Alpha-One

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  1. The rarity is based on hard numbers (Annex A). They'll look better as I run more RSFs and get more drops. As of right now we've had 2 Microfilaments in one week, while I hadn't seen one in over 100 drops. Obviously they don't drop equally.
  2. As I explained I've set my values according to rarity. I understand there isn't equal demand for all the SHOEs. However I'd like to point out everything is relative. As a Mercs/FF Mastermind, the value of a Nucleolus, of which I only need 9, is nowhere near the value of a Cytoskeleton, of which I need 21. I can't establish specific numbers for a global demand at this point. I attempted to do so by creating some characters in Hero Builder fully slotted with SHOEs. Since it's based on personal preference, I can't really use that. Once I9 goes live, I expect a huge demand for Nucleolus, since it's the "bread and butter" SHOE. However, once all the LRSF runners are fully slotted with them, there should be a rather significant supply, since about 25% of all SHOEs dropped are Nucleolus. On the other hand I expect the value of a Centriole to drop below 100K inf, since I personally find them to be useless on any toon (you get more range slotting 3 lvl 50++ SOs in a snipe than 3 Centrioles).
  3. [u]Annex A: Synthetic Hamidon Exposures Awarded By Lord Recluse Strike Forces[u]

    30-Dec-06 Buff/End
    30-Dec-06 DeBuff/End
    30-Dec-06 Dmg/Acc
    30-Dec-06 Dmg/Mez
    30-Dec-06 Dmg/Mez
    30-Dec-06 Dmg/Rng
    30-Dec-06 Dmg/Rng
    30-Dec-06 Heal/End
    04-Jan-07 Acc/DeBuff
    04-Jan-07 Dmg/Acc
    04-Jan-07 Dmg/Acc
    04-Jan-07 Dmg/Acc
    04-Jan-07 Dmg/Rng
    04-Jan-07 Dmg/Rng
    04-Jan-07 Dmg/Rng
    04-Jan-07 Heal/End
    06-Jan-07 Buff/End
    06-Jan-07 DeBuff/End
    06-Jan-07 Dmg/Acc
    06-Jan-07 Dmg/Mez
    06-Jan-07 Dmg/Rng
    06-Jan-07 Dmg/Rng
    07-Jan-07 Acc/DeBuff
    07-Jan-07 Dmg/Mez
    07-Jan-07 Dmg/Mez
    07-Jan-07 Dmg/Mez
    07-Jan-07 Dmg/Rng
    07-Jan-07 Res/End
    11-Jan-07 Acc/Mez
    11-Jan-07 Dmg/Acc
    11-Jan-07 Dmg/Acc
    11-Jan-07 Dmg/Acc
    11-Jan-07 Dmg/Rng
    11-Jan-07 Dmg/Rng
    11-Jan-07 Heal/End
    11-Jan-07 Heal/End
    13-Jan-07 Acc/Mez
    13-Jan-07 Acc/Mez
    13-Jan-07 Acc/Mez
    13-Jan-07 Buff/Rech
    13-Jan-07 Dmg/Rng
    13-Jan-07 Dmg/Rng
    13-Jan-07 Dmg/Rng
    14-Jan-07 Buff/Rech
    14-Jan-07 DeBuff/End
    14-Jan-07 Dmg/Acc
    14-Jan-07 Dmg/Acc
    14-Jan-07 Dmg/Acc
    14-Jan-07 Dmg/Acc
    14-Jan-07 Dmg/Mez
    14-Jan-07 Dmg/Rng
    18-Jan-07 Acc/Mez
    18-Jan-07 Buff/End
    18-Jan-07 DeBuff/End
    18-Jan-07 DeBuff/End
