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Help with Mids Math (Rad/Rad Tank)


jdos911

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Hi all,

 

Just wondering if anyone can help me reconcile the numbers I'm seeing in Mids vs the numbers I'm seeing in actual gameplay.  I'm not generally a huge min/max number monkey, so maybe I'm just missing something obvious and/or easily fixed.

 

Mids numbers without Incarnates:

1866251465_Mids-NoCardiac.JPG.0c6291f476543025b3e0a9b0d91a3643.JPG

 

In-game numbers without Incarnates:

NoCardiac.JPG.4685daedd3bb2b743e378556cea4bbd6.JPG

 

Mids numbers with T4 Cardiac Alpha:

Mids-Cardiac-T4.JPG.a79ce5ffd92ab031af893a9abe60a1ed.JPG

 

In-game numbers with T4 Cardiac Alpha:

Cardiac-T4.JPG.5572547d05b7a80d699bd52dfd038df3.JPG

 

I seem to be missing 5-7% NE, Psy & Cold resists, and I can't figure out where the difference is coming from.  I double checked my slotting in game and made sure my ATOs etc. were catalyzed.  It's not a HUGE deal, just seems...off.  I know Mids accounts for things like Reactive Defense's Scaling Resists to the formula, but even removing that from the build, there's still a 4-5% gap from Mids to in-game.  I can get to 90% across the board with 3 stacks from the ATO proc, but I was hoping to get there with just one and, according to the Mids numbers, that should be all I'd need.

 

Here's the build.  Any help would be greatly appreciated!  (also any build critiques/revisions/suggestions are more than welcome, this is my first swing at a Rad/ Tank, so I may have completely gimped myself without realizing it.  Please feel free to point out any relevant stupidity on my part 😉)  The goal was capped resists (factoring in the ATO proc) and mostly AOE to perform a team tank role that could wade into pretty much any enemy type without significant holes.  I'm pretty sure a respec is in her future anyway.  My AOE attack chain has a significant gap and she just feels...clunky, I guess...compared to my Elec/ and SR/ tanks.

 

Anyway, thanks in advance!

 

Rad Riding Hood 4 - Final - Tanker (Radiation Armor).mxd

 

http://www.cohplanner.com/mids/download.php?uc=1534&c=722&a=1444&f=HEX&dc=78DA6594CB4F135114C6EF74A6626991674B0B054A297D50A854C0674C23E023912A41E3B64EE858466B5BDB92E8D2441612C4C7C68DCF9D2B121F4B5CF84FE8C27FC0176A544457F574BE133AB19396DFBDDF3DE7DEEF9CE9257975DAB176FC7A42488EA9AC5A2AA5CEAAB94B5AD19A5433FABCA0A7794E4DFBE6F4B49ECBF84EE4F3E906D27A11949AD62E68B99216A3105D2DEBF95CEA48F172BEE8E5E5A496D5CC8BC65C3866F3F96C6C46530BB4A5DD981CCBEA99857213C6D521AD341AB333054D4B3B8F16F4F9D86471B1ACA5928BA9A45A2A6BC56B6E3212A5EF7288FE4855AB15AB08D020A408CB2033082A216618DC1101D7CCB96F6521E2B4F60EDCF99E794331D8B8C4BC09AE472815B9B2F401B18E8FCCCFE0AE0D7085CE9111ABC8BF786D136CD962B2A7B609C998DFA21C2B7BB3725D6D5C5707D7D5C175B9B82E17EFB14AB90D4661156B434118FBB98BCC45B02B8973BA4E81DED3A08BDEB00DE70A9B13DA6DDACF6E145B11F6371621DA15F18AB42681B8A692C5887B4E5A33F7A43908CD1B017BA3CC7ED47B87625B912FB772FF7ABF803EEE9FEF1368274FED7C567B37340B694ED69C4BD85B26AD937BD659ED33F5C2B709F6FF656E31FF8003BFC1BBE4C783FD14CF219C317090F918EF3CF084F914FC1116A21B39D66E8E0D24C020F73D7885C9FD0F95401B79ED81574BCF49E4847E32B9EFAFE937D687FDA5BE28F2E2CC17E4D7CF7EFD19689105E645E624D1AD88A129F025E50CB2DFC107A861E821F31138BC1FBD1C3EC03C0C9E276B61E45AC2CBE4AF471123ABCC1550957127ABFB47C790373201EEDECBDCC7DC03C6C7413FF523867E48B1FF6A152E2146F95D8F726FBC8AE0A7421F7A4444D9BECD95A1BAD5D13A255EA78CD529E3B53DE95AC0E98C396A040E67150E234D32326D2D74E7A154361AB7FF57088933BE99B573A8E9AB590B23EEBB59BB070709BA0C71AED4D3511BAF57753E5372D6F4FB26FD99BF36FE0744B8EC27

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2 minutes ago, nihilii said:

At a glance, I would guess Mids counts your Might of the Tanker ATO as proccing.

