Vorpal Judgement: Radial or Core?
Radial not only hits more targets, the cone is simply ginormous. I don't think it's really much of a contest - who cares about, what is it, 20% extra damage compared to 33% extra targets and a difficult to quantify improvement in the ease of hitting those targets? The def buff is totally unnecessary for the radial version to be superior to core.
The two Vorpal T4s are the same size cone - 120 degrees, 120 feet. I rarely run into even the 24-target cap on my Pyronic, and I doubt the 30-target cap on Vorpal Core would be much worse.
That said, the DoT on the Core path has the same numbers as Pyronic Core's DoT, and I can tell you that the Pyronic DoT is not a game-changer. Nice, certainly, but not dramatic. If you find that the extra targets and def buff are useful, go Radial.
I'd go for the DoT. You won't hit the target cap unless farming (like I do with my SS/Fire with Pyronic, too lazy to change to Ion now) and the DoT actually makes a difference (not huge sure) when I hit the clustered mobs in iTrials who won't die with the normal damage - but my Vorpal toon is mostly ST so I make use all of the AoE help I can get. IIRC the def buff is 5-10 seconds?
Is the Core smashing damage lower than the Radial smashing damage to compensate for the fact that additional lethal damage will (likely) follow? Or is it the same in both versions?
One thing I find annoying about my tier 4 Pyronic Judgement is that there seems to be what I consider a "cheat" mechanism in place in which even-level minions are left with a sliver of health after my Pyronic attack, even if the 428+ damage would, if delivered by any other attack, defeat them instantly. It's like there is some sort of lame anti-one-shot code running, but just for Judgement attacks against minions of even level (or higher). Would the Lethal DoT help in finishing them off?
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Is the Core smashing damage lower than the Radial smashing damage to compensate for the fact that additional lethal damage will (likely) follow? Or is it the same in both versions?
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They both do the same initial damage.
My advice is to use the Core if you have an Alpha that buffs damage. More damage being multiplied by a damage buff is solid synergy. The Radial path is superior for everything else because of the defense buff, particularly if you have a range boost from your Alpha slot which synergizes with the higher target cap potential.
They both do the same initial damage.
My advice is to use the Core if you have an Alpha that buffs damage. More damage being multiplied by a damage buff is solid synergy. The Radial path is superior for everything else because of the defense buff, particularly if you have a range boost from your Alpha slot which synergizes with the higher target cap potential. |
I am going to slot Musculature and see how it affects Judgement, including Pyronic. Am I still going to see even level minions with a sliver of health left? I suspect I will...
NOR-RAD - 50 Rad/Rad/Elec Defender - Nikki Stryker - 50 DM/SR/Weap Scrapper - Iron Marauder - 50 Eng/Eng/Pow Blaster
Lion of Might - 50 SS/Inv/Eng Tanker - Darling Nikkee - 50 (+3) StJ/WP/Eng Brute - Ice Giant Kurg - 36 Ice/Storm Controller
I am going to slot Musculature and see how it affects Judgement, including Pyronic. Am I still going to see even level minions with a sliver of health left? I suspect I will...
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It is the only exception, and is done for balance reasons. Spiritual would be overpowered with every Icnarante ability if the recharge functioned. Go ahead and see how much the regeneration on Rebirth is boosted though. That's a pretty sweet combo right there.
The two Vorpal T4s are the same size cone - 120 degrees, 120 feet. I rarely run into even the 24-target cap on my Pyronic, and I doubt the 30-target cap on Vorpal Core would be much worse.
That said, the DoT on the Core path has the same numbers as Pyronic Core's DoT, and I can tell you that the Pyronic DoT is not a game-changer. Nice, certainly, but not dramatic. If you find that the extra targets and def buff are useful, go Radial. |
I currently have Spiritual slotted, which helps in neither case. I have a tier 4 Musculature (Radial) available, but have yet to try it out. I didn't think Alpha boosts affected other Incarnate abilities. The paragonwiki states that the Alpha boosts only affect those powers that take the corresponding enhancement(s). Incarnate abilities are not enhanceable, so it follows they don't benefit from Alpha boosts. Is that not the case? Clearly, the recharge boost from Spiritual has no effect, but is that the only exception?
