius of effect on the floor below you, if you're 20 feet up. The lower you are, the wider the circle. The higher you are, the smaller the circle. Since I'm just eyeballing things here, I can't be certain.. but I think you might want to consider a couple of /binds for Irradiate- one that shuts down Hover and fires off Irradiate, and a second that makes you leap back up into the air and activate Hover again. And maybe yell 'Boingy, Boingy, Boingy!' while you're at it. That's kinda a matter of taste.


 

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eh i hop into the middle of a group and fire it off, if you have enervating field, use it and it ups the damage preety good. if yu worried abuot getting hit, lay down some rad infection first, then hop in and irradiate them. works wonders.


 

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OK, here's my level 40 Rad/Rad build, I don't really want to comment on the DPS of any powers, or debate on anything else said here, you guys are doing a great job. A few notes on my build.

1. I based my build on a character I used to play in Aberrant, so certian powers reflect this (fly instead of SS and SJ)
2. I always team. I suck Solo. Doesn't matter what I play, I can't solo. Just my style, or whatever, but I hate it and that's why I do some of the things I do.
3. High level fights are REALLY affected by some of these powers. Namely Leadership.
4. After testing with my SG on the test server, this is what I came up with to get me (and my team) up to the mid 40s.

Level 1 (Starting Primary) : Radiant Aura /Heal,Heal,Heal,Heal,Heal,Heal
Level 1 (Starting Secondary) : Neutrino Bolt /Dmg
Level 2 : Radiation Infection /HitDeb,HitDeb,HitDeb,DefDeb,DefDeb,DefDeb
Level 4 : Accelerate Metabolism /Rchg,Rchg,Rchg,Rchg,EndRec,EndRec
Level 6 : Enervating Field /EndRdx,EndRdx,EndRdx
Level 8 : Swift /Run
Level 10 : Hasten /Rchg,Rchg,Rchg,Rchg,Rchg,DefBuf
Level 12 : Hover /DefBuf
Level 14 : Health /Heal
Level 16 : Fly /Fly,Fly,Fly
Level 18 : Mutation /Rchg
Level 20 : Stamina /EndRec,EndRec,EndRec,EndRec,EndRec,EndRec
Level 22 : Aim /HitBuf
Level 24 : Maneuvers /DefBuf,DefBuf,DefBuf,DefBuf,DefBuf,EndRdx
Level 26 : Assault /EndRdx
Level 28 : Tactics /HitBuf,HitBuf,HitBuf,HitBuf,HitBuf,EndRdx
Level 30 : Cosmic Burst /Dmg,Dmg,Dmg,Dmg,Dmg,Dmg
Level 32 : EM Pulse /Rchg,Acc
Level 35 : Neutron Bomb /Dmg,Dmg,Dmg,Dmg,Dmg,Dmg
Level 38 : Atomic Blast /Dmg,Dmg,Dmg,Dmg,Dmg,Dmg

At this point, a new power has to be chosen, and I need to play around with it on test, but at this point I'm leaning towards Irradiate, with 6 damage. EPP's MAY come into the picture, but nothing is grabbing me for my concept.

Note, with all my leadership running it is CRUCIAL to put the recovery enhancements in AM, otherwise, End go Bye Bye. I have found this to be an AWESOME build in a team, especially when farming certian missions for quick xp. Your team always hits, takes less damage, and does about 25% more damage per hit thanks to Assault and AM.

I'm thinking about respecing out some of the Heal slots from RA, but I still use it, and it's nice to heal about 400hps to my entire team during those hard fights.

Also, I'm sure I've wasted some slots on fly, maxing out it's speed (especcially with AM) but let's face it, fly is slow, lmay as well put two slots for almost 2x the speed, and get where I want to go faster.

Pollution, Justice


 

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I was just about to get enervating field, and then I saw in Hero Planner that it can only take endurance, range, and recharge enhancements. Is that true? I was really hoping to use RI mainly for defense and EF for offense, but it looks like I can't increase the effectiveness of EF's res debuff. So how strong in EF without any enhancements?


Avatar: "Cheeky Jack O Lantern" by dimarie

 

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I think EF adds about 33% to the damage you do while decreasing the mobs damage output by 33% also. If they allowed you to enhance that, well that would just be crazy.


 

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According to this guide on CoHVault it is -33% Res (and dmg).


But still I fear and still I dare not laugh at the madman!

One man's "meh" is another man's "zomg". - Leatherneck

Procrastination meter coming soon.

 

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EF rocks as a power, and its animation time is quite fast. Stinck one or three end reductions in it, and call it a day (since its a bit of an end hog).


 

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EF rocks as a power, and its animation time is quite fast. Stinck one or three end reductions in it, and call it a day (since its a bit of an end hog).

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agreed, in big groups, I tend not to use RI due to animation time, by the time it kicks in, they dead (or dying anyway) EF with 3 end reducers on it rocks. Animation is exactly "WHOOSH" in seconds (1.5 at most) and recharges pretty quick with AM and Hasten, so it get's used ALOT. I use that more than anything else really.


 

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As a lvl 46 Rad/rad defender, I must say I love the class. It can both solo and group well with any team. The only mobs I seem to have real trouble with are AV's and monsters. Those I need help with but everything else I can solo if I want.

I have everything from the Primary line. and the only ones from the secondary line I didn't take was X-Ray, Electron Haze, & Aim. X-ray & Electron haze just didn't fit in with my character concept and Aim, well, I don't know why I haven't taken it yet.

For power pools I have Stealth, Hasten, Swift, Health, Stamina, Hover and fly.

Some of my favorite tactics are to jump into the middle of a group, EM pulse, RI, EF and then Atomic Bomb. By that time if there is anything left standing I'll pop a end insp and use Irridiate and then if need be use NB to clean up. By the time EM has worn off, everything is dead.

Something else I love doing is herding. Using fly I'll hit a group with one of the debuffs and fly away dragging them with me to pick up more groups. Once I have alot I'll use the tactic above or let my blaster friend nova. I know this won't work well after the update with the range change but still it's fun.

Cantina Jane- 46 Rad/Rad Defender- Victory
Damage Control - More action, less talking!


 

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I resisted Aim myself at first, but it recharges quickly with only a singe SO recharge reduction in it, and I notice a definite difference in both damage and accuracy. Generally it recharges fast enough to be used once per fight, and it's nice for getting off the shots that count, especially if there is one annoying git who stays outside of the pretty yellow-green clouds.


 

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Among the rad/rads out there... what are your thoughts on the epic power pools? Which one are you leaning towards, and why?