Enhancement Diversification: A Player's Guide


Blastzilla

 

Posted

Enhancement Diversification Guide

What is Enhancement Diversification (ED)
ED is a system of diminishing returns for enhancements. If you slot too much of the same enhancement ability (Accuracy, Damage, Damage Resistance, Etc.) NO MATTER WHAT KIND OF ENHANCEMENTS YOU USE TO DO IT, you will receive less and less benefit.

Positron posted a detailed post about the how ED works, which can be found here. But as usual, the numbers are missing. Here are the actual numbers for Most (Schedule A) enhancers.

0%-70% Enhancement = 100% of the Enhancement Value
70-100% Enhancement = 85% of the Enhancement Value
100%-Infinity% Enhancement = 15% of the Enhancement Value.

Essentially this means that:
<ul type="square">[*]You can 6 slot Training Enhancers without losing any of your bonus to ED[*]You can 6 slot Double Origin Enhancers and lose so little bonus you won’t even notice it[*]If you 6 slot Single Origin Enhancers, you will receive only about half the bonus you are used to. It’s like losing 1/3 of the power you used to have for most enhancers (because you can only DOUBLE your base under ED instead of TRIPLING your base)[*]Anything over 3 SOs slotted in the same power is severely curtailed.[*]These scales are adjusted based on the enhancer type, so your 5/10/20 enhancers get beat down at 3 SOs just like your 8.3/16.7/33.3 ones[*]HOs are beat down, just like SOs[*]In short, there is no escape[/list]
Resources

Here’s some reliable information about ED for you to play with if you’re into that sort of thing. If you hate math, skip to the next section.

<ul type="square">[*]DarthMord’s Chart about ED[*]Here’s a chart of Schedule A under Enhancement Diversity, and how much of your precious power levels you retain.[*]The ED Formula for your happy little spreadsheet[/list]
Any Good News?

ED brings with it a 13.3% END Discount to all powers (and a decrease in the debt cap ). So, you might consider dropping the Fitness pool and freeing up three powers.

On non-toggle powers where you can slot Recharge, you can probably get pretty close to your previous DPS and DPE (or BUFF/HEAL/STATUS Per Second/End) by slotting 1 ACC, 3 DMG (or Effect), 1-2 RECH &amp; 0-1 END.

Bad News?

Hastened builds are pretty severely hurt.

Generally, movement powers are deeply weakened since they can't take much more than END and the movement enhancer.

Tanker and Scrapper DEF sets are significantly weakened.

Auto powers (Fitness, some armors) are not exempt from the ED rule, even though they only accept one kind of enhancer.

Why, Dear God, Why?

The devs feel they can get a better balanced game this way. I've posted (and will continue to post) everything they've said about ED in this thread.

ED truly will help them to make the game challenging for the min/maxxer while not leaving the casual player behind because the gap between the non-optimal and the optimal slotting of any power will be less. So ED is not a crazy idea at root.

But it does have its shortcomings, and the most exhaustive/constructive posting I've seen on those shortcomings can be found here.


 

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What the Devs have said about ED:

CuppaJo (for Positron) - Enhancement Diversification
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(This is a repost due to forum issues. My initial warnings in the first thread did not seem to make any difference. This is your ONLY warning. Abuse of other posters, mods, devs or anyone else will be removed and you will be banned.)

I wanted to give you all a little heads up on something that we've had in the works since March of this year that is finally seeing the light of day soon.

Your questions and comments will help refine the patch notes so that we can make this new system as clear as possible for all players.

As always, we ask that you play and test the changes before crying "DOOOM".

Without further ado...

Enhancement Diversification:

This is a new system being implemented into City of Villains and City of Heroes (when City of Villains launches) to promote the use of more different types of Enhancements in powers. Using a system of diminishing returns, when slotting the same type of Enhancement into a power, you will begin to see less effect of that Enhancement when the bonus reaches a certain threshold. The effectiveness of Enhancements you are slotting in can now be seen in the Enhancement Slotting screen.