I am going to slot Musculature and see how it affects Judgement, including Pyronic. Am I still going to see even level minions with a sliver of health left? I suspect I will... |
But ya the Musculature really helps the incarnate nukes good.
edit: ok just checked tier 4 both alpha and judgement 621.12 with a 20% chance to crit for 232.92.
also not 100% on this but I think Musculature affects incarnate pets too.
I suspect you will be surprised...
It is the only exception, and is done for balance reasons. Spiritual would be overpowered with every Icnarante ability if the recharge functioned. Go ahead and see how much the regeneration on Rebirth is boosted though. That's a pretty sweet combo right there. |
Following is my regen, hp/sec, on my scrapper, with nothing going but Rebirth, with my alpha unslotted. Tics of 15.01
31..101..57..48..39..31
Slotting the t4 Spir gives.. tics of 20.31
34..113..63..53..43..34
The first period of Rebirth gives 3 tics of XX regen, decaying down over time. So the first instance, with the aplha slotted, SHOULD be 15 hp per sec more than without, since it is 3x5 greater. However, looking at those values, it is only 12 greater.
Spiritual does buff rebirth..but gives some odd numbers. Testing it now.
Following is my regen, hp/sec, on my scrapper, with nothing going but Rebirth, with my alpha unslotted. Tics of 15.01 31..101..57..48..39..31 Slotting the t4 Spir gives.. tics of 20.31 34..113..63..53..43..34 The first period of Rebirth gives 3 tics of XX regen, decaying down over time. So the first instance, with the aplha slotted, SHOULD be 15 hp per sec more than without, since it is 3x5 greater. However, looking at those values, it is only 12 greater. |
On my StJ/Regen brute I was going to go for the Radial one; more targets, larger cone and a +def buff?
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Alpha helps all powers that are Incarnate except for recharge, so yes, Musculature will make your other abilities do more damage, including Lore pets.
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Is the Core smashing damage lower than the Radial smashing damage to compensate for the fact that additional lethal damage will (likely) follow? Or is it the same in both versions?
One thing I find annoying about my tier 4 Pyronic Judgement is that there seems to be what I consider a "cheat" mechanism in place in which even-level minions are left with a sliver of health after my Pyronic attack, even if the 428+ damage would, if delivered by any other attack, defeat them instantly. It's like there is some sort of lame anti-one-shot code running, but just for Judgement attacks against minions of even level (or higher). Would the Lethal DoT help in finishing them off? |
Level 50 minions have 430.8 hp, and most Judgements hit for 428.36, so without Musculature they will indeed survive the initial hit (although even one tick of a DoT interface should at that point defeat them). There's no cheating going on. With Musculature I can confirm they fall over immediately, as long as they don't have high resists or several levels on you.
The vorpal cone is nearly seven times greater in volume than the pyronic blast. If you can't hit 40 targets with it, you're not being imaginative enough. If nothing else, it should be fairly simple to hit more than 30 targets with it since two x8 spawns should often be at least 36 NPCs.
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If we're just talking about the damage done, I prefer Core doing an extra ~15% all the time over Radial doing somewhere from 0% to 33% extra, but that can vary by taste and what you consider "normal" play. The DoT being the most-resisted damage type is not a point in Core's favor, either. If the def buff is also meaningful to the build, I'd give the advantage clearly to Radial.
Also, Musculature definitely boosts Lore pets. You can see this in the power Detailed Info when you have a Musculature equipped, and the alpha power also shows on the pet buff bars.
Either I'm missing something or 1/3 * π * 120^3 is approximately 6.75 times greater than 4/3 * π * 40^3. You may frequently be playing on a plane but the powers are three dimensional and you can use that to your advantage. Vorpal much more so than pyronic.
But yes, the fact that judgement is buffed by musculature makes it all the sweeter.
Something that I haven't tested but after this post maybe I will is whether vorpal judgement always fires with respect to your character's perspective or to the camera's? As in, can you fire it down from above? That would in some cases make it much easier to guarantee hitting forty targets.
