Enhancements: Difference between revisions

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== Overview ==
== Overview ==


'''Enhancements''' are permanent boosts to powers.
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.


There are four main types of enhancements: Training, Dual-Origin, Single-Origin, and Special.  Training and Special enhancements are usable by any characters.  Dual-Origin and Single-Origin enhancements are only usable by characters of specific origins, as indicated by the exact enhancement type.
Enhancements can be bought from [[contact]]s and stores. They are also "dropped" randomly by defeated (non-player) enemies and are provided as rewards for some missions.
 
With the exception of special enhancements, each enhancement is for one particular ''aspect'' of a power.  Special enhancements affect multiple aspects of a power.  Aspects are characteristics of a power, such as accuracy, damage, recharge rate, etc.
 
Enhancements can be bought from contacts and stores, and are also "dropped" randomly by defeated (non-player) enemies.


== Enhancement Types ==
== Enhancement Types ==


There are four basic types of enhancements:
There are three main types of Enhancements: Training, Dual-Origin, and Single-Origin. There are also several kinds of Special Enhancement.  Training and Special Enhancements are usable by any character. Dual-Origin and Single-Origin Enhancements are only usable by characters of specific origins.


* Training Enhancements
The main types of Enhancement all improve only one particular aspect of a power. Special Enhancements improve multiple aspects.
* Dual-Origin Enhancements
* Single-Origin Enhancements
* Special Enhancements


=== Training Enhancements ===
=== 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.
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.


[[Image:Freedom_Corps_Store.jpg|center|frame|Freedom Corps Training Enhancement store in [[Talos Island]]]]
[[Image:Freedom_Corps_Store.jpg|center|frame|Freedom Corps Training Enhancement store in [[Talos Island]]]]


Training enhancements are the least potent of all enhancements, but they are the cheapest to obtain and the most commonly dropped by enemies when they are defeated.
Training Enhancements are the least potent of all Enhancements, but they are the cheapest to buy and the most commonly dropped by defeated enemies. They exist as low as level 1.


=== Dual-Origin Enhancements ===
=== Dual-Origin Enhancements ===


Dual-origin enhancements, often referred to as ''DO's'', may only be used by characters whose origin is one of the two origins that are the basis of the dual-origin enhancement. For example, a [[natural]]/[[magic]] dual-origin enhancement is only usable by characters of a natural or a magical origin.  Dual-origin enhancements may be bought at origin-specific stores in various zones, some special contacts, and at an inflated cost, from individual contacts.  Currently, the lowest level of dual-origin enhancements available for purchase is level 15, usuable by characters of minimum level 12.  They are also sometimes somewhat rarely dropped by some enemies when they are defeated, and occasionally awarded as a prize for completing certain mission story arcs.
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.


Because these enhancements are more specific for a character, they are more powerful, and also much more expensive than training enhancements.
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 never dropped by enemies below level 12. At 12 exactly they are rare, but they become more common as enemy levels increase. DOs are also sometimes provided as mission bonuses, and in the cases of [[Task Force]]s and [[story arc]]s, the player may even choose the aspect.


=== Single-Origin Enhancements ===
=== Single-Origin Enhancements ===


Single-origin enhancements , often referred to as ''SO's'', are even more powerful still, and may be used only by characters of the specific origin that is the basis of the enhancement. Single-origin enhancements may be bought at origin-specific stores in various zones at a relatively very high cost, from certain special high-level contacts, or at a highly inflated cost, from individual contacts.  Currently, the lowest level of single-origin enhancements available for purchase is level 25, usuable by characters of minimum level 22. They are also sometimes, though very rarely, dropped by some high-level enemies when they are defeated, and occasionally awarded as a prize for completing certain high-level mission story arcs.
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 never dropped by enemies below level 22. At 22 exactly they are rare, but they become more common as enemy levels increase. 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.