What does this mean? Simply, if you are slotting Enhancements and your bonus to a single attribute reaches 70% through Enhancements, you will begin to see a drop in the amount each Enhancement should be giving you. If you exceed 100% bonus, then the drop will be more severe. We have added to the Enhancement Slotting screen a display of how much bonus you are getting from your Enhancements. When you are adding in Enhancements that will be reduced in effectiveness you will be able to tell.

Note that this only affects Enhancements of the same bonus. So you can have a Damage bonus of 66.66%, and an Accuracy bonus of 66.66% (from 2 SO Damage and 2 SO Accuracy Enhancements) and you will not be affected in any way. Adding in another SO Damage Enhancement will not give you a 99% bonus, but a 94% bonus, because the damage bonus now exceeds 70%.

A good rule of thumb is “2 Single Origins Enhancements = No Reduction. 3 SO’s = Slight Reduction. 4 SO’s = Moderate Reduction. 5 or 6 SO’s = Major Reduction”

What if I don’t have more than 2 SO’s of any one type in my powers already? Then you have nothing to worry about, your character will function exactly as they did previous to this feature being added.

Does this affect Dual Origin Enhancements at all? Yes. If you have 5 DO’s of all the same type you would normally get an 83% bonus. Because of Enhancement Diversification your bonus will actually only get an 82% bonus. If you have 6 DO’s of all the same type, instead of a 100% bonus you will have a bonus of 95%.

Are Hamidon Enhancements affected? Yes. The bonuses that a Hamidon Enhancement gives you that exceed 70% will be reduced. Because of this change, Hamidon (and other dual-purpose) Enhancements are now combinable. You can only combine dual-purpose Enhancements that affect ALL the same bonuses (so you can combine Damage/Accuracy with another Damage/Accuracy, but not with a Damage/Endurance Reduction).

This totally cripples my character! I thought you were done balancing the game? All the Issue 4 and 5 balance adjustments were done with this system in place internally here at Cryptic. All playtests, QA checks, difficulty adjustments and balances have been done with Enhancement Diversification in mind since March 2005.

What if a power only takes one type of Enhancement to begin with? You have a couple of choices. You can respec the character and only go so far as putting a couple slots into the power, or you can go with more slots and eke out a little more effectiveness out of the Enhancements.

How can I tell when I am not getting full effectiveness out of an Enhancement? On the Enhancement Slotting Screen you will now see what bonuses Enhancements are giving you. This will help you make the choice as to what Enhancements to slot over what.

Does it matter what order I slot Enhancements in? No. The reduction in effectiveness is calculated off the total bonus you are receiving, so it does not matter what order you slotted the Enhancements in.

How is combining Enhancements affected by this? Enhancements that are higher level than you give you a bonus above normal Enhancements, if you combine Enhancements to get a higher bonus, this may put you over the point at which a reduction in effectiveness takes place.

Some Enhancements give me a 33.33%/16.66%/8.35% bonus, and others give me a different bonus, how are these affected by Enhancement Diversification? There are four categories of Enhancements, Schedule A, Schedule B, Schedule C, and Schedule D. The majority of Enhancements fall into the Schedule A category. This means that an even-level Training Origin Enhancement gives an 8.35% bonus, an even-level Dual Origin Enhancement gives me a 16.66% bonus, and an even-level Single Origin Enhancement gives a 33.33% bonus. All of the examples above assume using Schedule A Enhancements, since these are the most common.

Schedule B Enhancements are things Defense Buff, Damage Resistance, Range Increase and To Hit Buff. These have a smaller bonus because a small shift in these values has a larger impact on gameplay. With these Enhancements a Training Origin Enhancement gives a 5% bonus, a Dual Origin Enhancement gives a 10% bonus, and a Single Origin Enhancement gives a 20% bonus. Enhancement Diversification for these bonuses kicks in at 40% with a severe drop at 60%.

