Kheldian FAQ
Wow, great guide. I haven't gotten to lvl 50 yet, but I've already started making my Peacebringer and this has answered a lot of questions I've had. The only thing I think is missing is information about the Phase Shift powers. Otherwise, great guide!
Fantastic guide. Thank you.
One of the better guides I've seen in quite some time. Very well done. 5 stars!
Great FAQ/Guide Including the binds/macros is quite helpful too.
Thanks for the FAQ. I will deffinately use it when I go to make my Khelds.
I have a question, tho. The recharge times listed at the end....listed are times for SOs, HOs, and SOs/HOs + Hasten. Is the Hasten 0-slotted (no enhancement at all), 1-slotted, or 6-slotted? (I don't know the #'s on Hasten, which is why I ask.)
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Thanks for the FAQ. I will deffinately use it when I go to make my Khelds.
I have a question, tho. The recharge times listed at the end....listed are times for SOs, HOs, and SOs/HOs + Hasten. Is the Hasten 0-slotted (no enhancement at all), 1-slotted, or 6-slotted? (I don't know the #'s on Hasten, which is why I ask.)
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You can't enhance the bonus Hasten gives. Recharge enhancements placed in Hasten only serve to improve Hasten's own recharge time.
The reason many 6 slot Hasten is to have it up all the time, without any other powers that buff recharge time you need 6 even level SO Recharge to have Hasten perma (recharging as soon as or slightly before Hasten runs out).
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You can't enhance the bonus Hasten gives. Recharge enhancements placed in Hasten only serve to improve Hasten's own recharge time.
The reason many 6 slot Hasten is to have it up all the time, without any other powers that buff recharge time you need 6 even level SO Recharge to have Hasten perma (recharging as soon as or slightly before Hasten runs out).
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D'oh
Duh
Sorry - its my meds. I knew that. I just forgot it.
Can't wait till my hand heals enough so that I don't have to take Vicodins anymore.
I'm curious if anyone has numbers for Lightform that's been slotted with HO's recharge reducers. Anyone have data on this? The Ho's are reported to have %50 recharge reducation by some, so is this sufficient to make Lightform permable, or is it still out of reach?
~Tri
Excellent guide. Very informitive and all useful! 5 stars!
Superb guide. 5 stars.
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I'm curious if anyone has numbers for Lightform that's been slotted with HO's recharge reducers. Anyone have data on this? The Ho's are reported to have %50 recharge reducation by some, so is this sufficient to make Lightform permable, or is it still out of reach?
~Tri
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The final table in the FAQ is using the I4 numbers.
No perma-LF without outside buffs (such as Speed Boost, Accelerate Metabolism or Adrenaline Boost).
Thanks very much for the work you've put into this guide, I just made a WS this weekend and this helps a lot!
WOW!!! What an awesome guide.
Thank you sooo much for taking the time to research all this and write it down. I found it very useful, and ... well ... I'll definitely be taking my ToHit Buffs out of my nova form! hehe
It's also great to find the answer to my current question of whether or not the buff is based on number of targets hit (sunless mire). I was in love with that power (with a few resulting deaths because of my addiction to it) before reading this FAQ ... now I just know I'll be using it even more!
Thank you thank you thank you!
TYTYTYTYTY these #'s were exactly what i needed...
Dark Justice - Even in Darkness Justice Shall Prevail
if u cant stand the heat... Dont start the Flames!
Are the link bonuses valid in all forms? or just human form?
I notice that the Dark Sustenance icon disappears when I shift to Dark Nova.
Mr E-Man ~ Mr E-Villain
XBL GamerTag: il Radd
Kheldians only receive the link bonuses when they are in human form. Shifting into Nova and Dwarf forms causes all auto powers (the bonuses, stamina, etc) to disappear. When you shift back to human, then the bonuses begin to affect you once more.
