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'''Main Article: [[Invention Origin Enhancements]]'''
{{TOCright}}
'''Parent Articles''': [[Invention Origin Enhancements]] '''→'''   [[Enhancement Sets]]


Set bonuses are earned from slotting more than one enhancement of a set into the same power.  Enhancement level is irrelevant.  All group bonuses apply to the character at all times, reguardless of the type of power into which the set is slotted.


Each bonus has a power level.  Generally, the higher level sets give bigger bonuses.  The bonuses in the tables on the [[Invention Origin Enhancement Sets]] page are color coded to show what level they belong to.  Generally, the colors are selected to follow the [[Con System]] that regular players should be well familiar with.  Bonus strength is in relation to Level One (base) bonuses.


{| class="wikitable" style="text-align:center"
== Overview ==
! Level !! Color !! Bonus Strength
 
|-
Set bonuses are earned from slotting more than one distinct Enhancement from the same set into the same power. Set bonuses apply to the character at all times regardless of the power into which the set is slotted; however, exemplaring too far below the level of the Enhancement may cause set bonuses to stop functioning.
|| One
 
| {{IOlevel1}} | Green
== Bonuses, Restrictions, and ED ==
|| 100% (Base)
 
Set Bonuses are constant percent benefits, unaffected by the level of the enhancement. Set Bonuses are lost when a character exemplars more than three levels below the level of the Enhancement.  An Enhancement's level affects the strength of its basic enhancement bonus.
 
[[Invention Origin Enhancements]] have a fixed level that is determined at the time the Enhancement is created. [[Attuned]] enhancements change their level based on the current [[Level|Combat Level]] of the character and the minimum and maximum allowed level of the Enhancement.
 
Each Enhancement Set consists of three to six different Enhancement versions. Multiples of the same set and version Enhancement cannot be slotted into one power, although they can be spread across multiple powers. Multiple distinct partial sets can also be slotted into one power, and will all give partial set benefits.
 
[[Enhancement Diversification]] does not apply to special benefits or set bonuses. Hence, they are often used to get around the limitation of ED, and in some cases can provide greater percent improvement than the old pre-ED slotting.
 
A series of sortable [[Set Bonus Comparison Tables|set bonus comparison tables]] is available to aid in optimizing the desired set bonuses.
 
=== The Law of Fives ===
 
While a character can slot the same (full or partial) set multiple times in different powers, they cannot benefit from more than five copies of each named set bonus of the exact same attribute and amount. This is a stronger restriction than simply being limiting to five copies of each set. It means that if two different sets give the same size bonus to the same thing, the character can't get more than 5x that bonus even if they use a mix of sets.
 
:'''Example:''' The [[Touch of Death]] set grants +1.5% Max Health and +2.5% Damage. The [[Mako's Bite]] set grants +1.5% Max Health and +3% Damage. If a character slots four partial sets of both, they will receive the full total of 22% Damage but only +7.5% Max Health because they cannot utilize more than five Max Health bonuses of exactly +1.5%.
 
[[Castle (Developer)|Castle]] further elaborated on the rule of five in I13 Closed Beta saying that the exclusion of more than five of the same bonuses is based on the name of the bonus and not its value. For example, a character can benefit from up to five global benefits of [[Luck of the Gambler: Defense/Increased Recharge Speed]], which gives a global +7.5% bonus to Recharge Rate, as well as up to five set bonuses of +7.5% Recharge. That's because the first bonus is named "Luck of the Gambler: Recharge Speed" while the second is "Huge Recharge Bonus". One can find the magnitude and name of the bonus listed in the [[Combat Attributes]] window.
 
=== Set Bonuses and Exemplaring ===
 
When a character exemplars down to a lower level access to set bonuses (and [[Invention_Origin_Enhancements#Globals|Global IOs]] that function as set bonuses) is based on the level of the Enhancement and not the power they are slotted in. Exemplaring more than three levels below the level of the Enhancements renders the set bonuses non-functional. However as long as the character does not exemplar more than three levels below the level of the Enhancement the set bonuses are retained even if the power they are slotted in is unavailable.
 
