Badge time.png   The Paragon Wiki Archive documents the state of City of Heroes/Villains as it existed on December 1, 2012.

Difference between revisions of "Enhancements"

From Paragon Wiki Archive
Jump to: navigation, search
(Enhancement Levels: IO exemption from level requirements, IO constant benefits and Combining of redundant Enhancements)
(Invention Enhancements: Major additions to the IO section)
Line 112: Line 112:
 
Currently, Special Enhancements include [[Hamidon Origin Enhancements|Hamidon Enhancements]], [[Crystal Titan Enhancements]], and [[Hydra Enhancements]].
 
Currently, Special Enhancements include [[Hamidon Origin Enhancements|Hamidon Enhancements]], [[Crystal Titan Enhancements]], and [[Hydra Enhancements]].
  
=== Invention Enhancements ===
+
=== Invention Origin Enhancements ===
  
 
: ''Main article: [[Invention Origin Enhancements]]''
 
: ''Main article: [[Invention Origin Enhancements]]''
  
Invention Origin Enhancements are usable by all character [[archetypes]] and [[origins]], but are only obtainable by using the [[Invention System]] with earned [[recipes]] in either a supergroup [[base]] with a [[worktable]] or at a [[University]]. Invention Origin Enhancements are special in that they can only be crafted from [[recipes]] or purchased through the [[Consignment House]] and only come in every five levels. Invention Origin Enhancements will always give the same bonus to any level character, and can be slotted by any character that is within minimum level or higher. Also, any Invention Origin Enhancement can be slotted even if it would normally be considered inferior. Invention Origin Enhancements are worth about 40% or higher at Level 50.
+
Invention Origin Enhancements are usable by all character [[archetypes]] and [[origins]], but are only able to be created with [[recipes]] in either a supergroup [[base]] with an invention [[worktable]] or at a "public" invention worktable at a [[University]]. Invention Origin Enhancements are special in that they can only be crafted from [[recipes]] and only appear from level 10 and above.
  
Currently Invention Origin Enhancements are flavored in either [[standard IO enhancements]], or [[Invention Origin Enhancement Sets]] like [[Sting of the Manticore]], which gives special effects based on what type of power it is slotted into, in addition to enhancing aspects of that power.
+
Invention Origin Enhancements fall in to two categories: either Standard [[Invention Origin Enhancements]] and [[Invention Origin Enhancement Sets]]. Both IO enhancement categories require three parts to create: a [[recipe]], [[Invention Salvage]] and [[influence]]/[[infamy]], and both can only be created at an invention worktable.
 +
 
 +
Both Invention Origin Enhancement categories always provide the same bonus to a power, regardless of level character - they never expire as a character advances in levels. Also, any Invention Origin Enhancement can be slotted even if it would normally be considered inferior - it's benefit is lower than a higher level, but it is still able to be slotted. Invention Origin Enhancements provide approximately 40% more benefit compared to an equivalent Single Origin Enhancement at Level 50.
 +
 
 +
'''Standard Invention Origin Enhancements''' can be purchased (using [[influence]]/[[infamy]]) at a fixed cost, at any level, at an invention worktable, or if other players are selling them, through the [[Consignment House]] . Standard IO Enhancements are only available at levels divisible by 5 (i.e. 10, 15, 20 etc). Standard IO Enhancements only ever improve one aspect of a power (much like a TO, DO or SO) and provide no other benefits apart from not expiring as the player levels.
 +
 
 +
'''Invention Origin Enhancement Sets''' (like [[Sting of the Manticore]]) are unable to be purchased - they have to be earned, as either a drop from a defeated enemy, or completion of a mission, trial or task force. They can, however, be auctioned through the [[Consignment House]]/[[Black Market]], at a price to be determined by the seller. IO Enhancement sets are available at every level (i.e. not only those levels divisible by 5) and provide two further benefits to the player:
 +
*Firstly, not only do they give the standard bonuses to a power, some of them improve more than one aspect (like Range/Accuracy).
 +
*Secondly, IO sets also provide special effects when different types of the same set are slotted in the same power. You cannot put multiple identical IO set Enhancements in to the same single power, but you may put multiple identical IO set Enhancements in to different powers.
  
