Critique my Rad/Dark pls


Arcanaville

 

Posted

As the title says..
This is for Zonal PvP... I welcome all comments and suggestions thanks.


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Consciousness: that annoying time between naps.

 

Posted

0% accuracy is a little low for my tastes personally. I'd try to throw in some purple sets.

I understand Enervating field has -defense, but that's easily detoggled and having to put it on every target just to hit them seems like it may waste a lot of time.

I just finished the math behind it. A squishy only needs 12% defense (Hello Frozen armor) to knock your Dark Blast's chance to hit to 86%. Once you get to toons that have a bit more (or had someone cast barrier) + melee toons, you're going to notice it.

In fact you should notice it even with 86% chance to hit. I know most of us even feel the 95%, missing the crucial shot.

Aside from that, on average the +end proc is better than an end mod IO in stamina. This is true for PvE as well, except that in PvP, you don't have end mod strength and recovery being DRed, meaning that +end procs are essentially recovery that bypasses DR.


I also think you have too much end reduction. With AM + Cardiac 45%, you can take 1 end reduc out of EF/TK and put those 2 slots into sprint if you want more run speed.

You're also missing the kismet +6% accuracy (actually tohit) which would help your accuracy problem a lot, although not fix it entirely.

36 KB prot will mean certain people will KB you (some of my toons would). You may want some more.

With your level of recharge, phase shift only needs 1 slot to come back in time. People say it needs to be recharged in 2 minutes, but that's assuming you stay in it the full duration. I usually only stay in it for 15 seconds or so, and since [nophase] starts 30 seconds in for 2 minutes, that gives it 2m15s to recharge. Either way, 1 slot is enough.



The panacea proc actually delivers better +recovery than numina in health, and might even compete with miracle +recovery (reasons were listed earlier)

+Hp is something I usually try to specifically aim for -after- enough acc/rech and good slotting.

Hope this helps, GL


@Sentry4 @Sentry 4

PvP Redux is discontinued, for obvious reasons. Thanks to everyone who helped and joined.

 

Posted

More Recharge/HP/Acc/Range/KB protection etc.

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Its a team build though, not 1 v 1. I have a rad psi slotted in a similar way and I don't run into end issues even with minimal to no end slotting / not having health procs / etc.


 

Posted

MrLiberty, I'd like to ask why hurdle is 2 slotted. I've seen it before and even some doing it don't know why. I'm curious.


@Sentry4 @Sentry 4

PvP Redux is discontinued, for obvious reasons. Thanks to everyone who helped and joined.

 

Posted

Its mostly for the unsuppressed jump height when you jump time your attacks (so as not to be a really easy AS target). Also its nice for keeping damage on targets as you hop along firing off attacks.


 

Posted

Thank you for your replies, I think the issue i have is that I try to build for 1 thing in particular instead of an overall view, so I went for Hp and forgot about Acc in this instance... I am leveling this toon so I will take info you have given and apply it

Meantime i have a lvl 50 Grav/Ta that I would like to respec, I took the advice and attempted to build this from what you have told me. Does this look like it would be viable for Zonal also...?


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Consciousness: that annoying time between naps.

 

Posted

Quote:
Originally Posted by MrLiberty View Post
Its mostly for the unsuppressed jump height when you jump time your attacks (so as not to be a really easy AS target). Also its nice for keeping damage on targets as you hop along firing off attacks.
Now that confuses me. I've heard about it speeding up your jump speed while suppressed, but when I tested it, 1 slotted hurdle makes you hit the cap everytime. 31.11mph jump speed is the cap. 14.32mph base + 24.85mph hurdle = >31.11mph, even when factoring DR.

Furthermore, the jump height is enhanced, but SJ's height hits the Max jump height cap of 72ft. So it doesn't give an increase to jump height or speed while in suppression. SJ hits both caps.

My tests actually showed that a CJ with 1 jump IO is better than the 2 slotted hurdle for height.

I've gotten the exact same answer from others who did the same (2 slotting hurdle), but I've taken toons and tried both. I recorded the jump speed with SJ on, 1 character with 1 slotted hurdle and 1 with 2 slotted hurdle. Both were the same speed under suppression.

With CJ, they were also the same speed (capped). However, 1 jump IO in CJ (and 1 jump IO in hurdle) jumped further (meaning higher) than 2 jump IOed hurdle.

Hurdle gives 166.8% jump height.
CJ gives 200% jump height. <-- This is better to enhance with 1 slot



It looks to me like it doesn't do anything, but that's why I'm asking you. I'm hoping you can test it, because it may be an inaccuracy, or only truth in past issues. Using that 1 slot in CJ seems to be better.

"Suppression" is just capping your 'jump speed' and 'max jump height'. With 1 slotted hurdle, the speed is capped already, meaning an extra jump IO doesn't increase speed at all.

If you're trying to increase max jump -height-, it's already capped with SJ, and if you're going to use a slot to increase it outside of SJ, combat jumping does a better job of that.



Lastly, giving hurdle another +jump doesn't even grant more control. Combat jumping gives more control than SJ, meaning it appears faster than SJ when suppressed. It actually has the same speed (going in one direction, capped). Although it's true that more control means more....speed in where you want to go. I don't know how to translate that to numbers, but going from A to C to B to D in a big "W" will be faster with CJ even though they're the same speed in one direction.



Quote:
Originally Posted by MrLiberty View Post
Its mostly for the unsuppressed jump height when you jump time your attacks (so as not to be a really easy AS target). Also its nice for keeping damage on targets as you hop along firing off attacks.
So we know it's not for the unsuppressed jump height because if that was the focus of it, putting that 1 slot in CJ would give us better results.