What Enhancement Types are what bonuses (schedules)?
Schedule A Enhancements (33.33%, 16.66%, 8.35%) are:
Accuracy, Confuse, Damage, Defense DeBuff, Drain Endurance, Endurance Discount, Fear, Fly, Heal, Hold, Immobilize, Intangible, Jump, Recharge, Recovery, Run, Sleep, Snare, Stun, Taunt, To Hit Debuff
These bonus types start to see reduction when the bonus is 70% or more, and a severe reduction at 100% bonus or greater.

Schedule B Enhancements (20%, 10%, 5%) are:
Range, Defense Buff, Resist Damage, To Hit Buff
These bonus types start to see reduction when the bonus is 40% or more, and a severe reduction at 60% bonus or greater.

Schedule C Enhancements (40%, 20%, 10%) are:
Interrupt
This bonus type starts to see reduction when the bonus is 80% or more, and a severe reduction at 120% bonus or greater.

Schedule D Enhancements (60%, 30%, 15%) are:
Knockback
This bonus type starts to see reduction when the bonus is 120% or more, and a severe reduction at 180% bonus or greater

Also - There will be a 12% reduction in endurance cost for ALL powers and a reduction in the debt cap by 50% due to this system.

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Positron Endurance Discount
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With Enhancement Diversification comes a benefit for ALL City of Heroes powers.

Every power, across the board, is getting a 13.33% reduction in its Endurance cost.

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Statesman-RE:Enhancement Diversification
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Why didn’t you do it at I5?

First, there were some tech issues. Secondly, because I wanted to test the changes individually (i.e. powers and Enhancements)…I5 on the Training Room provided numerous insights on powers alone!

You’ve destroyed my character!

Everyone is entitled to their opinions; I can’t deny that. But please wait till you play with Enhancement Diversification before passing final judgment. I think you’ll find that slotting previously underused Enhancements, such as Endurance Reduction and Recharge Time, really makes a difference.

You’re doing this only after we’ve pre-ordered CoV.

If we were that Machiavellian, we would have waited until after CoV was out for a few weeks. I wanted to put this change in before hand so that everyone knew the system well before CoV came out.

Our opinions don’t matter.

Demonstrably not true. Feedback from players resulted in many changes to the initial launch of I5 – Dark Armor Endurance Reduction, lifting AOE limits for certain powers, making Controller pets permanent, buffing Ice Tankers, increasing Hold durations, increasing Instant Healing duration…etc. The forums are a vital place for us to get player input. Data and personal anecdotes only go so far!

Once we get this up on the Training Room server, we’ll be able to start looking at modifications to the system.

I’m sick of all these nerfs.

The goal with I5 was to address the base abilities of powers. But as many pointed out on these boards, Enhancements were also a significant problem. In fact, many people suggested on the boards and in PM’s that we look into some form of diminishing return.

I already said that I didn’t want powers touched any more in a large way after I5. Same is true with Enhancement Diversification; I think we have finished the large scale changes to bring the game into the right borders.

Does this mean no more changes? I’d like to promise you that there won’t be ANY changes in I7 that are “nerfs” and that any change is a “buff”, but that’s unrealistic given that there might be bugs, errors, etc. It simply wouldn’t be honest. BUT I do promise that I don’t foresee any more big swings on how things are done. And I hope that the powers list for I6 has very, very few power patch notes. And I7, and I8, etc.

The least they could have done is given us some sort of carrot with this.

Couple of things didn’t get posted. We’re cutting Endurance costs by 12% across the board (to ameliorate the effect that Enhancement Diversification has on Stamina). We’re also cutting the Debt cap in 1/2 . Yep. In half.

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Statesman-RE:Enhancement Diversification
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Scrappers and especially Tankers will be hurting badly, and that's after their defenses already took a severe hit. There was already talk wondering if Tankers were useful. Are they going to be tenable at all with these changes?

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Our playtests have shown that they fare just fine. But hey - that's what the Training Room is for!

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What benefit does this bring to my play experience?