 
== Slotting and Stacking ==
 
== Slotting and Stacking ==

Revision as of 23:22, 9 August 2007

Overview

Powers have many aspects, such as damage caused, accuracy, and endurance cost. Enhancements permanently improve one or more of those aspects. For example, for a typical ranged blast power, Enhancements can make it hit more frequently, cause more damage, reach farther, cost less endurance to use, or have a faster rate of fire. An Enhancement's type and level both affect how much benefit it gives to a power. Once an Enhancement is assigned to a power, it cannot be taken out or moved to a different power, although it can have its level increased or be replaced entirely.

Enhancements can be bought from contacts and stores. They are also "dropped" randomly by defeated (non-player) enemies and are provided as rewards for some missions.

Enhancement Types

There are four main types of Enhancements: Training, Dual Origin, Single Origin and Invention Origin (abbreviated to TO, DO, SO and IO respectively). There are also several kinds of Special Enhancements, usually as rewards of a particularly difficult task set to players. Training, Invention Origin and Special Enhancements are usable by any character. Dual-Origin and Single-Origin Enhancements are only usable by characters based on the character's origin.

The main types of Enhancement all improve only one particular aspect of a power. Special Enhancements and some Invention Origin Enhancements improve multiple aspects.

Training Enhancements

Training Enhancements are usable by all character Archetypes and origins. Training Enhancements may be bought in Freedom Corps stores located in various zones, from Freedom Corps Superpowered Field Trainers in Atlas Park and Galaxy City, and, at an inflated cost, from individual contacts. They are also sometimes provided as mission bonuses.

File:Freedom Corps Store.jpg
Freedom Corps Training Enhancement store in Talos Island

Training Enhancements are the least potent of all Enhancements. They are dropped by enemies for characters of level 1-21.

Dual-Origin Enhancements

Dual-Origin Enhancements, often referred to as DOs, provide exactly twice as much improvement as Training Enhancements. Because DOs are more powerful, they are more specific for a character and also much more expensive. DOs may only be used by a character whose origin matches one of the Enhancement's two. For example, a Natural/Magic DO is only usable by characters of a Natural or a Magical origin.

Dual-Origin Enhancements may be bought at origin-specific stores and NPCs in various zones and, at an inflated cost, from individual contacts. Currently, the lowest level Dual-Origin Enhancements available for purchase are level 15, which are usable by characters of minimum level 12. DOs are dropped by enemies for characters of level 13-40. DOs are also sometimes provided as mission bonuses, and in the cases of Task Forces and Story Arcs, the player may even choose the aspect.

Single-Origin Enhancements

Single-Origin Enhancements, often referred to as SOs, are even more powerful. They provide twice as much improvement as DOs (or four times as much as Training) and may be used only by a character whose origin matches the Enhancement's.

Single-Origin enhancements may be bought at origin-specific stores and NPCs in various zones and, at an inflated cost, from individual contacts. Currently, the lowest level Single-Origin Enhancements generally available for purchase are level 25, which are usable by characters of minimum level 22. There are, however, some particular exceptions as low as level 13 sold in Mr. Yin's store, allowing some characters to use some SOs as early as level 10. SOs are dropped by enemies for characters of level 22-50. SOs are also sometimes provided as mission bonuses, and in the cases of Task Forces and Story Arcs, the player may even choose the aspect.

Drop Rates

This table shows the exact chances that dropped Enhancements will be of a certain type, according to the patch notes for Issue 9. This is not the chance of getting an Enhancement as a reward for defeating an enemy.

Character
Level
Training Dual-Origin Single-Origin
1-12 100%  
13-21 50% 50%
22-31   50% 50%
32-40   25% 75%
41-50     100%


This table shows the relative chances of getting a specific type of enhancement (Accuracy, Damage, etc.) when you receive an enhancement drop. These rates apply to Training, Dual, Single, and Common Invention enhancement drops.