It also can't be to hop along and keep damage on targets, because jump speed is already capped, and 1 slot to CJ would actually make it faster (higher max jump height) than 2 slotted hurdle.

So, is 2 slotting hurdle a mistake? Or am I missing something?



Also, the change from 2 slotted hurdle to 1 slotted CJ to what I do now (no slot CJ, 1 slot hurdle) is so extremely small, and is something I wouldn't use a slot on either way. It's a small increase in height, an increase you don't even always hit because you throw an attack before you get to the highest height.

Not to mention, with jump speed being tied on SJ/CJ, and jump height being higher on SJ, I would recommend -against- using CJ to bunny hop chase opponents. CJ is nice for maneuverability, but going in a straight line (like in chasing), SJ will be better than CJ, suppressed and unsupressed.


@Sentry4 @Sentry 4

PvP Redux is discontinued, for obvious reasons. Thanks to everyone who helped and joined.

 

Posted

Sentry if you go more in depth on slotting sprint it would really be helpful. I did some tests trying to figure out how to cap movement speed in rv and sprint really helped. Although I am not confident...

The basic response for slotting travel is 2 ho's and a kb pro for toons that need to hit 41 protection. My tests surprisingly showed me that using sprint really makes a difference, although putting runspeed into it did not improve because it caps with basic slotting and sprint on. I also have not been able to cap runspeed with stealth on. As for jump you can cap x axis easy but you can 6 slot sj and not hit verticle cap. There is a lot of info out there, some use sprint some don't, some 4-5 slot movement etc. Also movement ho's are pricey so I was not able to test with them.

My test process was taking kin in rv and seeing exact numbers for capped movement then trying to reach those on other toons. Your expertise would be much appreciated. I forgot to test kin with stealth on...drat!


I am PL in RL.

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Posted

Running slotted CJ is better for unsuppressed jump height, it definitely always has been. However that assumes you are going to switch back and forth between SJ and CJ a lot. Some people do, others don't. Personally outside of being immobed or running a map like tech lab I usually just leave SJ on rather than toggle CJ any time I start to jump time my attacks.


It might be an outdated thing that I never really changed with my builds, it might only net you a few feet or something, but more travel speed is always better in my point of view.

For a while (in arena with no HD no TS) I went back to 1 slotted hurdle builds and found I had a harder time keeping up with evading targets or getting off as many attacks as I used too, so as I've gotten around to redoing the builds most try to fit the second slot into hurdle.


 

Posted

Quote:
Originally Posted by Sinistar6000 View Post
Sentry if you go more in depth on slotting sprint it would really be helpful. I did some tests trying to figure out how to cap movement speed in rv and sprint really helped. Although I am not confident...

The basic response for slotting travel is 2 ho's and a kb pro for toons that need to hit 41 protection. My tests surprisingly showed me that using sprint really makes a difference, although putting runspeed into it did not improve because it caps with basic slotting and sprint on. I also have not been able to cap runspeed with stealth on. As for jump you can cap x axis easy but you can 6 slot sj and not hit verticle cap. There is a lot of info out there, some use sprint some don't, some 4-5 slot movement etc. Also movement ho's are pricey so I was not able to test with them.

My test process was taking kin in rv and seeing exact numbers for capped movement then trying to reach those on other toons. Your expertise would be much appreciated. I forgot to test kin with stealth on...drat!

I've been meaning to test this. When I want to hit the cap I'll usually 4 slot super speed and throw some slots in sprint. Maybe 2 slot swift or throw in a gift of the ancients, although I'm sure a lot of my toons are way over. I've just been procrastinating on run speeds.

I'm unsure how the percents of run speed work with the miles per hour. Super speed base is 350% run speed on mids, but +100% SpeedRunning on Redtomax, but that translates to 50.1 mph.

Then sometimes I'm unsure how to factor DR with it. Do I DR the +100% SpeedRunning or the 350% Run speed?

I'm calling backup. Then I'll make a separate thread about how to hit cap while factoring slotting, stealth, powerboost, maybe even AM since this is a rad thread. I'll include different slotting choices using basic IOs and movement HOs.


@Sentry4 @Sentry 4

PvP Redux is discontinued, for obvious reasons. Thanks to everyone who helped and joined.

 

Posted

Quote:
Originally Posted by Sentry4 View Post
I'm unsure how the percents of run speed work with the miles per hour. Super speed base is 350% run speed on mids, but +100% SpeedRunning on Redtomax, but that translates to 50.1 mph.

Then sometimes I'm unsure how to factor DR with it. Do I DR the +100% SpeedRunning or the 350% Run speed?
City of Data has a funny bug that seems to crop up sometimes. The +100% it reports for Superspeed is wrong, sort of. Superspeed is actually a scale 1.0 Run speed buff on the Melee_Runspeed table. In the same way that an attack can be a scale 1.0 attack on the Melee damage table or the Ranged damage table, super speed is a scale 1.0 buff on the Melee run speed table. That table starts at 2.5 at level one and increases to 3.5 at level 50 for all archetypes. So SS is a +250% run speed buff at level 1 and +350% run speed buff at level 50.

Sometimes CoD gets confused and reports the +1.0 buff as a +100% buff when it should actually multiply by the referenced table first. But this seems to be a default display thing. If you change the archetype pulldown for the power to any other archetype (other than the one you're looking at) CoD will "wake up" and calculate what the value should be for that specific archetype at the specified level, which in this case is the same for all archetypes anyway, and give you the right answer (try it). This happens a lot with attributes CoD has to convert to percentages.


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