@Tsukiyomi, @Imoyikust
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Kheldians only receive the link bonuses when they are in human form. Shifting into Nova and Dwarf forms causes all auto powers (the bonuses, stamina, etc) to disappear. When you shift back to human, then the bonuses begin to affect you once more.
[/ QUOTE ]
Excellent, but the to negatives still apply in nova/dwarf forms? Or are thenegatives even still there. I knew that at one time there were flat penalties that were offset by grouping and getting the link bonuses. Are these still in existence, and if so, do they affect all forms?
@bpphantom
The Defenders of Paragon
KGB Special Section 8
The -30% penalty was removed with I4
Regards,
4
I've been rich, and I've been poor. Rich is definitely better.
Light is faster than sound - that's why some people look smart until they speak.
For every seller who leaves the market dirty stinkin' rich,
there's a buyer who leaves the market dirty stinkin' IOed. - Obitus.
Thanks 4.
@bpphantom
The Defenders of Paragon
KGB Special Section 8
Just to provide some updated information for Issue 5:
After I5 goes live (assuming no further changes), it will be necessary to 6-slot the base Dwarf form with RES to reach the cap--and even then the SOs will need to be green. The new base RES for Dwarf will be 37.5%, so it will take 5 green +1 RES SOs plus 1 green +2 RES SO to reach the cap.
37.5 * .21 [green +1 SO] = 7.875 * 5 = 39.375
37.5 * .22 [green +2 SO] = 8.25
37.5 + 39.375 + 8.25 = 85.125%
If you use 6 +1 green RES SOs you will be marginally under the 85% RES cap at 84.75%.
The new base resistances for the toggle shields will be 22.5%, down from 27%. Thus each even-level RES SO will only provide 4.5% additional RES. If 5-slotted (as is often done by taking the shield at level 2 and using all slots available pre-Nova form) with even-level SOs the smash/lethal shield (or any of the toggle shields) will provide 45% RES. If 6-slotted with even-level SOs it will provide 49.5% RES.
The new base RES value for Light Form is 52.5% (reduced from 63%), so it will need to be 3-slotted with RES to reach the 85% RES cap: 2 +1 green RES SOs plus 1 even-level SO .
52.5 * .21 [+1 green SO] = 11.025 * 2 = 22.05
52.5 * .2 [even-level SO] = 10.5
52.5 + 22.05 + 10.5 = 85.05% RES
The amount of RES gained from hitting each mob with Eclipse remains unchanged.
The passive Energy/Neg. Energy Shield taken at level 1 has also been reduced (to 7.5% base, I believe).
CGU:
Honor Harrison: 50 PB
CGS:
Capt. Arabella Blood: 50 Ice/Kin C
Maiden Might: 50 SS/INV B
Valentina Metis: 50 NW
Dark Falconayra: 45 EM/DA B
Imperiatrix: 45 Fire/Kin C
Fiona Flitterwing: 47 Ice/Kin C
Doc Electroshock: 43 SM/ELA B
There has recently been considerable discussion regarding the relative merits of ToHit Buff SOs vs. Accuracy SOs in Nova form. The discussion has revealed that the equation used to determine whether an attack will hit is significantly more complicated than a straight up comparison of values between ToHit Buffs and Accuracy. Also, many people believe the bonus provided by ToHit Buff SOs is based at 33% rather than 20%--a Dev has yet to confirm this, but some players with Controller backgrounds indicate that this has been shown to be true with Controller powers.
I believe that FourSpeed may be trying to distill this information into a usable chart (he had created several variants within the thread on this topic, refining them as the consensus indicated). The gist is that if you are fighting mobs up to +2, an Accuracy SO in the Nova blasts will likely provide a greater benefit. When fighting significantly higher level mobs the gap closes to where ToHit Buffs may become better overall. Obviously a combination would ensure the greatest chance to hit.
For my own use, I place a ToHit Buff in the default slot of Nova form and an Accuracy in each blast (other than Nova Bolt, which just has the default slot--so I use a Damage enhancement instead and rely only on the innate ToHit buff in Nova). Obviously YMMV based on your playstyle and preferences.