[[Ios#Very Rare .22Purple.22 Sets|Purple (Very Rare) sets]], [[:Category:PvP_Sets|PvP sets]], [[Archetype Enhancements|Archetype Origin sets]], and [[Winter Origin Enhancements|Winter Origin sets]] are exempt from this rule and their set bonuses function regardless of the character's exemplar level. [[Attuned]] Enhancements change their level based on the character's current [[Level|Combat Level]] so the set bonuses will only shut off if the character exemplars more than three levels below the minimum level allowed for the Enhancement.
 
=== Defense Bonuses ===
 
With the exception of Psionic Defense set bonuses, all Defense set bonuses boost three different defenses, one positional defense and two typed defenses. The combination of defenses is always the same as shown in the table below. Either the positional defense or both of the typed defenses will be the primary bonus and have a magnitude of 1.25% x the Bonus Multiplier given in the next section. The other defense(s) will be the secondary bonus and will have a magnitude of 0.625% x the Bonus Multiplier.
{| class="wikitable" border=1 style="text-align: center"
! Combination
! Positional
! Typed 1
! Typed 2
|-
|-
|| Two
| 1
| {{IOlevel2}} | Blue
| Melee
|| 150%
| Smashing
| Lethal
|-
|-
|| Three
| 2
| {{IOlevel3}} | Black
| Ranged
|| 200%
| Energy
|-
| Negative Energy
|| Four
| {{IOlevel4}} | Orange
|| 250%
|-
|| Five
| {{IOlevel5}} | Red
|| 300%
|-
|| Six
| {{IOlevel6}} | Purple
|| 350%
|-
|| Seven
| {{IOlevel7}} | Purple
|| 400%
|-
|-
| 3
| AoE
| Fire
| Cold
|}
|}


Levels 6 and 7 bonuses are coded for in the code, but not sets have been established yet that actually use them.
When considering these defense bonuses and the Law of Fives ([[#The Law of Fives|explained in a previous section]]), it is very important to remember that the Law of Fives is based on the ''bonus name'' and ''not'' the bonus amount. The names for defense bonuses take one of these two forms:
;''<Size>'' Increased ''<Positional>''/''<Typed 1>''/''<Typed 2>'' Def Bonus
*if the Positional defense bonus is the larger one
;''<Size>'' Increased ''<Typed 1>''/''<Typed 2>''/''<Positional>'' Def Bonus
*if the Typed defense bonuses are the larger ones


===Base Values===
This means that it is possible for two sets to give the same bonus to a particular defense type without impacting the Law of Fives. The simple rule of thumb is to always use the higher defense bonus when considering Law of Fives violations.
'''WARNING.  The source of this data is the text descriptions of them from the game data files.  This is in cotrast to the rest of the data which is believed to have come from the data itself. Having come from descriptions, not the data itself, adds another level of undependability to the numbers, even beyond the fact that most of this data is likely to change as the system completes development.  Please keep this in mind when you use this data.  Also, see the talk page for an explanation of the value given for the +Endurance bonus.'''


Below are the Level One base values for the set bonuses. Multiply this value by the multiplier for the level of the bonus to get the actual bonus value.
'''Example:''' [[Blood Mandate]] has amongst its set bonuses both a "Small Increased Fire/Cold/AoE Def Bonus" and a "Huge Increased AoE/Fire/Cold Def Bonus". Both of these provide 1.88% to Fire and Cold defense; however, since they have different names, they are ''separately'' subject to the Law of Fives, and a character can slot this set up to five times and get both copies of the 1.88% bonus up to five times each (assuming no other sets with the same bonuses).


{| class="wikitable" style="text-align:center"
{|class="wikitable" border=1 style="text-align: center"
! Bonus Type !! Base Strength
|-
|-
|| Immob Res || 1.10%
!<Size>||<Positional>||<Typed 1>||<Typed 2>||full bonus indentifier
|-
|-
|| Sleep Res || 1.10%
|Huge||AoE||Fire||Cold||Huge Increased AoE/Fire/Cold Def Bonus
|-
|-
|| Fear Res || 1.10%
!<Size>||<Typed 1>||<Typed 2>||<Positional>||full bonus indentifier
|-
|-
|| Confuse Res || 1.10%
|Small||Fire||Cold||AoE||Small Increased Fire/Cold/AoE Def Bonus
|}
 
== Set Bonus Values ==
 
Each bonus has a power level. Generally, the higher level sets give bigger bonuses. The bonuses in the tables on the [[Enhancement Sets]] page are color coded to show what level they belong to. Generally, the colors are selected to follow the [[Con System]] that regular players should be well familiar with.  Bonus strength is in relation to Level One (base) bonuses.
 