    18-Jan-07 Dmg/Acc
    18-Jan-07 Dmg/Acc
    18-Jan-07 Dmg/Rng
    18-Jan-07 Dmg/Rng
    20-Jan-07 Acc/Mez
    20-Jan-07 Buff/End
    20-Jan-07 Buff/Rech
    20-Jan-07 Dmg/Acc
    20-Jan-07 Dmg/Mez
    20-Jan-07 Dmg/Rng
    21-Jan-07 Acc/Mez
    21-Jan-07 Dmg/Acc
    21-Jan-07 Dmg/Mez
    21-Jan-07 Dmg/Mez
    21-Jan-07 Dmg/Mez
    21-Jan-07 Dmg/Rng
    23-Jan-07 Buff/End
    23-Jan-07 Buff/Rech
    23-Jan-07 Dmg/Rng
    23-Jan-07 Dmg/Rng
    23-Jan-07 Dmg/Rng
    23-Jan-07 Dmg/Rng
    25-Jan-07 Acc/Mez
    25-Jan-07 Acc/Mez
    25-Jan-07 Buff/End
    25-Jan-07 Dmg/Acc
    25-Jan-07 Dmg/Acc
    25-Jan-07 Dmg/Rng
    25-Jan-07 Dmg/Rng
    01-Feb-07 Acc/DeBuff
    01-Feb-07 Acc/Mez
    01-Feb-07 Dmg/Acc
    01-Feb-07 Dmg/Acc
    01-Feb-07 Dmg/Rng
    01-Feb-07 Dmg/Rng
    01-Feb-07 Dmg/Rng
    01-Feb-07 Heal/End
    03-Feb-07 Acc/DeBuff
    03-Feb-07 Acc/Mez
    03-Feb-07 Buff/Rech
    03-Feb-07 Dmg/Acc
    03-Feb-07 Dmg/Acc
    03-Feb-07 Dmg/Mez
    03-Feb-07 Heal/End
    04-Feb-07 DeBuff/End
    04-Feb-07 Dmg/Rng
    04-Feb-07 Dmg/Acc
    04-Feb-07 Acc/Mez
    04-Feb-07 Dmg/Acc
    04-Feb-07 Dmg/Rng
    04-Feb-07 Dmg/Rng
    04-Feb-07 Dmg/Rng
    08-Feb-07 Dmg/Acc
    08-Feb-07 Acc/Mez
    08-Feb-07 Dmg/Rng
    08-Feb-07 Dmg/Acc
    08-Feb-07 Travel/End
    08-Feb-07 Acc/DeBuff
    08-Feb-07 Dmg/Rng
    08-Feb-07 Acc/Mez
    11-Feb-07 Acc/Mez
    11-Feb-07 Acc/Mez
    11-Feb-07 Dmg/Mez
    11-Feb-07 Dmg/Acc
    11-Feb-07 DeBuff/End
    11-Feb-07 Buff/Rech
    11-Feb-07 Dmg/Acc
    11-Feb-07 Dmg/Acc
    13-Feb-07 Res/End
    13-Feb-07 Dmg/Rng
    13-Feb-07 Acc/DeBuff
    13-Feb-07 Acc/Mez
    13-Feb-07 Dmg/Rng
    13-Feb-07 Acc/DeBuff
    15-Feb-07 Dmg/Rng
    15-Feb-07 Buff/End
    15-Feb-07 Dmg/Acc
    15-Feb-07 Dmg/Acc
    15-Feb-07 Dmg/Rng
    15-Feb-07 Dmg/Acc
    15-Feb-07 Heal/End
    15-Feb-07 Travel/End
  4. [u]Phase 4: Rarity[u]

    Now all these values are fine and dandy, but how can a Ribosome or Microfilament be worth less than a Centriole (otherwise known as POO) when you’re lucky to find one person who’s been awarded one after a LRSF? This is where most of my work has been. For the last 2 months I’ve been keeping track of all the Hami-Os awarded to everyone on my team whenever I’ve completed a LRSF. I can’t guarantee precise accuracy, due to some people either not being awarded one for completing a LRSF within the last 24 hours, failing to open a slot before accepting it (DOH!) or refusing to reveal what they were awarded. The list of Hami-Os awarded is found in Annex A.

    This research has allowed me to create Table 4-1, which lists the percentage of Hami-O drop rates.