CGU:
Honor Harrison: 50 PB
CGS:
Capt. Arabella Blood: 50 Ice/Kin C
Maiden Might: 50 SS/INV B
Valentina Metis: 50 NW
Dark Falconayra: 45 EM/DA B
Imperiatrix: 45 Fire/Kin C
Fiona Flitterwing: 47 Ice/Kin C
Doc Electroshock: 43 SM/ELA B
Okay, I realize this has been out for a while, but I just wanted to add my thanks. Took some time off on my main, and have recently decided to push through those last few levels to get the "prize". My very own Peacebringer. WOOT
B I O- 50 Spine/Reg/Dark Scrapper
X-horter- 33 Kin/Rad Defender
Photonathor- 20 FF/Energy "Offender" (retired)
Project-ExoFusion- 33 Warshade
Lothniel- 22 Peacebringer
Gizmogrifier- 26 Robotics/Traps MM
*and a heap more alts all over the place.
The numbers listed in this FAQ should be accurate as of Issue 4.
*Note: To play a kheldian, you must have at least one Hero with a Security Level clearance of 50. Once you have a level 50 Hero, you unlock the ability to make a Kheldian on any of the Live servers, not just the server you made 50 on. The Test server (Training Room) is completely separate from the live servers, to create a Kheldian on the test server you need a level 50 character there (use the copy tool). You can copy over a Kheldian and use it like any other character but you still need a level 50 character on TR to create new ones (eg. if you want to test low level Kheldian content).
*****What is the difference between Peacebringers and Warshades?*****
Peacebringers are the wielders of light whereas, Warshades are masters of the dark. This answer seems simplistic but, those descriptions reveal a lot about them. Both Kheldians are like two sides of the same coin. They can do a lot of the same things but the way they do it is different. That difference being that Peacebringers are more self-contained since their buffs don't require an external buffing source while Warshades need at least one mob (or dead mob depending on the power) to increase the effectiveness of their buffs. Below is an example of the powers that Kheldian use to heal, buff, self resurrect, and decrease down time.
Peacebringers<ul type="square">[*]Reform Essence - Through perfect control of your body and energy, you can concentrate for a few moments and heal yourself.[*]Build Up - Greatly increases the amount of damage you deal for a few seconds, as well as slightly increasing your Accuracy. [*]Restore Essence - Should you fall in battle, you can Restore your Essence and bring yourself from the brink of death. You will be restored with half your Hit Points and no Endurance.[*]Conserve Energy - You can focus for a moment to Conserve your Energy. After activating this power, you expend less Endurance on all other powers for a while.[/list]Warshades<ul type="square">[*]Essence Drain - You tap the primal forces of your Nictus power to create an Essence Draining conduit between a foe and yourself. This will transfer Hit Points from your enemy to you. Foes drained in this manner have their attack and movement speed reduced.[*]Sunless Mire - Sunless Mire can drain the essence of all nearby foes, thus increasing your own strength. Each affected foe will lose some Hit Points and add to your Damage and Accuracy.[*]Stygian Return - Should you fall in battle, your Stygian Return can drain the life forces of all foes around you to bring yourself back from the brink of death. The more foes nearby, the more life is restored to you. There must be at least one foe nearby to fuel the transfer and revive yourself. [*]Stygian Circle - You can tap into your Nictus power to drain the remaining essence of all nearby defeated foes to heal yourself and recover Endurance. The more defeated foes affected, the more You will be healed. Additionally, the more powerful the defeated foe you drain, for instance Bosses, the more health you will recover.[/list]Power descriptions are listed on DarkBoxer's list
Courtesy of Radionuclide
*****Which one should I play?*****
This is a matter of playstyle. The best thing would be to use all the information available through the forum and to try them both for a bit and decide which is a better fit for you.