Yep.  Nailed it in 1.  I just took it out of Mids to verify and the numbers matched perfectly to the in-game numbers.  Thanks!  😁

 

Still open to build help, if anyone is so inclined.  

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That is a lot of resist chasing 🙂

 

I wonder if it would have been easier just picking Meltdown and Rune of protection though and rotating them. It would certainly ease up your slot choices. 

 

Recharge is always good for faster recharge heals/absorb and attacks.

 

Should be pretty tough though.

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At the risk of re-re-repeating myself I will once more mention that there is no gain to be had by having resistances over the 90% cap. Some of has to be because it's tied together, but, keep in mind your ATO stacks three times. If one stack already has you over the cap then why not lower the resistances some to account for at least two stacks? That's nearly 14% you don't need to worry about.

 

 

You're rad, you fart endurance, you neither need Cardiac nor Ageless, so you can take Barrier (and probably Musculature if it's your thing but it's your choice). That's another 5%. It's now 19% resistances-to-reach-90% you don't need to worry about.

 

Irradiated Ground is something that wants six procs in it. You can chase bonuses with it, but you'll be missing out on the strong suit of the power. It helps both ST and AoE.

 

Chance for +end in Stamina is better than an end mod.

 

A proc from Theft of Essence in Radiation therapy doubles your recovered endurance.

 

Gaussian chance for Build-up in Fusion in a must, and you'll miss not having Fusion.

 

 

So this is what I'd use:

 

1 - First I'd say Rad/Rad has no need for Ball Lightning and it is stealing valuable slots. I would have taken Assault instead and buff mine and everyone's damage with that one slot wonder while leaving the heavy proc horse that is Irradiated Ground do the heavy AoE lifting while I focus on killing the boss. Atom Smasher is there to help speed things up. All those free slots could then be spread around. One in Devastating Blow for the purple melee damage proc, another Touch of Death damage/endurance in Radioactive Siphon, a LotG Def/End in Maneuvers (only adds about 0.5% but the build is not quite at softcap so it is not wasted and a bit less endurance drain plus a bit more regen. All minimal benefits though), an Eradication damage proc in Atom Smasher, etc.

 

2 - Starting level 8 you should have very little endurance woes, if you slot the Theft of Essence in Radiation Therapy. It goes from being a mediocre endurance clickie and okay heal to a okay heal and an endurance bar filler. That lets you skimp on a lot such as leaving Gamma Boost as a level 49 power and not slotting more recovery uniques in Health/Stamina.

 

3 - Things are already Exemplar friendly as can be. Buy the Jump Pack and Steam Pack from the P2W (they are one time purchases and 100k for both) and you don't need to take Fly before level 20 as the packs make Hover as fast as Fly (superb for combat and mission mobility as well).

 

4 - The resistance numbers are not as pretty as your old build. No neat row of 90% going down the line. But this is more efficient:

 

4a -The game can be easily separated into two modes: easy mode, and hard mode. Easy mode is 90% of the game without debuffs and the problematic factions. For that mode you don't need to be ultra buffed to the gills and popping Barrier on CD. For hard mode we have things like the ITF where even resistance based sets can be debuffed to a point they take a ton of damage (at base every enemy has 50% of hitting. But once we are debuffed that chance increases to 80-95% chance of hitting. At that point blocking 90% of the damage is not enough since we are taking twice the damage we usually do). That is when we use all the buffs at our disposal. Enter Barrier.

4b - At base Barrier is a great team wide protection for the hard moments (my often repeated example of the ambush at the top of the hill in the ITF's first mission), but it also adds a permanent 5% defense and 5% resist to the build. During easy mode play you don't need to be at 90% since, well, it is easy mode, and aren't going to bother using it (unless noticing your squishies are suicidal, then you try to encompass them in it like a dotting momma tank). During hard mode softcap defense and hardcapping resistance is when you will want it.