{| class="wikitable" style="text-align: center"
|-
|-
|| Hold Res || 1.10%
! Level
| 1 || 2 || 3 || 4 || 5 || 6 || 7
|-
|-
|| Stun Res || 1.10%
! Color
| {{IOlevel1}} | Green
| {{IOlevel2}} | &nbsp;Blue&nbsp;
| {{IOlevel3}} | Black
| {{IOlevel4}} | Orange
| {{IOlevel5}} | &nbsp; Red &nbsp;
| {{IOlevel6}} | Med Purple
| {{IOlevel7}} | Purple
|-
|-
|| Immob Dur || 2.00%
! Bonus Multiplier
| x1 (base) || x1.5 || x2 || x2.5 || x3 || x3.5 || x4
|-
|-
|| Sleep Dur || 2.00%
! Magnitude Descriptor
| Tiny || Small || Moderate || Large || Huge || Gargantuan || Ultimate
|}
 
All of the currently existing [[:Category:Very Rare Recipe Drops|Purple]] and [[Archetype Enhancements|Superior Archetype Enhancements]] set bonuses are level 7. Level 6 bonuses are used primarily on [[Archetype Enhancements|Archetype Enhancement]] sets but can be found in a few other sets.
 
=== Base Values ===
 
Below are the Level One base values for the set bonuses. Multiply this value by the level multiplier (see above) to get the actual bonus value.
 
Defense bonuses (except for Psionic Defense) always boost three defense values, one positional and two typed. The primary defense(s) (either the position bonus or both of the typed bonuses) receive the full set bonus while the secondary defense(s) receive half of the set bonus.
 
Accuracy, Endurance Discount, Slow Resistance, and Chance for Repel Protection are special cases as defined in the table at the bottom.
 
{| class="wikitable" style="text-align:center" align="left"
! Bonus Type !! Base Strength
|-
|-
|| Fear Dur || 1.10%
|| Accuracy || ''(special)''
|-
|-
|| Confuse Dur || 1.00%
|| Damage || 1%
|-
|-
|| Hold Dur || 1.00%
|| Endurance || 0.9%
|-
|-
|| Stun Dur || 1.00%
|| Health || 0.75%
|-
|-
|| Improved Slow || 1.00%
|| Recharge Time || 2.5%
|-
|-
|| +Health || 0.75%
|| Recovery || 1%
|-
|-
|| +Accuracy || 2.50%
|| Regeneration || 4%
|-
|-
|| +Endurance || 0.90%
|| Movement Speed || 3%
|-
|-
|| +AoE Def || 1.25%
|| Range || 2.5%
|-
|-
|| +Melee Def || 1.25%
|| Endurance Discount || ''(special)''
|-
|-
|| +Ranged Def || 1.25%
|| Healing || 2%
|-
|-
|| +Cold Def || 1.25%
|| Knockback || 2%
|-
|-
|| +Cold Res || 1.25%
|| Slow || 1%
|-
|-
|| +Smashing Def || 1.25%
|| Confuse Duration || 1%
|-
|-
|| +Smashing Res || 1.25%
|| Fear Duration || 1.1%
|-
|-
|| +Lethal Def || 1.25%
|| Hold Duration || 1%
|-
|-
|| +Lethal Res || 1.25%
|| Immob Duration || 2%
|-
|-
|| +Fire Def || 1.25%
|| Sleep Duration || 2%
|-
|-
|| +Fire Res || 1.25%
|| Stun Duration || 1%
|-
|-
|| +Energy Def || 1.25%
|| Knockback Protection || 2 points
|-
|-
|| +Energy Res || 1.25%
|| Slow Resistance || ''(special)''
|-
|-
|| +Negative Energy Def || 1.25%
|| Chance for<br>Repel Protection || ''(special)''
|-
|-
|| +Negative Energy Res || 1.25%
|}
 