*****Kheldian Background*****
The Kheldians have come from another world to hunt the Nictus, who have strong ties with the Council. Kheldians fuse with willing human hosts who they have identified as being brave and honorabe and such.
<ul type="square">[*]Peacebringers are Kheldians who have come to Earth to hunt Nictus. They have bonded with humans in a voluntary relationship.[*]Warshades are Nictus who have "seen the light" and decided to help the peacebringers against the Nictus. Warshades also bond with humans in a voluntary relationship, however their Scientific experimentation has already warped their powers.[*]Nictus are Kheldians that have undergone scientific experimentation (hence the Science origin for Warshades). A Nictus will force itself upon the host.[/list]The natual form of Khedlians is Peacebringer like (hence the Natural origin for Peacebringers). Peacbringers and Warshades are both part of the army that fights against the Nictus. However, Warshades fight because they are seeking redemption while Peacebringers fight to ensure their survival.
When a Kheldian merges with a host the combined being will have personality traits of both the Kheldian and the host, which can sometimes lead to some unexpected results. A Nictus merging with a honorable person may very well lead to that Nictus turning towards the path of a Warshade, if not during that merging then in the future.
*****Pool Powers and Shapeshifting*****
<ul type="square"> [*]No toggles or inherent powers that work while Human will work in the Nova (squid) or Dwarf (lobster) forms. This includes the Interspatial Link and Stamina as two good examples of powers that do not carry over to the forms.
[*]Click powers will carry over to the forms, but will wear off and need to be refreshed by returning to Human form. The only two Click powers from the Power Pools that will work with the forms is Hasten from the Speed pool and Vengeance from the Leadership pool.
[*]Accolades that add +HP and +END remain regardless of what form you are in. (The Crey Cryo Pistol does not)
[*]Kheldians do not gain access to Epic Power Pools at 41+[/list]*****Kheldian Link Bonuses*****
Peacebringer <ul type="square">[*]+20% Damage bonus for each Tanker and Defender [*]+10% Resist bonus for each Scrapper and Blaster[*]+2 Mag Protection to Sleep, Hold and Disorient effects per Controller[*]No bonus from other Kheldians[/list]
Warshade <ul type="square">[*]+20% Damage bonus for each Scrapper and Blaster[*]+10% Resist bonus for each Tanker and Defender [*]+2 Mag Protection to Sleep, Hold and Disorient effects per Controller[*]No bonus from other Kheldians[/list]*Note: The links do require the other heroes on the team to be near the Kheldian. The range is somewhere around 125-150 yards.
*****Nova and Dwarf Basics*****
You can take the Nova form as early as level 6 and the Dwarf form as early as lvl 20.
<ul type="square">[*]Both Nova and Dwarf can be slotted for Endurance recovery. [*]Both Nova and Dwarf can be slotted for Endurance Reduction. This only effects the forms endurance cost, it does not carry over into the Attacks/Powers specific to each form.[*]Both Nova and Dwarf are actually toggles, which can be knocked off by Mezzes (although Dwarf does have a powerful Mez resistance) and by running out of Endurance.[*]The inherent Accuracy buff for the Nova forms is 12.5% base.[*]The inherent Damage buff for the Nova forms is 20% more than comparable blaster attacks and on top of that Nova has a 45% damage buff.[/list]*****Kheldian Pets*****
<ul type="square">[*]Warshades (WS) get a true pet, however, the pet must be summoned/raised from the corpse of a fallen enemy. The power is called Dark Extraction.
[*]Peacebringers (PB) get a pseudo-pet, upon summoning, the pseudo-pets will seek at the nearest enemy and detonate, doing impressive amounts of damage but destroying themselves. The power is called Photon Seekers.
[*]You can shift into the Nova or Dwarf form and have your pets follow you, however you can not summon new pets while in Dwarf or Nova form (this goes for both WS's and PB's).[/list]*****Deadliest/Most Damaging Human Attack*****
At level 18, both WS's and PB's gain access to Melee range Holds.