4c - The Tanker +res proc gives 6.7% and stacks three times. Between this and that three stacks is best not be relied upon but two stacks is fine to assume as permanent once the fight has started. So looking at the build numbers (with one stack of the +res proc) S/L is at 78.86%. You're happily slapping things around and collecting a second stack making it now 85.3%. This is perfectly fine for most of the gaming, but hey, the going suddenly gets tough and you pop Barrier and now have 90%. As you can see this is still a little bit too much since Scaling Resists slotted in Hover would add another 1% at 90% HP but lets not nitpick. Negative is at 77% and with the above math ends neatly at 90%. Psionic is lacking (not having infinite slots) but 60.60% with one stack, 67.3% with a second stack. Barrier goes up, 72.3%. That elusive not-totally-reliable-but-still-worth-accounting-for third +res stack happens and 79%. Scaling Resists kicks off at 90% HP and 80%. Not hardcapped but hey.

4d - Bonus, near softcapped defense to S/L which includes anything that involves smash or lethal. Most things in the game do. Do you think you're being hit by a lightning blast or a radiation beam? Good chances are it is actually Energy with Smash involved in it, and if the Smash gets deflected by your S/L defenses then so does the Energy.

 

 

Obligatory this-is-not-gospel. just see what you wish to incorporate into your own build.

Spoiler

Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Rad Riding Hood: Level 50 Magic Tanker
Primary Power Set: Radiation Armor
Secondary Power Set: Radiation Melee
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Alpha Barrier -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(3), UnbGrd-ResDam/EndRdx/Rchg(3), GldArm-3defTpProc(5), ImpArm-ResPsi(5), UnbGrd-Max HP%(7)
Level 1: Contaminated Strike -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(7), KntCmb-Dmg/Rchg(9), KntCmb-Dmg/EndRdx/Rchg(9)
Level 2: Radioactive Smash -- SprMghoft-Acc/Dmg(A), SprMghoft-Acc/Dmg/Rchg(11), SprMghoft-Acc/Dmg/EndRdx/Rchg(11), SprMghoft-Rchg/Res%(13), SprGntFis-Rchg/+Absorb(13), FrcFdb-Rechg%(15)
Level 4: Proton Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(15), UnbGrd-ResDam/EndRdx/Rchg(17), UnbGrd-Rchg/ResDam(17), ImpArm-ResPsi(19), Ags-Psi/Status(19)
Level 6: Fallout Shelter -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(21), UnbGrd-ResDam/EndRdx/Rchg(21), UnbGrd-Rchg/ResDam(23), ImpArm-ResPsi(23)
Level 8: Radiation Therapy -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(25), Pnc-Heal/Rchg(25), Pnc-Heal/EndRedux/Rchg(27), Pnc-Heal(27), TchoftheN-%Dam(29)
Level 10: Hover -- ShlWal-ResDam/Re TP(A), Rct-ResDam%(29), LucoftheG-Def/Rchg+(31)
Level 12: Beta Decay -- EndRdx-I(A)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(31)
Level 16: Radiation Siphon -- HO:Nucle(A), HO:Nucle(31), HO:Golgi(33), HO:Golgi(33), TchofDth-Dam%(34)
Level 18: Particle Shielding -- Prv-Heal(A), Prv-Heal/Rchg/EndRdx(34), Prv-Heal/Rchg(34), Prv-EndRdx/Rchg(36), Prv-Heal/EndRdx(36), Prv-Absorb%(36)
Level 20: Fusion -- GssSynFr--Build%(A), AdjTrg-ToHit(33), AdjTrg-ToHit/Rchg(37), AdjTrg-ToHit/EndRdx/Rchg(40)
Level 22: Fly -- WntGif-ResSlow(A)
Level 24: Afterburner -- LucoftheG-Def/Rchg+(A)
Level 26: Maneuvers -- LucoftheG-Def/Rchg+(A)
Level 28: Irradiated Ground -- Erd-%Dam(A), Obl-%Dam(37), TchofLadG-%Dam(39), Arm-Dam%(39), AchHee-ResDeb%(39), FuroftheG-ResDeb%(40)
Level 30: Kick -- FrcFdb-Rechg%(A)
Level 32: Tough -- StdPrt-ResDam/Def+(A), ImpArm-ResPsi(40), ResDam-I(50)
Level 35: Devastating Blow -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx(42), SprBlsCol-Acc/Dmg/EndRdx(42), SprBlsCol-Acc/Dmg/Rchg(42), SprBlsCol-Dmg/EndRdx/Acc/Rchg(43)
Level 38: Atom Smasher -- SprAvl-Rchg/KDProc(A), SprAvl-Dmg/EndRdx(43), SprAvl-Acc/Dmg/EndRdx(43), SprAvl-Acc/Dmg/Rchg(45), SprAvl-Acc/Dmg/EndRdx/Rchg(45)
Level 41: Electrifying Fences -- Empty(A)
Level 44: Ball Lightning -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(45), Bmbdmt-Acc/Dam/Rech(46), Bmbdmt-Dam/Rech(46), Bmbdmt-Acc/Dam/Rech/End(46), Bmbdmt-+FireDmg(48)
Level 47: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def/EndRdx(48), Rct-Def(48)
Level 49: Gamma Boost -- PrfShf-End%(A)
Level 1: Brawl -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(37), KntCmb-Dmg/Rchg(50), KntCmb-Dmg/EndRdx/Rchg(50)
Level 1: Gauntlet
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Clr-Stlth(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A)
Level 50: Ion Core Final Judgement
Level 50: Carnival Radial Superior Ally
Level 50: Assault Core Embodiment
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Musculature Core Paragon
Level 50: Barrier Core Epiphany
Level 50: Reactive Radial Flawless Interface
------------