{| class="wikitable" style="text-align:center"
! Bonus Type !! Base Strength
|-
|-
|| +Pos/Neg Def || 0.63%
|| Melee Def<br/>Smash/Lethal Def || 1.25%<br/>0.625%
|-
|-
|| +Pos/Neg Res || 0.63%
|| AoE Def<br/>Fire/Cold Def || 1.25%<br/>0.625%
|-
|-
|| +Psionic Def || 1.25%
|| Ranged Def<br/>Pos/Neg Def || 1.25%<br/>0.625%
|-
|-
|| +Psionic Res || 1.25%
|| Smash/Lethal Def<br/>Melee Def || 1.25%<br/>0.625%
|-
|-
|| +Toxic Res || 1.25%
|| Fire/Cold Def<br/>AoE Def || 1.25%<br/>0.625%
|-
|-
|| +Fire/Cold Def || 0.63%
|| Pos/Neg Def<br/>Ranged Def || 1.25%<br/>0.625%
|-
|-
|| +Fire/Cold Res || 0.63%
|| Psi Def || 1.25%
|-
|-
|| +Smashing/Lethal Def || 0.63%
|| Smash/Lethal Res || 1.5%
|-
|-
|| +Smashing/Lethal Res || 0.63%
|| Fire/Cold Res || 1.5%
|-
|-
|| +Toxic/Psionic Res || 0.63%
|| Pos/Neg Res || 1.5%
|-
|-
|| +Damage || 1.00%
|| Toxic/Psi Res || 1.5%
|-
|-
|| Debt Prot || 1.00%
||     Mez Res || 2.5%
|-
|-
|| -Recharge Time || 2.50%
|}
 
 
 
 
 
 
 
 
 
 
 
 
 
 
'''Accuracy''', '''Endurance Discount''', '''Slow Resistance''', and '''Chance for Repel Protection''' set bonuses follow unique schedules:
{| class="wikitable" style="text-align: center"
|-
|-
|| Improved Heal || 2.00%
! Level
| 1 || 2 || 3 || 4 || 5 || 6 || 7
|-
|-
|| Improved Knockback || 2.00%
! Color
| {{IOlevel1}} | Green
| {{IOlevel2}} | &nbsp;Blue&nbsp;
| {{IOlevel3}} | Black
| {{IOlevel4}} | Orange
| {{IOlevel5}} | &nbsp; Red &nbsp;
| {{IOlevel6}} | Med Purple
| {{IOlevel7}} | Purple
|-
|-
|| +Recovery || 1.00%
! Magnitude Descriptor
| Tiny || Small || Moderate || Large || Huge || Gargantuan || Ultimate
|-
|-
|| +Regeneration || 4.00%
! Accuracy
| 3% || 5% || 7% || 9% || 11% || 13% || 15%
|-
|-
|| +RunSpeed || 2.00%
! Endurance Discount
| 1% || 1.75% || 2.5% || 3% || 3.75% || 4.5% || 6%  
|-
|-
|| +SpeedFlying || 2.00%
! Slow Resistance
|-
| 5% || || 7.5% || 10% || 12.5% || || 15%
|| +SpeedJumping || 2.00%
|-
|| +Movement Speed || 2.00%
|-
|-
! Chance for<br>Repel Protection
| 3.33% || || 5% || 7.5% || 10% || || 12.5%
|}
|}


[[Category:Invention System]]
 
[[Category:Invention Sets]]
== See Also ==
* [[Enhancement Sets]]
* [[Enhancement Set Bonuses]]
* [[Set Bonus Comparison Tables]]
* [[Set Enhancements with Special Effects]]
* [[:Category:Invention Sets|Invention Sets]]
* [[Archetype Enhancements]]
 
 
[[Category:Invention Sets|*2]]
[[Category:Archetype Enhancements|*2]]
[[Category:Enhancements]]
[[Category:Enhancements]]

Latest revision as of 21:39, 19 June 2023

Parent Articles: Invention Origin Enhancements Enhancement Sets


Overview

Set bonuses are earned from slotting more than one distinct Enhancement from the same set into the same power. Set bonuses apply to the character at all times regardless of the power into which the set is slotted; however, exemplaring too far below the level of the Enhancement may cause set bonuses to stop functioning.