<ul type="square">[*]Gravity Well for Warshades[*]Incandescent Strike for Peacebringers[/list]*****Damage Cap Calculations*****
<ul type="square">[*]Kheldian damage cap is 400% (+300%). (On par with everyone but Scrappers)[*]Scrapper cap is 500% (+400%).[*]Blaster, Controller, Defender & Tanker cap is 400% (+300%).[/list]Nova base damage is 20% higher than Blaster/Scrapper base damage, on top of this the Nova has a 45% damage buff (slightly less than 1 SO + 1 DO Dam). This means that a Nova with 3 SO Dam in each attack will deal damage comparable to that of a Blaster who has 6 SO Dam in each attack.
Nova: 1.2 * (1 + 3 * 0.333 + 0.45) = 2.9388
Blaster: (1 + 6 *0.333) = 2.9980
Nova with 6 SO Dam in each attack will deal more damage than a Blaster can reach with similar attacks no matter how much the Blaster is +Dam buffed.
Nova: 1.2 * (1 + 3 * 0.333 + 0.45) = 4.1376
Blaster cap: 4
A Nova with 6 SO Dam in each attack needs 55.2% more +Dam to reach the cap.
Sunless Mire is a 11.25% buff for each target hit.
Nova 6 slotted for damage needs a 5 hit Mire to reach the damage cap. Human & Dwarf form 6 slotted for damage needs a 9 hit Mire to reach the cap. You need to hit 3 more with Mire for each SO dam you're lower than 6. Unslotted this would be 27 Mire hits for Human/Dwarf and 23 Mire hits for Nova.
Nova can't compete with Scrappers for max damage since Kheldians are capped at 400% (= 480% Scrapper damage) but they should still outdamage Blasters unless they're significantly behind in slots (at least 3). They'll still outdamage a Scrapper they same way they outdamage Blasters as long as the Scrapper isn't close to the cap though.
Courtesy of WingedKagouti
*****Resist and Defense Numbers*****
The Kheldian resistance cap is 85% (for comparison the Tanker cap is 90% and the Scrapper cap is 75%)
<ul type="square">[*]Base resistance for all Kheld toggle shields is 27%. [*]Base resistance for the Kheld passive shield is 13.5%[*]PB's Lightform provides a base resistance of 63%[*]WS's Eclipse provides 13.5% damage reduction per enemy hit in a PBAoE area.[*]Neither WS's or PB's can gain resistance to psionic damage, not even in Dwarf form[*]WS's Shadow Cloak provides a base defense of 7.5%[/list]*****Level 38 Power Info*****
PB's Lightform can not be made perma. See the very end of the FAQ for the numbers on this.
<ul type="square">[*]Moderate status protection[*]Duration is 180 seconds[*]Recharge time is 1000 seconds[*]Can not shift to Nova or Dwarf while in Lightform[*]No animation times while in Lightform[/list]WS's Eclipse can be made perma with Hasten + 5 even lvl SO recharges or all 6 3+ SO recharges.
<ul type="square">[*]No status protection[*]Duration is 90 seconds[*]Recharge time is 300 seconds[*]Can shift to Nova or Dwarf while using Eclipse[*]Requires mobs to be effective and reach resist cap[/list]*****Dwarf Resistance Calculations*****
The Dwarf form (for WS's and PB's) has a base resistance of 45% and each even-level SO gives a 20% additive bonus (so each even SO gives +9% RES). IIRC, each "+" above even-level adds 5% to the SO (i.e., +1%) and each "-" below even-level subtracts 10% (i.e., -2%)
With 4 RES SOs in Dwarf form:
+3 = 86.4% RES
+2 = 84.6% RES --- Marginally below RES cap
+1 = 82.8% RES
even = 81% RES
-1 = 77.4% RES
-2 = 73.8% RES
-3 = 70.2% RES
With 5 RES SOs in Dwarf form:
+3 = 96.75% RES
+2 = 94.5% RES
+1 = 92.25% RES
even = 90% RES
-1 = 85.5% RES ---- Still Capped
-2 = 81% RES
-3 = 76.5% RES
Courtesy of Viscount_Gareth
*****Nova Accuracy/ToHit Calculations*****
Some additional information regarding the accuracy buff in Nova form. Since it is only 12.5% base, and each ToHit Buff even-level SO adds 20%, this equates to a 2.5% addition to accuracy for each even-level SO. Therefore, if you slot base Nova form with ToHit Buffs you get:
1 SO: 15% total accuracy buff
2 SO: 17.5%
3 SO: 20%
4 SO: 22.5%
5 SO: 25%
6 SO: 27.5%
Even slotted with 6 even-level ToHit Buff SOs, you will have a smaller accuracy bonus than most blasters would get using a single yellow -1 Accuracy SO (33.3% -[10% * 33.3%] = ~30%).