    Table 4-1: Hamidon Exposure Drop Rates from Lord Recluse Strike Force
    Hami-O------------Drops---Rate
    Nucleolus---------32------23.358
    Centriole---------37------27.007
    Peroxisome--------13------9.489
    Endoplasm---------17------12.409
    Golgi-------------7-------5.109
    Ribosome----------2-------1.460
    Microfilament-----2-------1.460
    Lysosome----------7-------5.109
    Enzyme------------7-------5.109
    Membrane----------6-------4.380
    Cytoskeleton------7-------5.109
    [u]Total[u]-------------[u]137[u]-----[u]100.000[u]

    Now I’m going to reveal the Rarity Index I’ve created from this. I’m sure many won’t agree with this system, and I hope someone can develop a better one. I simply assumed that Centrioles being the least rare of all Hami-Os, will receive an Index of 1. Thus its value is always constant. Subtracting the drop rate of a particular Hami-O from the rate of our Index (Centriole) gives a rarity differential over 100 drops. Dividing this differential by 10 prevents the value from being too high, and adding this to our Index 1 creates a Rarity Modifier we can use to calculate the value of a Hami-O. Sounds complicated, I know. Here’s the math: Example Nucleolus (27.007-23.358)=3.649/10=0.3649+1=1.3649. So we can say the value of a Nucleolus is 36.49% higher due to its rarity compared to a Centriole. All this work gives us Table 4-2.

    Table 4-2: Hamidon Exposure Rarity Indexes
    Hami-O------------Drops---Rate--------Rarity
    Nucleolus---------32------23.358------1.364964
    Centriole---------37------27.007------1
    Peroxisome--------13------9.489-------2.751825
    Endoplasm---------17------12.409------2.459854
    Golgi-------------7-------5.109-------3.189781
    Ribosome----------2-------1.460-------3.554745
    Microfilament-----2-------1.460-------3.554745
    Lysosome----------7-------5.109-------3.189781
    Enzyme------------7-------5.109-------3.189781
    Membrane----------6-------4.380-------3.262774
    Cytoskeleton------7-------5.109-------3.189781
    [u]Total[u]-------------[u]137[u]-----[u]100.000[u]

    Apply these modifiers to the Hami-O values we calculated in Phase 3, and we get our final values, as shown in Table 4-3.

    Table 4-3: Hamidon Exposure Values modified by Rarity Index

    Nucleolus
    Damage---------115200
    Accuracy-------[u]114278[u]
    Total----------229478
    Modifier-------1.3650
    Final----------313230

    Centriole
    Damage---------115200
    Range----------[u]92160[u]
    Total----------207360
    Modifier-------1.0000
    Final----------207360

    Peroxisome
    Damage---------115200
    Hold-----------76032
    Disorient------87552
    Confusion------64512
    Fear-----------52992
    Immobilize-----84096
    Intangibility--40320
    Sleep----------[u]84096[u]
    Best 2---------202752
    Modifier-------2.7518
    Final----------557938

    Endoplasm
    Accuracy-------114278
    Hold-----------76032
    Disorient------87552
    Confusion------64512
    Fear-----------52992
    Immobilize-----84096
    Intangibility--40320
    Sleep----------[u]84096[u]
    Best 2---------201830
    Modifier-------2.4599
    Final----------496473

    Golgi
    Healing--------115200
    End Redux------[u]107136[u]
    Total----------222336
    Modifier-------3.1898
    Final----------709203

    Ribosome
    Dmg Resist-----76032
    End Redux------[u]107136[u]
    Total----------183168
    Modifier-------3.5547
    Final----------651115

    Microfilament
    End Redux------107136
    Fly------------72576
    Run------------76032
    Jump-----------[u]46080[u]
    Best 2---------183168
    Modifier-------3.5547
    Final----------651115

    Lysosome
    Accuracy-------114278
    Def DeBuff-----84096
    ToHit DeBuff---[u]61056[u]
    Best 2---------198374
    Modifier-------3.1898
    Final----------632771

    Enzyme
    End Redux------107136
    Def DeBuff-----84096
    ToHit DeBuff---[u]61056[u]
    Best 2---------191232
    Modifier-------3.1898
    Final----------609988

    Membrane
    Recharge-------107136
    Def Buff-------80640
    ToHit Buff-----[u]84096[u]
    Best 2---------191232
    Modifier-------3.2628
    Final----------623947

    Cytoskeleton
    End Redux------107136
    Def Buff-------80640
    ToHit Buff-----[u]84096[u]
    Best 2---------191232
    Modifier-------3.1898
    Final----------609988


    As we can see, rarity makes quite a difference in the final value. I will continue to update the drop rates as I complete more LRSFs. I hope this guide will allow people to make informed pricing decisions once the auction houses open with Issue 9. And next time a /Stone Brute offers 100K infamy for a Ribosome you just earned, think twice and look here.
  5. [u]Phase 3: PROFIT!!![u]

    Now all that hard work done making all those nice tables and explaining them leads to one little problem. The great thing about Hami-Os is that they combine multiple enhancements into one. This is a great thing in-game, since you can use 3 slots instead of 6 to gain the same benefits. However this section is where I expect most arguments to stem from, so I will present as much of it as possible.