Bonuses, Restrictions, and ED

Set Bonuses are constant percent benefits, unaffected by the level of the enhancement. Set Bonuses are lost when a character exemplars more than three levels below the level of the Enhancement. An Enhancement's level affects the strength of its basic enhancement bonus.

Invention Origin Enhancements have a fixed level that is determined at the time the Enhancement is created. Attuned enhancements change their level based on the current Combat Level of the character and the minimum and maximum allowed level of the Enhancement.

Each Enhancement Set consists of three to six different Enhancement versions. Multiples of the same set and version Enhancement cannot be slotted into one power, although they can be spread across multiple powers. Multiple distinct partial sets can also be slotted into one power, and will all give partial set benefits.

Enhancement Diversification does not apply to special benefits or set bonuses. Hence, they are often used to get around the limitation of ED, and in some cases can provide greater percent improvement than the old pre-ED slotting.

A series of sortable set bonus comparison tables is available to aid in optimizing the desired set bonuses.

The Law of Fives

While a character can slot the same (full or partial) set multiple times in different powers, they cannot benefit from more than five copies of each named set bonus of the exact same attribute and amount. This is a stronger restriction than simply being limiting to five copies of each set. It means that if two different sets give the same size bonus to the same thing, the character can't get more than 5x that bonus even if they use a mix of sets.

Example: The Touch of Death set grants +1.5% Max Health and +2.5% Damage. The Mako's Bite set grants +1.5% Max Health and +3% Damage. If a character slots four partial sets of both, they will receive the full total of 22% Damage but only +7.5% Max Health because they cannot utilize more than five Max Health bonuses of exactly +1.5%.

Castle further elaborated on the rule of five in I13 Closed Beta saying that the exclusion of more than five of the same bonuses is based on the name of the bonus and not its value. For example, a character can benefit from up to five global benefits of Luck of the Gambler: Defense/Increased Recharge Speed, which gives a global +7.5% bonus to Recharge Rate, as well as up to five set bonuses of +7.5% Recharge. That's because the first bonus is named "Luck of the Gambler: Recharge Speed" while the second is "Huge Recharge Bonus". One can find the magnitude and name of the bonus listed in the Combat Attributes window.

Set Bonuses and Exemplaring

When a character exemplars down to a lower level access to set bonuses (and Global IOs that function as set bonuses) is based on the level of the Enhancement and not the power they are slotted in. Exemplaring more than three levels below the level of the Enhancements renders the set bonuses non-functional. However as long as the character does not exemplar more than three levels below the level of the Enhancement the set bonuses are retained even if the power they are slotted in is unavailable.

Purple (Very Rare) sets, PvP sets, Archetype Origin sets, and Winter Origin sets are exempt from this rule and their set bonuses function regardless of the character's exemplar level. Attuned Enhancements change their level based on the character's current Combat Level so the set bonuses will only shut off if the character exemplars more than three levels below the minimum level allowed for the Enhancement.

Defense Bonuses

With the exception of Psionic Defense set bonuses, all Defense set bonuses boost three different defenses, one positional defense and two typed defenses. The combination of defenses is always the same as shown in the table below. Either the positional defense or both of the typed defenses will be the primary bonus and have a magnitude of 1.25% x the Bonus Multiplier given in the next section. The other defense(s) will be the secondary bonus and will have a magnitude of 0.625% x the Bonus Multiplier.

Combination Positional Typed 1 Typed 2
1 Melee Smashing Lethal
2 Ranged Energy Negative Energy
3 AoE Fire Cold

When considering these defense bonuses and the Law of Fives (explained in a previous section), it is very important to remember that the Law of Fives is based on the bonus name and not the bonus amount. The names for defense bonuses take one of these two forms:

<Size> Increased <Positional>/<Typed 1>/<Typed 2> Def Bonus
  • if the Positional defense bonus is the larger one
<Size> Increased <Typed 1>/<Typed 2>/<Positional> Def Bonus
  • if the Typed defense bonuses are the larger ones

This means that it is possible for two sets to give the same bonus to a particular defense type without impacting the Law of Fives. The simple rule of thumb is to always use the higher defense bonus when considering Law of Fives violations.