=== Special Enhancements ===
=== 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 have the same aspect-boosting power as single-origin enhancements, but unlike all other enhancement, they affect multiple aspects of a power. For example, a special enhancement may affect both the damage and accuracy of a power, whereas all other enhancements would affect either one or the other.
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 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 Enhancements ===


Invention Enhancements are useable by all character archetypes and origins, bt are only obtainable by using the [[Invention System]] with earned recepies in either a supergroup base with the right workshop or at a [[University]] for a fee. Invention Enhancements are special in that they can only be crafted from recepies or bought/traded through Wentworth's and only come in every ten levels. Invention Enhancements will always give the same bonus to any level character, and can be slotted on any character that is within minimum level or higher. Also, any Invention Enhancement can be slotted even if they would normally be considered inferior. Invention Enhancements are worth about 40% or higher at Level 50.
Invention 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 the right workshop or at a [[University]] for a fee. Invention Enhancements are special in that they can only be crafted from recipes or bought/traded through Wentworth's and only come in every ten levels. Invention Enhancements will always give the same bonus to any level character, and can be slotted on any character that is within minimum level or higher. Also, any Invention Enhancement can be slotted even if it would normally be considered inferior. Invention Enhancements are worth about 40% or higher at Level 50.
 
Currently Invention Enhancements include either regular types, which are like SOs, or "sets" like Sting of the Manticore, which give special effects based on what type of power it is slotted in instead of enhancing an aspect of that power.
 
== Slotting and Stacking ==


Currently Invention Enhancements include either regular types, which are like SO's, or "sets" like Sting of the Manticore, which give special effects based on what type of power it is slotted on, instead of enhancing any said property.
A power can only have as many Enhancements as it has ''slots''. Every power begins with one slot. As a character increases in level, she receives additional slots which she can distribute however she chooses among her 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.


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


Each power may be enhanced up to six times, in six enhancement ''slots''.  Every power begins with one enhancement slot, and as a character increases in level, he or she receives additional enhancement slots which can be distributed however she chooses among her powers. Once an enhancement is slotted in a power, it may not be reallocated to another power or removed without replacing it with another enhancement, deleting the enhancement, or using a [[Power Respecification|power respecification]].
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|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.


[[Image:Enhancements.jpg|center|frame|The [[Electrical Blast#Lightning Bolt|Lightning Bolt]] power, slotted with three accuracy enhancements and one damage enhancement]]
[[Image:Enhancements.jpg|center|frame|The [[Electrical Blast#Lightning Bolt|Lightning Bolt]] power, slotted with three accuracy enhancements and one damage enhancement]]


Enhancements must be within three levels of a character to be usable. For example, a level 12 character may use enhancements that are level 9 through level 15.  Enhancements that are unusable or that are obsolete are shown with the number in red. The lower an enhancement's level relative to a character's, the less powerful the enhancement is in boosting its aspect. Enhancements with an effective level below the character's level are shown with yellow numbers. Enhancements with an effective level equal to the character's level are shown with white numbers.  Enhancements with an effective level equal to the character's level are shown with green numbers.  In the example image above, the effective level of the first accuracy inspiration is equal to the character's level, 27.  The effective level of the second enhancement, 26, is below the character's level.  The effective level of the third and fourth enhancements, 28, is above the character's level.
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.


=== Stacking Enhancements ===


Enhancements may be ''stacked'', or slotted multiple times within the same power to provide larger bonuses to the aspects that they affect.  The power improvement that comes from stacking enhancements is normally cumulative.  However, when the total enhancement becomes high enough, it is subject to [[Enhancement Diversification|enhancement diversification]], which imposes a point of diminishing returns on super-slotted enhancements.  In the example picture above, three accuracy enhancements (a dual-origin enhancement, a training enhancement, and a single-origin enhancement) are stacked in the slots for the Lightning Bolt power.  Since the cumulative boost of the accuracy enhancements are 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 ==


=== Combining Enhancements ===
Every Enhancement has a level. Enhancements must be within three levels of a character to be usable. 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.


Enhancements may also be ''combined'', which makes two of one type of enhancement into one slightly more powerful enhancement. Combining enhancements allows for old enhancements to be boosted at a lower cost than buying new enhancements and to allow a hero to have enhancements of a level normally not sold in stores or otherwise easily obtained. When two enhancement are combined, it results in one enhancement that is the equivalent of an enhancement that is one level higher than the higher of the two enhancements.
* Enhancements 4 or more levels above the character display their level in red. They cannot be inserted into slots.
* 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 +26%.)
* 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.