However, if you add a single Accuracy SO (even-level) to your Nova attacks (without any ToHit Buffs in the base form) you will now have a total 45.8% accuracy bonus, giving you better accuracy than will be sported by the average blaster. Just something to consider when deciding whether to slot base Nova form for Endurance Recovery or ToHit Buffs.
Courtesy of Viscount_Gareth
*****Starless Step*****
Can TP mobs up to the following lvls<ul type="square">[*]+2 Minions[*]+0 Lts[*]Will not tp bosses of a significant level[/list]Also of note, is that often times Starless Step can successful pull a single mob from a group, and has reduced aggro if it misses.
*****Voids and Quantum Gunners*****
Voids and Quantum Gunners have attacks that do special damage to Kheldians. This damage is called Nicti damage and there is NO WAY to resist that aspect of the attack. There is a smaller component to the attack made up of Negative energy which can be resisted. However, like any other attack, defense is still effective and can give you a greater chance of not being hit.
<ul type="square">[*]Void and Quantum attacks have a chance to disorient. The duration is small, but annoying since it drops your toggles.
[*]Quantum Melee attacks are just normal attacks that do not have the Nicti damage bonus applied to them. However, Void melee attacks do have the Nicti damage bonus and are actually more powerful than their ranged attacks.
[*]Voids are able to activate a shield which makes them resistant to Energy and Negative attacks, thereby making them resistant to a large portion of our damage. However, if a Void is Mezzed it will drop the shield robbing them of much of their resistance.
[*]Voids and Quantums can not see through Invis.[/list]*****Binds and Macros*****
Peacebringers
<ul type="square">
MACROS
Switching to Nova form[*]/macro BN "powexec_toggle_on Bright Nova$$goto_tray 4"
Switching to Dwarf form[*]/macro WD "powexec_toggle_on White Dwarf$$goto_tray 5"
Returning to Human form[*]/macro HF "powexec_toggle_off Bright Nova$$powexec_toggle_off White Dwarf$$goto_tray 1"
Returning to Human form and activating Smash/Lethal resist shield[*]/macro HF "powexec_toggle_off Bright Nova$$powexec_toggle_off White Dwarf$$powexec_toggleon Shining Shield$$goto_tray 1"
BINDS
Switching to Bright Nova Form[*]/bind g "powexec_toggle_on bright nova$$goto_tray 3"
Switching to White Dwarf Form[*]/bind b "powexec_toggle_on white dwarf$$goto_tray 4"
Returning to Human Form[*]/bind t "powexec_toggle_off bright nova$$powexec_toggle_off white dwarf$$goto_tray 1"
Returning to Human Formand Flight[*]/bind r "powexec_toggle_off bright nova$$powexec_toggle_off white dwarf$$goto_tray 1$$powexec_name Energy Flight"
Shift and Left mouse click at the same time to Fly in Human form or TP in Dwarf form[*]/bind shift+lbutton "powexec_name Energy Flight$$powexec_name White Dwarf Step"[/list]Warshades
<ul type="square">
MACROS
Switching to Nova form[*]/macro DN "powexec_toggle_on Dark Nova$$goto_tray 4"
