Need Help with Elec / Force Field House of Cards Build



So one of the things that intrigues me about alpha slots is that in the future, builds that use the Nerve tree can soft cap somewhat easier. I decided to try it out with my Elec / FF character. It took a lot of math, which I suck at, so I want to verify some things about this build.

[In order to understand some of what's to come, access to the actual build may be helpful. It's long, so I'll post it in the post immediately following this one.]

My first assumption was that since maxed out alpha slots offer 20% extra defense, 2/3s (66%) of which ignored ED, that this is essentially the same as increasing the defense of each defense power I have by about 13.2%. This isn't the same as just adding 13.2% like with IO bonuses, it increases whatever defense powers you already have. FYI I decided to completely ignore any portion of the defense that was not free and clear of ED.

From there I went to calculate two separate sets of data: allies/pets and personal. Because this can get kind of confusing, I bolded the parts of the sentences where the key assertions are. I also supplied a chart just after the paragraphs.

The allies/pets were easier. For each power I just looked at the current defense value of the power, multiplied it by 1.13, then added all the values up. This appears to put defense contributions to allies and pets at 38%. However, since the gremlins are slotted with the +defense IO, which I believe contributes +5 defense when they are within range, they actually tend to hover around 43% defense.

The personal protection was trickier. That's because IOs change the picture for each individual defense type. So, what I did was start out like with the allies/pets calculation to find out how much the alpha slot would increase each power's defenses, then subtracted the old value from the new to get the amount of change. The total change was about 3.47% extra defense. I then added this amount of change to each individual defense type. If my calculations are right, with the full alpha slotting the character would be above 44% defense to Smash, Lethal, Psi, Ranged, and AoE attacks.

Here's all of this on a chart:

So now what I'm wondering is whether I screwed up the math. I spent several hours moving slots around, and its possible I copied values wrong. Or that I missed something more fundamental. I welcome your comments.



And here is the attached build:

Hero Plan by Mids' Hero Designer 1.90

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electric ff alpha: Level 50 Magic Controller
Primary Power Set: Electric Control
Secondary Power Set: Force Field
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Tesla Cage -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(3), Dev'n-Dmg/Rchg(3), Dev'n-Acc/Dmg/Rchg(5), Dev'n-Acc/Dmg/EndRdx/Rchg(5), Dev'n-Hold%(17)
Level 1: Personal Force Field -- LkGmblr-Rchg+(A)
Level 2: Deflection Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(7), DefBuff-I(11)
Level 4: Chain Fences -- Ragnrk-Knock%(A), GravAnch-Hold%(7), Enf'dOp-Acc/Rchg(15), Enf'dOp-EndRdx/Immob(17), Enf'dOp-Acc/EndRdx(31), Enf'dOp-Acc/Immob(36)
Level 6: Jolting Chain -- Apoc-Dmg(A), Apoc-Dmg/Rchg(9), Apoc-Dam%(9), Apoc-Acc/Dmg/Rchg(15), Apoc-Acc/Rchg(29), Apoc-Dmg/EndRdx(36)
Level 8: Conductive Aura -- Efficacy-EndMod/Acc(A), P'Shift-EndMod/Acc(13)
Level 10: Insulation Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(11), DefBuff-I(13)
Level 12: Static Field -- Acc-I(A)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(25)
Level 16: Electric Fence -- Dmg-I(A), HO:Nucle(37)
Level 18: Paralyzing Blast -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-Rchg/Hold(19), BasGaze-Acc/EndRdx/Rchg/Hold(21)
Level 20: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(21), KntkC'bat-Dmg/EndRdx(29), KntkC'bat-Dmg/Rchg(46)
Level 22: Dispersion Bubble -- RedFtn-Def/EndRdx(A), RedFtn-Def(23), RedFtn-Def/Rchg(39), RedFtn-EndRdx/Rchg(39), RedFtn-Def/EndRdx/Rchg(40)
Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(25), DefBuff-I(34)
Level 26: Synaptic Overload -- CoPers-Conf(A), CoPers-Conf/Rchg(27), CoPers-Acc/Conf/Rchg(27), CoPers-Acc/Rchg(31), CoPers-Conf/EndRdx(31), CoPers-Conf%(34)
Level 28: Tough -- GA-3defTpProc(A), S'fstPrt-ResDam/Def+(37), S'fstPrt-ResKB(39)
Level 30: Combat Jumping -- DefBuff-I(A), DefBuff-I(40)
Level 32: Gremlins -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(33), BldM'dt-Acc/EndRdx(33), BldM'dt-Acc/Dmg/EndRdx(33), BldM'dt-Acc(34), EdctM'r-PetDef(36)
Level 35: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(37), DefBuff-I(43)
Level 38: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(40), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-Build%(42), GSFC-ToHit/EndRdx(43)
Level 41: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(43), RctvArm-EndRdx(46), RctvArm-ResDam(50)
Level 44: Ball Lightning -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(45), Det'tn-Dmg/Rchg(45), Det'tn-Acc/Dmg/EndRdx(45), Det'tn-Dmg/EndRdx/Rng(46)
Level 47: Summon Guardian -- ExRmnt-Acc/Dmg(A), ExRmnt-Acc/Rchg(48), ExRmnt-EndRdx/Dmg/Rchg(48), S'bndAl-Dmg/Rchg(48), ExRmnt-Acc/Dmg/Rchg(50)
Level 49: Power Sink -- P'Shift-EndMod/Rchg(A), Efficacy-EndMod/Rchg(50)
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Stamina -- EndMod-I(A)
Set Bonus Totals:

  • 18.5% DamageBuff(Smashing)
  • 18.5% DamageBuff(Lethal)
  • 18.5% DamageBuff(Fire)
  • 18.5% DamageBuff(Cold)
  • 18.5% DamageBuff(Energy)
  • 18.5% DamageBuff(Negative)
  • 18.5% DamageBuff(Toxic)
  • 18.5% DamageBuff(Psionic)
  • 5% Defense
  • 14.75% Defense(Smashing)
  • 14.75% Defense(Lethal)
  • 11.94% Defense(Fire)
  • 11.94% Defense(Cold)
  • 13.5% Defense(Energy)
  • 13.5% Defense(Negative)
  • 14.75% Defense(Psionic)
  • 12.25% Defense(Melee)
  • 15.38% Defense(Ranged)
  • 15.06% Defense(AoE)
  • 3% Enhancement(Immobilize)
  • 4% Enhancement(Confused)
  • 76.25% Enhancement(RechargeTime)
  • 5% FlySpeed
  • 87.75 HP (8.628%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 2.5%
  • MezResist(Held) 5.8%
  • MezResist(Immobilize) 8.55%
  • MezResist(Sleep) 4.15%
  • MezResist(Stun) 4.15%
  • MezResist(Terrorized) 2.5%
  • 11.5% (0.192 End/sec) Recovery
  • 68% (2.887 HP/sec) Regeneration
  • 1.26% Resistance(Fire)
  • 1.26% Resistance(Cold)
  • 1.875% Resistance(Energy)
  • 1.875% Resistance(Negative)
  • 5% RunSpeed
  • 1% XPDebtProtection

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