For example, if a level 14 and level 16 enhancement are combined, the resulting enhancement is a level 16+ enhancement, which is the equivalent of a level 17 enhancementIf this new enhancement is further combined with a level 15 enhancement, the new ehnancement will become a level 16++ enhancement, which is equivalent to a level 18 enhancement.
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.


Enhancements may only be combined to produce a double-enhanced enhancement.  In the example above, the level 16++ enhancement cannot be combined with any level 16 or below enhancements.  However, enhancements that have been combined may be combined with higher level enhancements as long as the effective level of the combined enhancement is lower than the effective level of the enhancement that it will be combined with.  For example, a level 16++ enhancement may not be combined with another level 16 enhancement, but it may be combined with a level 18 enhancement to produce a level 18+ (effective level 19) enhancement.
=== Combining Enhancements ===


Dual-origin enhancements may be combined with each other as long as one of each enhancement's origins matches the character's origin. For example, a [[Natural|natural]] character may combine a level 15 natural/magic dual-origin enhancement with a level 16 natural/technology enhancement to create a level 16+ dual-origin enhancement.
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.


Single-origin enhancements may only be combined with other single-origin enhancements that exactly match each other in aspect and origin.  Special enhancements may be combined with each other as long as they exactly match each other in aspect.
Enhancements may only be combined if:


Like uncombined Enhancements, combinined Enhancements can only be used if they are less than or equal to 3 levels different from the character's level. For example, a player at level 27 can purchase and use a level 30 Enhancement, but cannot combine it until level 28. At which point, the Enhancement can be combined to create a 30+ Enhancement (equivalent to 31), but cannot be combined a second time until level 29, because a 30++ Enhancement is equivalent to a level 32 Enhancement.
* 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 3 levels below the character and at most '''2''' levels above. If both Enhancements are the same level, they must both be in this range.
* 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.


Likewise, Enhancements at lower than 3 levels can still be used if they are combined. For example, a level 14 character can use a level 9 Enhancement if it is combined to form a 9++ Enhancement, which is the equivalent to a level 11 Enhancment; 3 levels below 14. However, a level 9 Enhancement cannot be assigned to a power while the character is at level 14, because it is 5 levels below the player and Enhancements cannot be combined until they are locked in place.
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 ==
== Enhancement Aspects and Schedules ==


An enhancement ''aspect'' is the element of a power that an enhancement boosts.  Currently, there are 26 enhancement aspects.  The following is a complete list of enhancement aspects:
Currently, there are 26 Enhancement aspects:


* Accuracy
* Accuracy
Line 108: Line 116:
* To Hit Debuff
* To Hit Debuff


These enhancement aspects may be further broken down by ''schedule'', or a category used to calculate exactly by how much a power is boosted by an enhancement.  The enhancement schedules are as follows.
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 ===
=== Schedule A ===


Enhancements in the Schedule A category are enhanced by 33.33% when slotted with a single-origin enhancement of equal level as the character, they are enhanced by 16.66% when slotted with a dual-origin enhancement of equal level as the character, and they are enhanced by 8.35% when slotted with a training enhancement of equal level as the character.  All modifications are subject to differences in level between the effective level of the enhancement and to [[Enhancement Diversification|enhancement diversification]], if applicable.  The following is a list of enhancement aspects that fall under 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