    As stated before, Hamidon Exposures combine different enhancements. These combinations are shown in Table 3-1.

    Table 3-1: Hamidon Exposure Enhancement Properties
    Nucleolus: Damage/Accuracy
    Centriole: Damage/Range
    Peroxisome: Damage/Hold/Disorient/Confusion/Fear/Immobilize/Intangibility/Sleep
    Endoplasm: Accuracy/Hold/Disorient/Confusion/Fear/Immobilize/Intangibility/Sleep
    Golgi: Healing/End Redux
    Ribosome: Dmg Resist/End Redux
    Microfilament: End Redux/Fly Speed/Run Speed/Jump Height
    Lysosome: Accuracy/Def DeBuff/ToHit DeBuff
    Enzyme: End Redux/Def DeBuff/ToHit DeBuff
    Membrane: Recharge/Def Buff/ToHit Buff
    Cytoskeleton: End Redux/Def Buff/ToHit Buff

    I found 3 methods to create possible values for each. The first method is simply adding the value of each enhancement applied with a Hami-O. This works best for those with only two enhancement properties (Nucleolus, Centriole, Golgi and Ribosome). The values obtained are shown in Table 3-2.

    Table 3-2: Hamidon Exposure Values using Method 1

    Nucleolus
    Damage---------115200
    Accuracy-------[u]114278[u]
    Total----------229478

    Centriole
    Damage---------115200
    Range----------[u]92160[u]
    Total----------207360

    Peroxisome
    Damage---------115200
    Hold-----------76032
    Disorient------87552
    Confusion------64512
    Fear-----------52992
    Immobilize-----84096
    Intangibility--40320
    Sleep----------[u]84096[u]
    Total----------604800

    Endoplasm
    Accuracy-------114278
    Hold-----------76032
    Disorient------87552
    Confusion------64512
    Fear-----------52992
    Immobilize-----84096
    Intangibility--40320
    Sleep----------[u]84096[u]
    Total----------603878

    Golgi
    Healing--------115200
    End Redux------[u]107136[u]
    Total----------222336

    Ribosome
    Dmg Resist-----76032
    End Redux------[u]107136[u]
    Total----------183168

    Microfilament
    End Redux------107136
    Fly------------72576
    Run------------76032
    Jump-----------[u]46080[u]
    Total----------301824

    Lysosome
    Accuracy-------114278
    Def DeBuff-----84096
    ToHit DeBuff---[u]61056[u]
    Total----------259430

    Enzyme
    End Redux------107136
    Def DeBuff-----84096
    ToHit DeBuff---[u]61056[u]
    Total----------252288

    Membrane
    Recharge-------107136
    Def Buff-------80640
    ToHit Buff-----[u]84096[u]
    Total----------271872

    Cytoskeleton
    End Redux------107136
    Def Buff-------80640
    ToHit Buff-----[u]84096[u]
    Total----------271872

    Even though Method 1 applies well to a few Hami-Os, it definitely does not apply well to those which enhance more than 2 values, Peroxisome and Endoplasm make this quite evident. This required I create a 2nd method, which is the averaging of all enhancement values. This generated the results in Table 3-3.