 

 

Edited by Sovera
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8 hours ago, Sovera said:

At the risk of re-re-repeating myself I will once more mention that there is no gain to be had by having resistances over the 90% cap. Some of has to be because it's tied together, but, keep in mind your ATO stacks three times. If one stack already has you over the cap then why not lower the resistances some to account for at least two stacks? That's nearly 14% you don't need to worry about.

 

 

You're rad, you fart endurance, you neither need Cardiac nor Ageless, so you can take Barrier (and probably Musculature if it's your thing but it's your choice). That's another 5%. It's now 19% resistances-to-reach-90% you don't need to worry about.

 

Irradiated Ground is something that wants six procs in it. You can chase bonuses with it, but you'll be missing out on the strong suit of the power. It helps both ST and AoE.

 

Chance for +end in Stamina is better than an end mod.

 

A proc from Theft of Essence in Radiation therapy doubles your recovered endurance.

 

Gaussian chance for Build-up in Fusion in a must, and you'll miss not having Fusion.

 

 

So this is what I'd use:

 

1 - First I'd say Rad/Rad has no need for Ball Lightning and it is stealing valuable slots. I would have taken Assault instead and buff mine and everyone's damage with that one slot wonder while leaving the heavy proc horse that is Irradiated Ground do the heavy AoE lifting while I focus on killing the boss. Atom Smasher is there to help speed things up. All those free slots could then be spread around. One in Devastating Blow for the purple melee damage proc, another Touch of Death damage/endurance in Radioactive Siphon, a LotG Def/End in Maneuvers (only adds about 0.5% but the build is not quite at softcap so it is not wasted and a bit less endurance drain plus a bit more regen. All minimal benefits though), an Eradication damage proc in Atom Smasher, etc.

 

2 - Starting level 8 you should have very little endurance woes, if you slot the Theft of Essence in Radiation Therapy. It goes from being a mediocre endurance clickie and okay heal to a okay heal and an endurance bar filler. That lets you skimp on a lot such as leaving Gamma Boost as a level 49 power and not slotting more recovery uniques in Health/Stamina.

 

3 - Things are already Exemplar friendly as can be. Buy the Jump Pack and Steam Pack from the P2W (they are one time purchases and 100k for both) and you don't need to take Fly before level 20 as the packs make Hover as fast as Fly (superb for combat and mission mobility as well).

 

4 - The resistance numbers are not as pretty as your old build. No neat row of 90% going down the line. But this is more efficient:

 

4a -The game can be easily separated into two modes: easy mode, and hard mode. Easy mode is 90% of the game without debuffs and the problematic factions. For that mode you don't need to be ultra buffed to the gills and popping Barrier on CD. For hard mode we have things like the ITF where even resistance based sets can be debuffed to a point they take a ton of damage (at base every enemy has 50% of hitting. But once we are debuffed that chance increases to 80-95% chance of hitting. At that point blocking 90% of the damage is not enough since we are taking twice the damage we usually do). That is when we use all the buffs at our disposal. Enter Barrier.