Example: Blood Mandate has amongst its set bonuses both a "Small Increased Fire/Cold/AoE Def Bonus" and a "Huge Increased AoE/Fire/Cold Def Bonus". Both of these provide 1.88% to Fire and Cold defense; however, since they have different names, they are separately subject to the Law of Fives, and a character can slot this set up to five times and get both copies of the 1.88% bonus up to five times each (assuming no other sets with the same bonuses).

<Size> <Positional> <Typed 1> <Typed 2> full bonus indentifier
Huge AoE Fire Cold Huge Increased AoE/Fire/Cold Def Bonus
<Size> <Typed 1> <Typed 2> <Positional> full bonus indentifier
Small Fire Cold AoE Small Increased Fire/Cold/AoE Def Bonus

Set Bonus Values

Each bonus has a power level. Generally, the higher level sets give bigger bonuses. The bonuses in the tables on the Enhancement Sets page are color coded to show what level they belong to. Generally, the colors are selected to follow the Con System that regular players should be well familiar with. Bonus strength is in relation to Level One (base) bonuses.

Level 1 2 3 4 5 6 7
Color Green  Blue  Black Orange   Red   Med Purple Purple
Bonus Multiplier x1 (base) x1.5 x2 x2.5 x3 x3.5 x4
Magnitude Descriptor Tiny Small Moderate Large Huge Gargantuan Ultimate

All of the currently existing Purple and Superior Archetype Enhancements set bonuses are level 7. Level 6 bonuses are used primarily on Archetype Enhancement sets but can be found in a few other sets.

Base Values

Below are the Level One base values for the set bonuses. Multiply this value by the level multiplier (see above) to get the actual bonus value.

Defense bonuses (except for Psionic Defense) always boost three defense values, one positional and two typed. The primary defense(s) (either the position bonus or both of the typed bonuses) receive the full set bonus while the secondary defense(s) receive half of the set bonus.

Accuracy, Endurance Discount, Slow Resistance, and Chance for Repel Protection are special cases as defined in the table at the bottom.

Bonus Type Base Strength
Accuracy (special)
Damage 1%
Endurance 0.9%
Health 0.75%
Recharge Time 2.5%
Recovery 1%
Regeneration 4%
Movement Speed 3%
Range 2.5%
Endurance Discount (special)
Healing 2%
Knockback 2%
Slow 1%
Confuse Duration 1%
Fear Duration 1.1%
Hold Duration 1%
Immob Duration 2%
Sleep Duration 2%
Stun Duration 1%
Knockback Protection 2 points
Slow Resistance (special)
Chance for
Repel Protection
(special)
Bonus Type Base Strength
Melee Def
Smash/Lethal Def
1.25%
0.625%
AoE Def
Fire/Cold Def
1.25%
0.625%
Ranged Def
Pos/Neg Def
1.25%
0.625%
Smash/Lethal Def
Melee Def
1.25%
0.625%
Fire/Cold Def
AoE Def
1.25%
0.625%
Pos/Neg Def
Ranged Def
1.25%
0.625%
Psi Def 1.25%
Smash/Lethal Res 1.5%
Fire/Cold Res 1.5%
Pos/Neg Res 1.5%
Toxic/Psi Res 1.5%
Mez Res 2.5%








Accuracy, Endurance Discount, Slow Resistance, and Chance for Repel Protection set bonuses follow unique schedules:

Level 1 2 3 4 5 6 7
Color Green  Blue  Black Orange   Red   Med Purple Purple
Magnitude Descriptor Tiny Small Moderate Large Huge Gargantuan Ultimate
Accuracy 3% 5% 7% 9% 11% 13% 15%
Endurance Discount 1% 1.75% 2.5% 3% 3.75% 4.5% 6%
Slow Resistance 5% 7.5% 10% 12.5% 15%
Chance for
Repel Protection
3.33% 5% 7.5% 10% 12.5%


See Also