    Table 3-3: Hamidon Exposure Values using Method 2

    Peroxisome
    Damage---------115200
    Hold-----------76032
    Disorient------87552
    Confusion------64512
    Fear-----------52992
    Immobilize-----84096
    Intangibility--40320
    Sleep----------[u]84096[u]
    Average--------185143

    Endoplasm
    Accuracy-------114278
    Hold-----------76032
    Disorient------87552
    Confusion------64512
    Fear-----------52992
    Immobilize-----84096
    Intangibility--40320
    Sleep----------[u]84096[u]
    Average--------184221

    Microfilament
    End Redux------107136
    Fly------------72576
    Run------------76032
    Jump-----------[u]46080[u]
    Average--------172032

    Lysosome
    Accuracy-------114278
    Def DeBuff-----84096
    ToHit DeBuff---[u]61056[u]
    Average--------186854

    Enzyme
    End Redux------107136
    Def DeBuff-----84096
    ToHit DeBuff---[u]61056[u]
    Average--------179712

    Membrane
    Recharge-------107136
    Def Buff-------80640
    ToHit Buff-----[u]84096[u]
    Average--------189504

    Cytoskeleton
    End Redux------107136
    Def Buff-------80640
    ToHit Buff-----[u]84096[u]
    Average--------189504


    This generates much lower values. For some reason I don’t like this method. I guess it’s because the value of one of these slotted isn’t an average, but more. So I created a 3rd method, simply adding the values of the 2 highest value enhancements. This generates Table 3-4.

    Table 3-4: Hamidon Exposure Values using Method 3

    Peroxisome
    Damage---------115200
    Hold-----------76032
    Disorient------87552
    Confusion------64512
    Fear-----------52992
    Immobilize-----84096
    Intangibility--40320
    Sleep----------[u]84096[u]
    Best 2---------202752

    Endoplasm
    Accuracy-------114278
    Hold-----------76032
    Disorient------87552
    Confusion------64512
    Fear-----------52992
    Immobilize-----84096
    Intangibility--40320
    Sleep----------[u]84096[u]
    Best 2---------201830

    Microfilament
    End Redux------107136
    Fly------------72576
    Run------------76032
    Jump-----------[u]46080[u]
    Best 2---------183168

    Lysosome
    Accuracy-------114278
    Def DeBuff-----84096
    ToHit DeBuff---[u]61056[u]
    Best 2---------198374

    Enzyme
    End Redux------107136
    Def DeBuff-----84096
    ToHit DeBuff---[u]61056[u]
    Best 2---------191232

    Membrane
    Recharge-------107136
    Def Buff-------80640
    ToHit Buff-----[u]84096[u]
    Best 2---------191232

    Cytoskeleton
    End Redux------107136
    Def Buff-------80640
    ToHit Buff-----[u]84096[u]
    Best 2---------191232


    I find these values “look” better. There are a few situations where this could be modified. One could consider the difference between placing an Endoplasm in an Immobilizing power or a Holding power, where the value of a Hold enhancement is slightly lower. Or even in my situation, where I placed 3 Peroxisomes in Spec Ops, where they enhance not two, but four different abilities. The value of a Peroxisome for my Spec Ops is much higher than the value for a Dominator’s Hold. Also situations arise where the highest value enhancement is not used. Placing a Microfilament in Fly is more “valuable” than placing it in Swift, where End Redux has no effect. Or placing a Membrane in Personal Force Field compared to placing it in Vengeance, where Recharge Redux also has no effect. In these situations I suggest people take Table 2-3 and generate their own values according to what effects will be enhanced in a power.
  6. [u]Phase 2: Bringing it all up to 50[u]

    Now that we’ve created the modifiers for a Hamidon Class of enhancements at level 30, it’s time to find their values at the level they are dropped, Level 50. To do this, I noted the values of all Single Origin Enhancements at Levels 30, 40 and 50, shown in Table 2-1.

    Table 2-1: Single Origin Enhancement Values
    Enhancement--------------Lvl 30-----Lvl 40-----Lvl 50
    Accuracy-----------------35712------47232------58752
    Confusion Duration-------20160------26880------33600
    Damage-------------------36000------48000------60000
    Defense Buff-------------25200------33600------42000
    Defense DeBuff-----------26280------35040------43800
    Endurance Reduction------33480------44640------55800
    Fear Duration------------16560------22080------27600
    Flight Speed-------------22680------30240------37800
    Healing------------------36000------48000------60000
    Hold Duration------------23760------31680------39600
    Immobilization Duration--26280------35040------43800
    Intangibility------------12600------16800------21000
    Activation Acceleration--21600------28800------36000
    Jumping------------------14400------19200------24000
    Knockback Distance-------11880------15840------19800
    Range Increase-----------28800------38400------48000
    Recharge Reduction-------33480------44640------55800
    Endurance Modification---28800------38400------48000
    Resist Damage------------23760------31680------39600
    Run Speed Increase-------23760------31680------39600
    Sleep Duration-----------26280------35040------43800
    Slow---------------------26280------35040------43800
    Disorient Duration-------27360------36480------45600
    Taunt Duration-----------18000------24000------30000
    ToHit Buff---------------26280------35040------43800
    Accuracy DeBuff----------19080------25440------31800