Enhancement Drop Ratio Drop %
Endurance Discount 26 / 175 14.86%
Accuracy 20 / 175 11.43%
Damage 20 / 175 11.43%
Recharge 20 / 175 11.43%
Range 17 / 175 9.71%
Defense Buff 10 / 175 5.71%
Heal 10 / 175 5.71%
Resist Damage 10 / 175 5.71%
Fly 5 / 175 2.86%
Hold 5 / 175 2.86%
Immobilize 5 / 175 2.86%
Stun 5 / 175 2.86%
Run 3 / 175 1.71%
Sleep 3 / 175 1.71%
Slow 3 / 175 1.71%
ToHit DeBuff 3 / 175 1.71%
Knockback 2 / 175 1.14%
ToHit Buff 2 / 175 1.14%
Confuse 1 / 175 0.57%
Defense DeBuff 1 / 175 0.57%
Endurance Modification 1 / 175 0.57%
Fear 1 / 175 0.57%
Jump 1 / 175 0.57%
Taunt 1 / 175 0.57%

Special Enhancements

Special Enhancements are usable by all character archetypes and origins, but are only obtainable by completing some very difficult-to-accomplish tasks. Special Enhancements provide the same improvement as Single-Origin Enhancements, but to more than one aspect simultaneously. For example, a Special Enhancement may affect both the damage and accuracy of a power, whereas all other Enhancement types would affect either one or the other.

Currently, Special Enhancements include Hamidon Enhancements, Crystal Titan Enhancements, and Hydra Enhancements.

Invention Origin Enhancements

Main article: Invention Origin Enhancements

Invention Origin Enhancements are usable by all character archetypes and origins, but are only able to be created with recipes in either a supergroup base with an invention worktable or at a "public" invention worktable at a University. Invention Origin Enhancements are special in that they can only be crafted from recipes and only appear from level 10 and above.

Invention Origin Enhancements fall in to two categories: either Standard Invention Origin Enhancements and Invention Origin Enhancement Sets. Both IO enhancement categories require three parts to create: a recipe, Invention Salvage and influence/infamy, and both can only be created at an invention worktable.

Both Invention Origin Enhancement categories always provide the same bonus to a power, regardless of level character - they never expire as a character advances in levels. Also, any Invention Origin Enhancement can be slotted even if it would normally be considered inferior - it's benefit is lower than a higher level, but it is still able to be slotted. Invention Origin Enhancements provide approximately 40% more benefit compared to an equivalent Single Origin Enhancement at Level 50.

Standard Invention Origin Enhancements can be purchased (using influence/infamy) at a fixed cost, at any level, at an invention worktable, or if other players are selling them, through the Consignment House . Standard IO Enhancements are only available at levels divisible by 5 (i.e. 10, 15, 20 etc). Standard IO Enhancements only ever improve one aspect of a power (much like a TO, DO or SO) and provide no other benefits apart from not expiring as the player levels.

Invention Origin Enhancement Sets (like Sting of the Manticore) are unable to be purchased - they have to be earned, as either a drop from a defeated enemy, or completion of a mission, trial or task force. They can, however, be auctioned through the Consignment House/Black Market, at a price to be determined by the seller. IO Enhancement sets are available at every level (i.e. not only those levels divisible by 5) and provide two further benefits to the player:

  • Firstly, not only do they give the standard bonuses to a power, some of them improve more than one aspect (like Range/Accuracy).
  • Secondly, IO sets also provide special effects when different types of the same set are slotted in the same power. You cannot put multiple identical IO set Enhancements in to the same single power, but you may put multiple identical IO set Enhancements in to different powers.

Slotting and Stacking

A power can only have as many Enhancements as it has slots. Every power begins with one slot. As a character increases in level, they receive additional slots which they can distribute however they choose among their powers, with the only limit being that no power can have more than six slots. Thus, each power may potentially be enhanced up to six times.

Each character also has an inventory tray that can hold up to ten spare Enhancements.

Once a slot is assigned to a power, it is permanent. Once an Enhancement is put into a slot, it may not be reallocated to another slot or removed, although it can be destroyed, replaced with a different Enhancement (which also destroys the old one), or combined with a similar Enhancement to increase its level (more on that later). A player can use a power respecification to overcome these restrictions by completely rebuilding her character from level 1, but this is an all-or-nothing process that can only be done a finite number of times.