Switching to Dwarf form and assigning the Dwarf TP to Shift + Left click [*]/macro BD "powexec_toggle_on Black Dwarf$$goto_tray 5"
Returning to Human Form and assigning TP to Shift + Left click[*]/macro HF "powexec_toggle_off Dark Nova$$powexec_toggle_off Black Dwarf$$goto_tray 1"
Returning to Human Form, assigning TP to Shift + Left click, and activating Shield[*]/macro HF "powexec_toggle_off Dark Nova$$powexec_toggle_off Black Dwarf$$goto_tray 1$$powexec_name Gravity Shield"
BINDS
Switching to Dark Nova Form[*]/bind g "powexec_toggle_on dark nova$$goto_tray 3"
Switching to Black Dwarf Form[*]/bind b "powexec_toggle_on black dwarf$$goto_tray 4"
Returning to Human Form[*]/bind t "powexec_toggle_off dark nova$$powexec_toggle_off black dwarf$$goto_tray 1"
Returning to Human Form and Activating Smash/Lethal Resist Shield[*]/bind r "powexec_toggle_off dark nova$$powexec_toggle_off black dwarf$$goto_tray 1$$powexec_name Gravity Shield" [/list]Quick note on the difference between Macros and Binds. Macros create a "Power Button" if you will, that you can press and have the Macro execute. Binds allow you to execute the actions that you have assigned to the corresponding Key in the bind. For example, pressing the "R" key on the keyboard will take you of out Nova and Dwarf, return your Power tray to tray 1 and activate you Flight Power.
*****Lightform Recharge Calculations*****
The math:
The SO/HO's are for recharge reduction enhancments.
The resulting units are in seconds.
I have subtracted the duration (180) from the reduced recharge rate to show how many seconds you will have to wait between the power turning off and when you can activate it again.
<font class="small">Code:[/color]<hr /><pre>1 SO = 1000 / (1+.333) = 750.19 - 180 = 570.16
2 SO = 1000 / (1+.666) = 600.24 - 180 = 420.24
3 SO = 1000 / (1+.999) = 500.25 - 180 = 320.25
4 SO = 1000 / (1+1.332) = 428.81 - 180 = 248.81
5 SO = 1000 / (1+1.665) = 375.23 - 180 = 195.23
6 SO = 1000 / (1+1.998) = 333.56 - 180 = 153.56
.
1 SO + Hasten = 1000 / (1+.333+.7) = 491.88 - 180 = 311.88
2 SO + Hasten = 1000 / (1+.666+.7) = 422.65 - 180 = 242.65
3 SO + Hasten = 1000 / (1+.999+.7) = 370.51 - 180 = 190.51
4 SO + Hasten = 1000 / (1+1.332+.7) = 329.82 - 180 = 149.82
5 SO + Hasten = 1000 / (1+1.665+.7) = 297.18 - 180 = 117.18
6 SO + Hasten = 1000 / (1+1.998+.7) = 270.42 - 180 = 90.42
.
1 HO + Hasten = 1000 / (1+.5+.7) = 454.55 - 180 = 274.55
2 HO + Hasten = 1000 / (1+1+.7) = 370.37 - 180 = 190.37
3 HO + Hasten = 1000 / (1+1.5+.7) = 312.50 - 180 = 132.50
4 HO + Hasten = 1000 / (1+2+.7) = 270.27 - 180 = 90.27
5 HO + Hasten = 1000 / (1+2.5+.7) = 238.10 - 180 = 58.1
6 HO + Hasten = 1000 / (1+3+.7) = 212.77 - 180 = 32.77
</pre><hr />
Courtesy of Gargoyle_KDR
*****Extra Slots*****
Last but not least, yes we could use more slots; however, no we will not be getting more slots. This has been brought up before. The generally accepted reason is that not being able to slot everything encourages a wider variety of builds since sacrifices must be made.