    I applied the same procedure as before to deduce modifiers between every 10 levels. This generated modifiers of 1.33 between levels 30 and 40 and 1.25 between levels 40 and 50, with a slight fluctuation for Accuracy Enhancements, as shown on Table 2-2.

    Table 2-2: Single Origin Value Modifiers
    Enhancement--------------Lvl 30-----30-40 Mod---Lvl 40-----40-50 Mod---Lvl 50
    Accuracy-----------------35712------1.3226------47232------1.2439------58752
    Confusion Duration-------20160------1.3333------26880------1.2500------33600
    Damage-------------------36000------1.3333------48000------1.2500------60000
    Defense Buff-------------25200------1.3333------33600------1.2500------42000
    Defense DeBuff-----------26280------1.3333------35040------1.2500------43800
    Endurance Reduction------33480------1.3333------44640------1.2500------55800
    Fear Duration------------16560------1.3333------22080------1.2500------27600
    Flight Speed-------------22680------1.3333------30240------1.2500------37800
    Healing------------------36000------1.3333------48000------1.2500------60000
    Hold Duration------------23760------1.3333------31680------1.2500------39600
    Immobilization Duration--26280------1.3333------35040------1.2500------43800
    Intangibility------------12600------1.3333------16800------1.2500------21000
    Activation Acceleration--21600------1.3333------28800------1.2500------36000
    Jumping------------------14400------1.3333------19200------1.2500------24000
    Knockback Distance-------11880------1.3333------15840------1.2500------19800
    Range Increase-----------28800------1.3333------38400------1.2500------48000
    Recharge Reduction-------33480------1.3333------44640------1.2500------55800
    Endurance Modification---28800------1.3333------38400------1.2500------48000
    Resist Damage------------23760------1.3333------31680------1.2500------39600
    Run Speed Increase-------23760------1.3333------31680------1.2500------39600
    Sleep Duration-----------26280------1.3333------35040------1.2500------43800
    Slow---------------------26280------1.3333------35040------1.2500------43800
    Disorient Duration-------27360------1.3333------36480------1.2500------45600
    Taunt Duration-----------18000------1.3333------24000------1.2500------30000
    ToHit Buff---------------26280------1.3333------35040------1.2500------43800
    Accuracy DeBuff----------19080------1.3333------25440------1.2500------31800

    Once again I decided to use general modifiers to remove any variances, thus 1.33 for 30-40 and 1.25 for 40-50. I applied these modifiers to the Hamidon values generated in Table 1-3. This created a final list of Hamidon Enhancement values at level 50, as shown in Table 2-3.

    Table 2-3: Hamidon Enhancement Values at Levels 30, 40 and 50
    Enhancement--------------Lvl 30-----Lvl 40-----Lvl 50
    Accuracy-----------------68567------91423------114278
    Confusion Duration-------38707------51610------64512
    Damage-------------------69120------92160------115200
    Defense Buff-------------48384------64512------80640
    Defense DeBuff-----------50458------67277------84096
    Endurance Reduction------64282------85709------107136
    Fear Duration------------31795------42394------52992
    Flight Speed-------------43546------58061------72576
    Healing------------------69120------92160------115200
    Hold Duration------------45619------60826------76032
    Immobilization Duration--50458------67277------84096
    Intangibility------------24192------32256------40320
    Activation Acceleration--41472------55296------69120
    Jumping------------------27648------36864------46080
    Knockback Distance-------22810------30413------38016
    Range Increase-----------55296------73728------92160
    Recharge Reduction-------64282------85709------107136
    Endurance Modification---55296------73728------92160
    Resist Damage------------45619------60826------76032
    Run Speed Increase-------45619------60826------76032
    Sleep Duration-----------50458------67277------84096
    Slow---------------------50458------67277------84096
    Disorient Duration-------52531------70042------87552
    Taunt Duration-----------34560------46080------57600
    ToHit Buff---------------50458------67277------84096
    Accuracy DeBuff----------36634------48845------61056
  7. [u]Synthetic Hamidon Exposure Values[u]