* Accuracy
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:
* Confusion
 
* Damage
{| border="1" cellspacing="0" cellpadding="0" align="center" style="text-align:center; width:50%"
* Defense Debuff
|- style="background:#efefef;"
* Endurance Modification
! width=15% | Relative<br>Level
* Endurance Reduction
! width=28% | Training
* Fear
! width=29% | Dual-Origin
* Fly
! width=28% | Single-Origin<br>and Special
* Healing
|-
* Hold Duration
!bgcolor=black|<font color=yellow>–3</font>
* Immobilization Duration
| 5.845 || 11.662 || 23.331
* Intangibility
|-
* Jumping
!bgcolor=black|<font color=yellow>–2</font>
* Recharge Time
| 6.680 || 13.328 || 26.664
* Run Speed
|-
* Sleep
!bgcolor=black|<font color=yellow>–1</font>
* Slow
| 7.515 || 14.994 || 29.997
* Stun
|-
* Taunt
!bgcolor=black|<font color=white>&nbsp;&nbsp;0</font>
| 8.350 || 16.660 || 33.330
|-
!bgcolor=black|<font color=lime>+1</font>
| 8.768 || 17.493 || 34.997
|-
!bgcolor=black|<font color=lime>+2</font>
| 9.185 || 18.326 || 36.663
|-
!bgcolor=black|<font color=lime>+3</font>
| 9.603 || 19.159 || 38.330
|}


=== Schedule B ===
=== Schedule B ===


Enhancements in the Schedule B category are enhanced by 20% when slotted with a single-origin enhancement of equal level as the character, they are enhanced by 10% when slotted with a dual-origin enhancement of equal level as the character, and they are enhanced by 5% when slotted with a training enhancement of equal level as the character.  All modifications are subject to differences in level between the effective level of the enhancement and to [[Enhancement Diversification|enhancement diversification]], if applicable.  The following is a list of enhancement aspects that fall under Schedule B:
* Defense Buff, Range Increase, Resist Damage, To Hit Buff, To Hit Debuff


* Defense Buff
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:
* Range Increase
 
* Resist Damage
{| border="1" cellspacing="0" cellpadding="0" align="center" style="text-align:center; width:50%"
* To Hit Buff
|- style="background:#efefef;"
* To Hit Debuff
! width=15% | Relative<br>Level
! width=28% | Training
! width=29% | Dual-Origin
! width=28% | Single-Origin<br>and Special
|-
!bgcolor=black|<font color=yellow>–3</font>
| 3.50 || 7.0 || 14
|-
!bgcolor=black|<font color=yellow>–2</font>
| 4.00 || 8.0 || 16
|-
!bgcolor=black|<font color=yellow>–1</font>
| 4.50 || 9.0 || 18
|-
!bgcolor=black|<font color=white>&nbsp;&nbsp;0</font>
| 5.00 || 10.0 || 20
|-
!bgcolor=black|<font color=lime>+1</font>
| 5.25 || 10.5 || 21
|-
!bgcolor=black|<font color=lime>+2</font>
| 5.50 || 11.0 || 22
|-
!bgcolor=black|<font color=lime>+3</font>
| 5.75 || 11.5 || 23
|}


=== Schedule C ===
=== Schedule C ===


Enhancements in the Schedule C category are enhanced by 40% when slotted with a single-origin enhancement of equal level as the character, they are enhanced by 20% when slotted with a dual-origin enhancement of equal level as the character, and they are enhanced by 10% when slotted with a training enhancement of equal level as the character.  All modifications are subject to differences in level between the effective level of the enhancement and to [[Enhancement Diversification|enhancement diversification]], if applicable.  The following is a list of enhancement aspects that fall under Schedule C:
* Interrupt Time


* 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:
 
{| border="1" cellspacing="0" cellpadding="0" align="center" style="text-align:center; width:50%"
|- style="background:#efefef;"
! width=15% | Relative<br>Level
! width=28% | Training
! width=29% | Dual-Origin
! width=28% | Single-Origin<br>and Special
|-
!bgcolor=black|<font color=yellow>–3</font>
| 7.0 || 14 || 28
|-
!bgcolor=black|<font color=yellow>–2</font>
| 8.0 || 16 || 32
|-
!bgcolor=black|<font color=yellow>–1</font>
| 9.0 || 18 || 36
|-
!bgcolor=black|<font color=white>&nbsp;&nbsp;0</font>
| 10.0 || 20 || 40
|-
!bgcolor=black|<font color=lime>+1</font>
| 10.5 || 21 || 42
|-
!bgcolor=black|<font color=lime>+2</font>
| 11.0 || 22 || 44
|-
!bgcolor=black|<font color=lime>+3</font>
| 11.5 || 23 || 46
|}