The Lightning Bolt power, slotted with three accuracy enhancements and one damage enhancement

Enhancements may be stacked, or have multiple copies slotted within the same power, to provide larger bonuses to the aspects they enhance. The improvement that comes from stacking Enhancements is normally cumulative. However, when the total improvement becomes high enough, it is subject to Enhancement Diversification, which imposes diminishing returns. In the example picture above, three accuracy Enhancements (a DO, a Training, and an SO, respectively) are stacked in the slots for the Lightning Bolt power. Since the cumulative boost of these Enhancements is not high enough to be subject to Enhancement Diversification, the total boost in accuracy is equal to the sum of the boosts for each Enhancement.

Enhancement Levels

Every Enhancement has a level. All Enhancements (except Invention Origin Enhancements) must be within three levels of a character for the effect to be applied. For example, a level 12 character may use Enhancements that are level 9 through level 15. Enhancements that are slightly above or below the character's level provide slightly stronger or weaker benefits, respectively. Invention Origin Enhancements work slightly differently, providing a constant benefit if slotted, regardless of level.

  • Enhancements 4 or more levels above the character display their level in red. They cannot be inserted into slots. This includes Invention Origin Enhancements.
  • Enhancements from 1-3 levels above the character display their level in green. They provide an extra 5% of their usual benefits for each level above the character's. (That's “5% of the bonus”, not “another +5%”. For example, if an even-level SO gives a benefit of +20%, then a +1-level SO would give a benefit of +21%, not +25%.)
  • Enhancements equal to the character's level display their level in white. They provide their usual benefits.
  • Enhancements from 1-3 levels below the character display their level in yellow. They provide 10% less of their usual benefits for each level below the character's.
  • Enhancements 4 or more levels below the character display their level in red. They cannot be inserted into slots. Enhancements that are already in slots but become obsolete due to the character gaining levels stay in their slots but provide no benefits. Enhancements that are already slotted may be combined with equivalent appropriate-level Enhancements to provide an improvement, although at a low chance of success.

In the example image above, the effective level of the first accuracy Enhancement is equal to the character's level, 27. The effective level of the second, 26, is below the character's level. The effective level of the third and fourth Enhancements, 28, is above the character's level.

Combining Enhancements

All Enhancements except Invention Origin and Special Enhancements may be combined, which makes two of one type of Enhancement into one slightly higher-level one. Combining allows old Enhancements to be upgraded at a lower cost than buying new ones. It also allows a character to have Enhancements of a level not sold in stores or otherwise easily obtained.

Enhancements may only be combined if:

  • They are the same type.
  • They enhance the same aspect (or full set of aspects).
  • For DOs and SOs, they must both match the character's origin. Two DOs can combine as long as they both share an origin with the character, even if they don't have the same two origins as each other.
  • The higher of the two Enhancements is at most 2 levels above the character. If both Enhancements are the same level, they must both meet this requirement.
  • The higher of the two Enhancements hasn't already been upgraded twice. If both are the same level, they can combine if one of them has been upgraded twice, but not if both have.

The most often-used method of combining involves one Enhancement already in a power and one in the inventory tray. It is also possible to combine two Enhancements that are already in the same power. A successful combination destroys the lower-level Enhancement, increases the level of the higher one by 1, and puts that upgraded Enhancement into the power. The increase is shown by an extra “+” after the Enhancement's level, which marks the increase as well as the fact that it's been upgraded once. This is important, since Enhancements cannot be upgraded more than twice through combining. For example, a level 6++, a level 7+, and a level 8 Enhancement are all effectively level 8 and all provide identical bonuses, but the 8 can be improved two more times, the 7+ only once more, and the 6++ cannot be improved (although it can be used to improve another).

Combining doesn't always work. Success or failure depends on how different the Enhancements' levels are from each other. Equal levels are guaranteed to combine. Every level between the two Enhancements adds a 5% chance of failure. A failed combine destroys the lower-level Enhancement and puts the higher one into the power without increasing its level. (Note that when combining from the tray, if the tray Enhancement is higher than the one in the power, a failure still replaces the low with the high, which is still an improvement.)