    My first encounter with a “Hami-O” was when my wife first participated in a Hamidon raid with her lvl 45 Defender. After the battle, she received a shiny level 50 HO, which she couldn’t slot. Someone offered 100’000 influence for it, and she agreed. That’s led me to wonder for a long time what the actual value of a HO is. However, I have no heroes in Hami Raid level range. But I do have a level 50 MasterMind, with which I have successfully participated in many Lord Recluse Strike Forces. After many ad-hoc trades, I decided to do a little research and figure out what value a SHOE really has.

    Please note: the procedure followed is based on my opinion only. All values are derived from City of Villains. None of this was cross checked with City of Heroes. You may not agree with some or all of it. You may use any portion of the following guide to generate your own values.

    [u]Phase 1: A New Enhancement Class[u]

    My first decision was to create a 4th class of Origin for SHOs. Even though Hami-Os only enhance at the same degree as Single Origin Enhancements, I believe that the time and effort and rarity increases their values above SO level. As most of us know, there are 3 classes found in stores: Training Origin, Dual Origin and Single Origin. First step was to find the curve by which the value of each class is set. I did this by noting the values of all enhancements of all origins at level 30. This is the last level at which Training Origin Enhancements are sold. These values are noted in Table 1-1.

    Table 1-1: Enhancement Values at Level 30
    Enhancement--------------Training--Dual------Single
    Accuracy-----------------2530------11875-----35712
    Confusion Duration-------1428------6704------20160
    Damage-------------------2550------11970-----36000
    Defense Buff-------------1785------8379------25200
    Defense DeBuff-----------1862------8739------26280
    Endurance Reduction------2372------11133-----33480
    Fear Duration------------1173------5507------16560
    Flight Speed-------------1607------7542------22680
    Healing------------------2550------11970-----36000
    Hold Duration------------1683------7901------23760
    Immobilization Duration--1862------8739------26280
    Intangibility------------893-------4190------12600
    Activation Acceleration--1530------7182------21600
    Jumping------------------1020------4788------14400
    Knockback Distance-------842-------3951------11880
    Range Increase-----------2040------9576------28800
    Recharge Reduction-------2372------11133-----33480
    Endurance Modification---2040------9576------28800
    Resist Damage------------1683------5940------23760
    Run Speed Increase-------1683------7901------23760
    Sleep Duration-----------1683------8739------26280
    Slow---------------------1862------8739------26280
    Disorient Duration-------1862------9098------27360
    Taunt Duration-----------1938------5985------18000
    ToHit Buff---------------1275------8739------26280
    Accuracy DeBuff----------1862------6345------19080

    To deduce the curve, I simply divided the value of a higher origin by its lower origin to obtain a multiplier. Example: The multiplier for Accuracy Enhancements from Training to Dual is 11875 / 2530 = 4.69. The first thing I noticed is with a few exceptions (Resist Damage, Sleep Duration, Disorient Duration, Taunt Duration, ToHit Buff, Accuracy DeBuff) the value was always 4.69. Why the exceptions? I can only speculate. I decided to consider 4.69 as THE modifier from Training to Dual value. The same method was used to deduce the modifier from Dual to Single, which in this case is 3.01 with only one exception, Damage Resist.

    To create a new enhancement class, we need a new modifier to go from Single Origin to “Hamidon Origin” (as I will call it from now on). The modifier drops by 64% going from Training to Dual to Single. I decided to apply this drop to the Dual to Single modifier. This gives us a new modifier which averages to 1.92 (Accuracy: (3.01/100)*64=1.9269). The results are shown on Table 1-2.