=== Schedule D ===
=== Schedule D ===


Enhancements in the Schedule D category are enhanced by 60% when slotted with a single-origin enhancement of equal level as the character, they are enhanced by 30% when slotted with a dual-origin enhancement of equal level as the character, and they are enhanced by 15% when slotted with a training enhancement of equal level as the character.  All modifications are subject to differences in level between the effective level of the enhancement and to [[Enhancement Diversification|enhancement diversification]], if applicable.  The following is a list of enhancement aspects that fall under 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:


* Knockback Distance
{| border="1" cellspacing="0" cellpadding="0" align="center" style="text-align:center; width:50%"
|- style="background:#efefef;"
! width=15% | Relative<br>Level
! width=28% | Training
! width=29% | Dual-Origin
! width=28% | Single-Origin<br>and Special
|-
!bgcolor=black|<font color=yellow>–3</font>
| 10.50 || 21.0 || 42
|-
!bgcolor=black|<font color=yellow>–2</font>
| 12.00 || 24.0 || 48
|-
!bgcolor=black|<font color=yellow>–1</font>
| 13.50 || 27.0 || 54
|-
!bgcolor=black|<font color=white>&nbsp;&nbsp;0</font>
| 15.00 || 30.0 || 60
|-
!bgcolor=black|<font color=lime>+1</font>
| 15.75 || 31.5 || 63
|-
!bgcolor=black|<font color=lime>+2</font>
| 16.50 || 33.0 || 66
|-
!bgcolor=black|<font color=lime>+3</font>
| 17.25 || 34.5 || 69
|}


=== Retired Aspects ===
=== Retired Aspects ===


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


* Cone Range, which has been incorporated in the Range aspect,
* Cone Range, which was incorporated into the Range aspect;
* Endurance Drain, which has been incorporated in the Endurance Modification aspect, and
* Endurance Drain, and
* Endurance Recovery, which has been incorporated in the Endurance Modification aspect
* Endurance Recovery, which were merged into the Endurance Modification aspect;
* Team Defense, combined to just Defense Buff
* Team Defense, and
* Self Defense, combined to just Defense Buff
* Self Defense, which were merged into the Defense Buff aspect


== External Links ==
== External Links ==

Revision as of 19:53, 2 April 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 three main types of Enhancements: Training, Dual-Origin, and Single-Origin. There are also several kinds of Special Enhancement. Training and Special Enhancements are usable by any character. Dual-Origin and Single-Origin Enhancements are only usable by characters of specific origins.

The main types of Enhancement all improve only one particular aspect of a power. Special 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, but they are the cheapest to buy and the most commonly dropped by defeated enemies. They exist as low as level 1.

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 never dropped by enemies below level 12. At 12 exactly they are rare, but they become more common as enemy levels increase. 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 never dropped by enemies below level 22. At 22 exactly they are rare, but they become more common as enemy levels increase. 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.

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 Enhancements

Invention 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 the right workshop or at a University for a fee. Invention Enhancements are special in that they can only be crafted from recipes or bought/traded through Wentworth's and only come in every ten levels. Invention Enhancements will always give the same bonus to any level character, and can be slotted on any character that is within minimum level or higher. Also, any Invention Enhancement can be slotted even if it would normally be considered inferior. Invention Enhancements are worth about 40% or higher at Level 50.

Currently Invention Enhancements include either regular types, which are like SOs, or "sets" like Sting of the Manticore, which give special effects based on what type of power it is slotted in instead of enhancing an aspect of that power.

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, she receives additional slots which she can distribute however she chooses among her 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. Enhancements must be within three levels of a character to be usable. 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.

  • Enhancements 4 or more levels above the character display their level in red. They cannot be inserted into slots.
  • 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 +26%.)
  • 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.

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

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 3 levels below the character and at most 2 levels above. If both Enhancements are the same level, they must both be in this range.
  • 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

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

External Links

Detailed description of enhancement diversification, including documentation of aspect schedules