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We feel that the game ends up being more fun - players will learn the benefits of other types of Enhancements.


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OK, so it seems obvious that respecs will be a part of this update.

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Definitely.

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what does the debt cap have to do with these changes?

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To be honest, nothing. Players have long complained about "perma-debt" and thus I thought I'd add this in.

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It was very misleading to tell people that the I5 changes were then end of the powers changes, using wording to open the loophole for changing enhancements. Is there no one at Cryptic that suggested that was the case? I would have at least mentioned it in the hallway.

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Actually, pohsyb said that very thing to me - in the hallway! That's my bad if it's misleading - my intent was to tell people that their powers themselves won't change anymore. In my mind, Enhancements were a different category.

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In general, Cryptic does not explain the thought process behind a change - they reiterate the perceived need for the change. We the playerbase are shooting in the dark as to what your thinking was when you made a change, and as a result, cannot really craft a targetted response to the core rationale. Because a lot of the "tweaks" you describe weren't actually asked for by the majority of people giving feedback, its hard to say the change was driven by feedback.

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Sometimes changes are driven by a few people, sometimes by a lot (Dark Armor, Ice Tanker...). Not really sure how to tell people one way or the other - though I'm willing to here suggestions!

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Statesman-RE:Enhancement Diversification
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Day_Dreamer
But how do you plan to deal with single-enhancement powers and powers that naturally gravitate towards a specific sort of enhancement -- like all resistance and defense powers, especially passives?

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At the moment, those particular builds have an advantage in that they can use those extra slots on something else. We'll be looking at the Training Room and the forums for feedback and suggestions.



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Silas_Dark
If you look at the Enhancements that exist in City of Heroes, there are far too many of them that are of very limited usefulness (or not useful at all).
Others, which in theory would be potentially interesting or add some variation to a power (ie. Disorient Duration or Knockback) simply don't have enough of an effect (or the right kind of effect) to be worth slotting. the game itself encourages people to use the same 10 Enhancements (the "Power 10") more than any other, simply because they're the ones that are the most readily available.

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ALL Enhancements are available through Contacts...are you suggesting putting them in the store? The only reason why we didn't, originally, was to prevent the nightmare of scrolling through hundreds of Enhancements...

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CatMan
Will powers that have a long recharge be compensated?

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In these cases, I think most players will slot several Recharge Enhancements to compensate for anything lost by Hasten.

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Statesman RE: Lies and the Lying Liars that tell them
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I apologize if people thought I was misleading them by saying "no more big power changes." In my mind, powers and Enhancements are two different systems (they really are in terms of data). It certainly wasn't my intent.

Secondly, we didn't put out info about Enhancement Diversification out earlier because 1) we hadn't nailed down the exact system and 2) we didn't want to announce changes until they were on the Training Room. Until something can be tested, it isn't "real" yet - I'd hate to say something is coming when it isn't. Skills is a good example of this; we designed it. It seemed ready, but it ended up not being ready.

Thirdly, I CAN say unequivocally that we have NO other major changes planned. A few posts have asked that specifically.

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Statesman RE: Lies and the Lying Liars that tell them
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Positron stated I4 AND I5 changes were balanced with ED in mind. You just stated the system for ED hadn't been nailed until recently (and it STILL isn't in the training room).

What gives? How can there be balance when the system wasn't finalized?

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As I said, we did do internal testing with simulated ED results - but we didn't have the UI and final numbers. I learned after Skills never, never, never mention a system until it's really "in" the pipeline. We hope to get ED up on Training Room later this week.

And to those who think I'm couching my apologies a little too much - I'll be straightforward. I'm sorry. I should have tried to understand how things would be perceived. That's an oversight/error on my part. I thought Enhancements and Powers were two different things, but many players don't see it as such. While I may have been *technically* correct, clearly players thought I was expressing a different spirit: no more nerfs. I should have known that.