    Table 1-2: Enhancement Modifiers
    Enhancement--------------Training--T-D Mod-----Dual-------D-S Mod-----Single-----Mod Rate---S-H Mod
    Accuracy-----------------2530------4.6937------11875------3.0073------35712------64.07------1.9269
    Confusion Duration-------1428------4.6947------6704-------3.0072------20160------64.05------1.9262
    Damage-------------------2550------4.6941------11970------3.0075------36000------64.07------1.9269
    Defense Buff-------------1785------4.6941------8379-------3.0075------25200------64.07------1.9269
    Defense DeBuff-----------1862------4.6933------8739-------3.0072------26280------64.07------1.9268
    Endurance Reduction------2372------4.6935------11133------3.0073------33480------64.07------1.9269
    Fear Duration------------1173------4.6948------5507-------3.0071------16560------64.05------1.9261
    Flight Speed-------------1607------4.6932------7542-------3.0072------22680------64.07------1.9268
    Healing------------------2550------4.6941------11970------3.0075------36000------64.07------1.9269
    Hold Duration------------1683------4.6946------7901-------3.0072------23760------64.06------1.9263
    Immobilization Duration--1862------4.6933------8739-------3.0072------26280------64.07------1.9268
    Intangibility------------893-------4.6920------4190-------3.0072------12600------64.09------1.9273
    Activation Acceleration--1530------4.6941------7182-------3.0075------21600------64.07------1.9269
    Jumping------------------1020------4.6941------4788-------3.0075------14400------64.07------1.9269
    Knockback Distance-------842-------4.6924------3951-------3.0068------11880------64.08------1.9267
    Range Increase-----------2040------4.6941------9576-------3.0075------28800------64.07------1.9269
    Recharge Reduction-------2372------4.6935------11133------3.0073------33480------64.07------1.9269
    Endurance Modification---2040------4.6941------9576-------3.0075------28800------64.07------1.9269
    Resist Damage------------1683------3.5294------5940-------4.0000------23760------113.33-----4.5333
    Run Speed Increase-------1683------4.6946------7901-------3.0072------23760------64.06------1.9263
    Sleep Duration-----------1683------5.1925------8739-------3.0072------26280------57.91------1.7416
    Slow---------------------1862------4.6933------8739-------3.0072------26280------64.07------1.9268
    Disorient Duration-------1862------4.8861------9098-------3.0073------27360------61.55------1.8509
    Taunt Duration-----------1938------3.0882------5985-------3.0075------18000------97.39------2.9289
    ToHit Buff---------------1275------6.8541------8739-------3.0072------26280------43.87------1.3194
    Accuracy DeBuff----------1862------3.4076------6345-------3.0071------19080------88.25------2.6536

    My next critical decision was to use a general modifier for each class. This would remove fluctuations caused by the exceptions (highlighted in red on Table 1-2). So applying modifiers of 4.69 T-D, 3.01 D-S and 1.92 S-H, we receive the values indicated on Table 1-3 for a new “Hamidon” Class of enhancements.

    Table 1-3: Hamidon Enhancement Values at Level 30
    Accuracy-----------------68567
    Confusion Duration-------38707
    Damage-------------------69120
    Defense Buff-------------48384
    Defense DeBuff-----------50458
    Endurance Reduction------64282
    Fear Duration------------31795
    Flight Speed-------------43546
    Healing------------------69120
    Hold Duration------------45619
    Immobilization Duration--50458
    Intangibility------------24192
    Activation Acceleration--41472
    Jumping------------------27648
    Knockback Distance-------22810
    Range Increase-----------55296
    Recharge Reduction-------64282
    Endurance Modification---55296
    Resist Damage------------45619
    Run Speed Increase-------45619
    Sleep Duration-----------50458
    Slow---------------------50458
    Disorient Duration-------52531
    Taunt Duration-----------34560
    ToHit Buff---------------50458
    Accuracy DeBuff----------36634
  8. Name: Rogue Isles Marine Corps

    Motto: "Semper Fi"

    Leader(s): Alpha-One and Falax

    Player Type: Casual to Power Gamer

    RolePlay?: None. Though some members will display military decorum.

    Membership levels: 1-40

    SuperGroup Colours: Olive Drab and Tan

    Normal time of Gameplay: Evenings, and weekends anytime during the day

    Other information: A decent size group with a decent size base. A larger than average number of IRL military members.

    Recruiting?: Alway recruiting. We'll take anyone, and weed out those who aren't worthy of the Corps.

    Website: http://www.geocities.com/vannbpb3/