4b - At base Barrier is a great team wide protection for the hard moments (my often repeated example of the ambush at the top of the hill in the ITF's first mission), but it also adds a permanent 5% defense and 5% resist to the build. During easy mode play you don't need to be at 90% since, well, it is easy mode, and aren't going to bother using it (unless noticing your squishies are suicidal, then you try to encompass them in it like a dotting momma tank). During hard mode softcap defense and hardcapping resistance is when you will want it.

4c - The Tanker +res proc gives 6.7% and stacks three times. Between this and that three stacks is best not be relied upon but two stacks is fine to assume as permanent once the fight has started. So looking at the build numbers (with one stack of the +res proc) S/L is at 78.86%. You're happily slapping things around and collecting a second stack making it now 85.3%. This is perfectly fine for most of the gaming, but hey, the going suddenly gets tough and you pop Barrier and now have 90%. As you can see this is still a little bit too much since Scaling Resists slotted in Hover would add another 1% at 90% HP but lets not nitpick. Negative is at 77% and with the above math ends neatly at 90%. Psionic is lacking (not having infinite slots) but 60.60% with one stack, 67.3% with a second stack. Barrier goes up, 72.3%. That elusive not-totally-reliable-but-still-worth-accounting-for third +res stack happens and 79%. Scaling Resists kicks off at 90% HP and 80%. Not hardcapped but hey.

4d - Bonus, near softcapped defense to S/L which includes anything that involves smash or lethal. Most things in the game do. Do you think you're being hit by a lightning blast or a radiation beam? Good chances are it is actually Energy with Smash involved in it, and if the Smash gets deflected by your S/L defenses then so does the Energy.

 

 

Obligatory this-is-not-gospel. just see what you wish to incorporate into your own build.

  Reveal hidden contents

Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Rad Riding Hood: Level 50 Magic Tanker
Primary Power Set: Radiation Armor
Secondary Power Set: Radiation Melee
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Alpha Barrier -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(3), UnbGrd-ResDam/EndRdx/Rchg(3), GldArm-3defTpProc(5), ImpArm-ResPsi(5), UnbGrd-Max HP%(7)
Level 1: Contaminated Strike -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(7), KntCmb-Dmg/Rchg(9), KntCmb-Dmg/EndRdx/Rchg(9)
Level 2: Radioactive Smash -- SprMghoft-Acc/Dmg(A), SprMghoft-Acc/Dmg/Rchg(11), SprMghoft-Acc/Dmg/EndRdx/Rchg(11), SprMghoft-Rchg/Res%(13), SprGntFis-Rchg/+Absorb(13), FrcFdb-Rechg%(15)
Level 4: Proton Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(15), UnbGrd-ResDam/EndRdx/Rchg(17), UnbGrd-Rchg/ResDam(17), ImpArm-ResPsi(19), Ags-Psi/Status(19)
Level 6: Fallout Shelter -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(21), UnbGrd-ResDam/EndRdx/Rchg(21), UnbGrd-Rchg/ResDam(23), ImpArm-ResPsi(23)
Level 8: Radiation Therapy -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(25), Pnc-Heal/Rchg(25), Pnc-Heal/EndRedux/Rchg(27), Pnc-Heal(27), TchoftheN-%Dam(29)
Level 10: Hover -- ShlWal-ResDam/Re TP(A), Rct-ResDam%(29), LucoftheG-Def/Rchg+(31)
Level 12: Beta Decay -- EndRdx-I(A)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(31)
Level 16: Radiation Siphon -- HO:Nucle(A), HO:Nucle(31), HO:Golgi(33), HO:Golgi(33), TchofDth-Dam%(34)
Level 18: Particle Shielding -- Prv-Heal(A), Prv-Heal/Rchg/EndRdx(34), Prv-Heal/Rchg(34), Prv-EndRdx/Rchg(36), Prv-Heal/EndRdx(36), Prv-Absorb%(36)
Level 20: Fusion -- GssSynFr--Build%(A), AdjTrg-ToHit(33), AdjTrg-ToHit/Rchg(37), AdjTrg-ToHit/EndRdx/Rchg(40)
Level 22: Fly -- WntGif-ResSlow(A)
Level 24: Afterburner -- LucoftheG-Def/Rchg+(A)
Level 26: Maneuvers -- LucoftheG-Def/Rchg+(A)
Level 28: Irradiated Ground -- Erd-%Dam(A), Obl-%Dam(37), TchofLadG-%Dam(39), Arm-Dam%(39), AchHee-ResDeb%(39), FuroftheG-ResDeb%(40)
Level 30: Kick -- FrcFdb-Rechg%(A)
Level 32: Tough -- StdPrt-ResDam/Def+(A), ImpArm-ResPsi(40), ResDam-I(50)
Level 35: Devastating Blow -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx(42), SprBlsCol-Acc/Dmg/EndRdx(42), SprBlsCol-Acc/Dmg/Rchg(42), SprBlsCol-Dmg/EndRdx/Acc/Rchg(43)
Level 38: Atom Smasher -- SprAvl-Rchg/KDProc(A), SprAvl-Dmg/EndRdx(43), SprAvl-Acc/Dmg/EndRdx(43), SprAvl-Acc/Dmg/Rchg(45), SprAvl-Acc/Dmg/EndRdx/Rchg(45)
Level 41: Electrifying Fences -- Empty(A)
Level 44: Ball Lightning -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(45), Bmbdmt-Acc/Dam/Rech(46), Bmbdmt-Dam/Rech(46), Bmbdmt-Acc/Dam/Rech/End(46), Bmbdmt-+FireDmg(48)
Level 47: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def/EndRdx(48), Rct-Def(48)
Level 49: Gamma Boost -- PrfShf-End%(A)
Level 1: Brawl -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(37), KntCmb-Dmg/Rchg(50), KntCmb-Dmg/EndRdx/Rchg(50)
Level 1: Gauntlet
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Clr-Stlth(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A)
Level 50: Ion Core Final Judgement
Level 50: Carnival Radial Superior Ally
Level 50: Assault Core Embodiment
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Musculature Core Paragon
Level 50: Barrier Core Epiphany
Level 50: Reactive Radial Flawless Interface
------------