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Statesman RE: Lies and the Lying Liars that tell them
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Thanks Statesman, as an aside: when you say "NO other major changes planned" does that apply only to players or to both players and NPCs? In my mind tweaking villain damage/resist/defence/etc would be major in light of the changes that have been made Issue 5 and forshadowed in ED for Issue 6 (assuming I6 is part of CoV's release).


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No plans to make villains harder or easier.

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Statesman RE: Lies and the Lying Liars that tell them
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Notice how he said "villians" and not NPCs? I love how they drop a bomb on us and then only respond with 1 or 2 lined posts.

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Um. We're not changing the NPC's either.

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Statesman - Re: Please tell us the real Reason for ED
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1) For almost a year, Statesman has though the level 30+ game was imbalanced. He thought it was too easy. Offensive heroes caused so much damage and defensive heroes were so tough that there was no need for buffs or debuffs. Pure offense (blasters and scrappers) and pure defense (tankers), with perhaps an empath as a safety net, were enough to dominate the end game.

2) Statesman has always been happy with the low to mid game (levels 1-25). He felt they were properly balanced and challenging.

3) the difference between the low/mid game and the high end game is the proliferation of Single Origin enhancers and the dramatic effect they have on powers once they are 6 slotted.

4) solution: insert a soft-cap on enhancer-based power-magnitude, thus causing heroes suffer more damage, and cause less damage. This makes buff/debuff powers more valuable and leaves room for the vaunted skill system with room to provide a tangible, measurable benefit.

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Let's add a few more...

3.1) Players focused on just a few types of Enhancements alone; the usefulness of secondary effects was overlooked.

3.2) We wanted to be able to vary the % of Enhancements moving into the future. With ED, we now can have a single Enhancement that boosts Damage by 50%. Players can't horde many, many copies of said Enhancement, because there is still an ultimate cap.

3.3) We wanted to curtail the constant powers analysis more; we wanted to set a balance standard and move towards it.

And that's the reason(s).

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Statesman - Re: Something else States said about I5...
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As I've already said, there's little use calculating ED into ANYTHING until it goes to the Training Room. It could have easily ended up on the scrap heap (see Skills). Until something is on the Training Room, I don't like avoiding it (Skills being the classic example).

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Statesman - Re: Apologies and amends.
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Statesman, how do you reconcile this with these two points?

* ED, as currently implemented, will slow down levelling from I5 speeds - damage cut by 1/3 will slow killing speeds, while most defenses also cut by 1/3 will increase downtime.

* As of I5, you said that you were happy with the then-current levelling speeds - to the point where you buffed villain XP to compensate for the I5 changes.

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Fair enough...You've got some pretty big assumptions here - namely that you'll be gaining XP at a much slower rate. It hasn't been my experience at all internally; but we'll keep an eye on it.

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Statesman - Re: Please tell us the real Reason for ED
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a single enhancement worth 50%?????
whats the point that means that if we can get on we can only have 1 before ED takes effect. there are not that many options to put in the powers


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Some powers have few Enhancement choices - that's true. But many don't. In those cases, one could s

Let's take "Charged Bolts" for example. It has the following Enhancements permissable:

Accuracy Boost
Damage Boost
Endurance Discount Boost
Range Boost
Endurance Drain Boost
Recharge Boost

It's unlikely right now that someone would spend a single slot on each of these aspects...even with ED. But with some high level Enhancements - it's possible. A high Damage Enhancement frees up slots to boost something else.

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Statesman - Re: Please tell us the real Reason for ED
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You are not going to be able to ever curtail power analysis. Powergamers enjoy powergaming, and they WILL analyze the powers you put into the game. The harder you make it for them, the less accesable you make the game to non-powergamers. I do not think that trade is worth it.

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Oops. My bad - I meant OUR powers analysis - constantly tweaking individual powers without any overarching goal.

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Statesman - Re: Lies and the lying liars that tell them
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Jeesh...you're not kidding! Reading posts like these make me surprised he bothers to post here at all!