Yes, powers are three-dimensional, but enemies very rarely come at you from above, and even more rarely from below. Most enemies cannot fly, and the ones that can usually stick close to the ground anyway. I don't think talking about volume instead of area gives us much useful information here.
But then, comparing Pyronic's size to Vorpal's is quite tangential to the original question, which was one Vorpal vs another, both the same size. Before t4, when the Core path is smaller, Radial definitely wins all the time - 80 versus 120 degrees is quite a difference in how difficult it is to target (especially since you have to "aim" it manually).
Level 50 minions have 430.8 hp, and most Judgements hit for 428.36, so without Musculature they will indeed survive the initial hit (although even one tick of a DoT interface should at that point defeat them). There's no cheating going on.
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Does Judgement benefit from buffs like Siphon Power or Fulcrum Shift?
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Lion of Might - 50 SS/Inv/Eng Tanker - Darling Nikkee - 50 (+3) StJ/WP/Eng Brute - Ice Giant Kurg - 36 Ice/Storm Controller
Well, there is always the option of grabbing one of the 5 Interfaces that have a DoT to finish them off.
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The vorpal cone is nearly seven times greater in volume than the pyronic blast. If you can't hit 40 targets with it, you're not being imaginative enough. If nothing else, it should be fairly simple to hit more than 30 targets with it since two x8 spawns should often be at least 36 NPCs.
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Good demo, Ideon, exactly what I was thinking of. The whole ITF is really pretty great for vorpal. Also very nice on the STF and RSF.
I would choose depending on what character you are. If you need the defense, go Radial; If you can incarnate softcap yourself easily without the Radial effect, go Core.
One bad thing about Vorpal is it can be tricky to use while flying without repositioning yourself. The attack launches straight in the direction your character is facing. So if you're flying high, have your camera view pointed down at a group of enemies and activate Vorpal, the power will shoot forward on an imaginary horizontal plain rather than at a downward angle. Sometimes missing the entire group or only hitting some at the far outer edge of the group (Due to the huge cone).
I even tried flying 90 degrees above a group, targeted a critter in the center and hit follow. My character went into a divebomb pose and I hit Vorpal and missed the entire spawn. Your guess is as good as mine as to which direction my attack went.
So, say I'm using a Spines Scrapper with Quills, or a Storm with Hurricane toggled on. If I use Vorpal, would hurricane debuff the whole targets? Or would quills do damage to them all?
I'm pretty sure it wouldn't, but how awesome would that be?
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I would choose depending on what character you are. If you need the defense, go Radial; If you can incarnate softcap yourself easily without the Radial effect, go Core.
One bad thing about Vorpal is it can be tricky to use while flying without repositioning yourself. The attack launches straight in the direction your character is facing. So if you're flying high, have your camera view pointed down at a group of enemies and activate Vorpal, the power will shoot forward on an imaginary horizontal plain rather than at a downward angle. Sometimes missing the entire group or only hitting some at the far outer edge of the group (Due to the huge cone). I even tried flying 90 degrees above a group, targeted a critter in the center and hit follow. My character went into a divebomb pose and I hit Vorpal and missed the entire spawn. Your guess is as good as mine as to which direction my attack went. |
1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives
Which version of Vorpal Judgement do you like best, and why?
I have both Radial and Core built up to tier 3 so I can try them out for myself to see which I like better before committing to one of them for tier 4. But I am interested in hearing from players who have experience with both and chose one over the other for a reason.
Core gives you a high chance lethal DoT, while Radial gives you 10 extra targets and a brief +30% DEF buff instead. My gut tells me I would prefer Radial, but maybe that DoT turns out to be far more impactful in actual practice than it seems just on the surface of it.
Thoughts and opinions?
NOR-RAD - 50 Rad/Rad/Elec Defender - Nikki Stryker - 50 DM/SR/Weap Scrapper - Iron Marauder - 50 Eng/Eng/Pow Blaster
Lion of Might - 50 SS/Inv/Eng Tanker - Darling Nikkee - 50 (+3) StJ/WP/Eng Brute - Ice Giant Kurg - 36 Ice/Storm Controller