 

 

This should be pinned.

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Just another French Player

So Excuse my old, bad and too french English !

 

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Thanks for re-re-repeating yourself on my behalf @Sovera😉 

 

I'm not a huge forum user, and admittedly not up to speed on all the nuances of procs and such, so I very much appreciate the detail and explanation of the numbers. I usually just find a few existing builds related to what I'm trying to do and cobble them together into something that seems to "make sense" but, obviously, I was missing quite a bit.  I just read through the Proc Monster thread and your advice makes a lot more sense to me now, especially in understanding the numbers displayed in Mids, how stacking ATO procs affect real-world totals, etc.

 

I try to read as much as I can through various threads and build discussions before asking questions, but a LOT of the really good info is just scattered all over the forums.  I really wish we had "sticky" threads like the old live forums where info like this could reside in something like a "Basic Build Strategy Guide" for us unwashed plebs who aren't as familiar with all the numbers and non-obvious mechanics that come into play.  I'm finding that I've pretty much "over built" all of my Tanks.  Not that it's the end of the world, they're all tough as hell...but in many cases it appears I've severely compromised my own damage potential chasing defenses that were essentially overkill, even for +4/x8 and Incarnate content.

 

Anyway, I really appreciate the help, and the detailed explanation.  It's caused me to go back and re-evaluate some of my other builds as well.  Thanks again!  🙂

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You're most welcome, and in the end your original build would have worked just fine for pretty much everything so you were in the good path. Don't undersell yourself.

 

It is almost pedantic to make changes to it since you could play the game just as you were. Even if the changes were improvements it is probably something you would/will really notice as it is mostly under the hood changes. But managing to fit Fusion (with a Gaussian on top of it) will help you clear a pack of mobs in the first seconds of combat, and that Theft of Essence proc in Radiation Therapy changes the approach to endurance (such as making Cardiac pretty much unnecessary).

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23 hours ago, Gobbledegook said:

That is a lot of resist chasing 🙂

 

I wonder if it would have been easier just picking Meltdown and Rune of protection though and rotating them. It would certainly ease up your slot choices. 

 

Recharge is always good for faster recharge heals/absorb and attacks.

 

Should be pretty tough though.


In the end, this sort of Resist is more dependable, as people tend to forget to hit their temporary Resist shields in combat.

And now they can pick other useful things for their Incarnates.

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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15 hours ago, Kryss said:

it's always very interesting to read how peeps make their build lol i do the exact opposite of tsuko  🤣

Capture.PNG

Capture d’écran 2020-11-08 044214.png

Would you mind sharing your build?  I'd love to know how you're getting those defense numbers.

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