Enhancement Aspects and Schedules

Currently, there are 26 Enhancement aspects:

  • Accuracy
  • Confusion
  • Damage
  • Defense Buff
  • Defense Debuff
  • Endurance Modification
  • Endurance Reduction
  • Fear
  • Fly
  • Healing
  • Hold Duration
  • Immobilization Duration
  • Intangibility
  • Interrupt Time (also sometimes seen as Activation Acceleration)
  • Jumping
  • Knockback Distance
  • Range Increase
  • Recharge Time
  • Resist Damage
  • Run Speed
  • Sleep
  • Slow (also sometimes seen as Snare)
  • Stun
  • Taunt
  • To Hit Buff
  • To Hit Debuff

These aspects don't all receive the same benefit from Enhancements. Some get more boost than others. Aspects fit into four general categories, called schedules, according to how much benefit they get.

Schedule A

  • Accuracy, Confusion, Damage, Defense Debuff, Endurance Modification, Endurance Reduction, Fear, Fly, Healing, Hold Duration, Immobilization Duration, Intangibility, Jumping, Recharge Time, Run Speed, Sleep, Slow, Stun, Taunt

Aspects in the Schedule A category are enhanced by 33.33% when slotted with a Single-Origin Enhancement of equal level to the character, 16.66% when slotted with a Dual-Origin Enhancement of equal level as the character, and 8.35% when slotted with a Training Enhancement of equal level as the character:

Relative
Level
Training Dual-Origin Single-Origin
and Special
–3 5.845 11.662 23.331
–2 6.680 13.328 26.664
–1 7.515 14.994 29.997
  0 8.350 16.660 33.330
+1 8.768 17.493 34.997
+2 9.185 18.326 36.663
+3 9.603 19.159 38.330

Schedule B

  • Defense Buff, Range Increase, Resist Damage, To Hit Buff, To Hit Debuff

Aspects in the Schedule B category are enhanced by 20% when slotted with a Single-Origin Enhancement of equal level to the character, 10% when slotted with a Dual-Origin Enhancement of equal level as the character, and 5% when slotted with a Training Enhancement of equal level as the character:

Relative
Level
Training Dual-Origin Single-Origin
and Special
–3 3.50 7.0 14
–2 4.00 8.0 16
–1 4.50 9.0 18
  0 5.00 10.0 20
+1 5.25 10.5 21
+2 5.50 11.0 22
+3 5.75 11.5 23

Schedule C

  • Interrupt Time

Aspects in the Schedule C category are enhanced by 40% when slotted with a Single-Origin Enhancement of equal level to the character, 20% when slotted with a Dual-Origin Enhancement of equal level as the character, and 10% when slotted with a Training Enhancement of equal level as the character:

Relative
Level
Training Dual-Origin Single-Origin
and Special
–3 7.0 14 28
–2 8.0 16 32
–1 9.0 18 36
  0 10.0 20 40
+1 10.5 21 42
+2 11.0 22 44
+3 11.5 23 46

Schedule D

  • Knockback Distance

Aspects in the Schedule D category are enhanced by 60% when slotted with a Single-Origin Enhancement of equal level to the character, 30% when slotted with a Dual-Origin Enhancement of equal level as the character, and 15% when slotted with a Training Enhancement of equal level as the character:

Relative
Level
Training Dual-Origin Single-Origin
and Special
–3 10.50 21.0 42
–2 12.00 24.0 48
–1 13.50 27.0 54
  0 15.00 30.0 60
+1 15.75 31.5 63
+2 16.50 33.0 66
+3 17.25 34.5 69

Retired Aspects

Badge time.png This section contains information that no longer applies to the current version of City of Heroes Freedom. It is provided for historical purposes.

There are several Enhancement aspects that have been retired and combined into new ones. The currently known ones are:

  • Cone Range, which was incorporated into the Range aspect;
  • Endurance Drain, and
  • Endurance Recovery, which were merged into the Endurance Modification aspect;
  • Team Defense, and
  • Self Defense, which were merged into the Defense Buff aspect

See Also

Costs

External Links

Detailed description of enhancement diversification, including documentation of aspect schedules