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Honestly, most devs don't post on their forums. There's various reasons why - but I've never subscribed to them (probably because I'm not from the game industry, really).

Here's what I keep in mind:

1) Players are paying customers.
2) They are entitled to their opinions.
3) It's easy to fly off the handle when you care.
4) Players who care isn't really a bad thing.
5) It's easy to type things in anger or haste.

I've met many posters at conventions who've written some vitriolic, personal attacks. Inevitably, they're patient, kind and intelligent. They really don't mean these things personally, because they don't know me personally. It's just that they felt strongly on an issue and posted quite passionately.

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http://Statesman - Re: Lies and the ...that tell them
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If anyone from Cryptic is reading this, clarity would be good. Is the intent to have it go live on CoH when CoV goes live?

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Never. ED is scheduled to go to the Training Room within a week (if not much sooner). We were going to do the announcement then...

In an ideal world, we'd have timed the CoV and CoH patches at the same time (unfortunately, this was impossible)...but as soon as people started posting info about it on the CoH forum, it made sense to announce it before it was on the Training Room.

Several people have noted that ED will "inevitably" cause a slowdown in leveling. That's why we're putting this up on test; internally, we didn't notice a change. There's a variety of reasons for this (less Endurance cost, slotting of different powers that reduced downtime, etc.), but I wanted to see the effect on the Training Room. I'm more than happy to increase XP should ED slow stuff down too much...

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Statesman - Re: A 2nd chance and a suggestion to the devs
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It's quite possible the reduction in endurance and the debt cap were supposed to be in the announcement. Positron's post on the CoV boards was looking for ways to refine the announcement. Since we've been told the endurance reduction is already built into CoV (not sure about the debt cap) he likely didn't feel the need to mention it there. He never got the chance to edit his post, because CuppaJo was forced into posting it, as is, on these boards.

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Yes, they were...the hurried nature of things kinda threw things out of whack.

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Statesman - Re: Anything in I6 besides ED, PVP , and Bases?
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To clarify:

Bases are NOT in I6. Bases are a CoV feature...

We'll be posting the features list for I6 "soon."

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Statesman - Re: Anything in I6 besides ED, PVP , and Bases?
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Are you saying only CoV owners can build bases?

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You cannot enter or build bases without CoV. You cannot participate in Base raids without CoV. CoH players will gain prestige and Salvage (I think) that they can contribute to the Super Group...

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Positron on CoV - Enhancement Diversification
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Blasts like fire that have no secondary effect that can be slotted,

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Damage, Endurance Reduction, Range, Accuracy, Recharge Rate, that's 5 different effects right there. 3 of which play directly into Damage Per Second (Damage, Accuracy, Recharge).

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Positron on CoV - RE: Post by Posi on CoH Boards
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My question is, if they had planned this END reduction and the halving of debt to go along with ED, why was it not patched with the ED? Seriously.

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CoH players will have it patched with ED.

CoV players have had the reduced endurance for... I think 2 weeks now (it was ready before ED was for CoV).

That's why the post was on the CoH boards.

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Posted

Good guide.

I already knew this stuff, but I think for the casual viewer it will help a great deal. Good Job!


 

Posted

Yes thanks muchly.


 

Posted

Can any math whiz (or CoV player) tell me how, exactly, this affects recharge reducers? I need a starting point in order to apply the 85% and 15% numbers, but I can't seem to figure out the current math for how recharges work.

I'd like to figure out what sort of recharge times I'd get on things like Hasten and Dull Pain using 4 SO's, 6 SO's, even-level, +3's, etc. TIA.


 

Posted

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Can any math whiz (or CoV player) tell me how, exactly, this affects recharge reducers? I need a starting point in order to apply the 85% and 15% numbers, but I can't seem to figure out the current math for how recharges work.

I'd like to figure out what sort of recharge times I'd get on things like Hasten and Dull Pain using 4 SO's, 6 SO's, even-level, +3's, etc. TIA.

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Pre-ED[*]1 even-level SO = 75% of base recharge time[*]2 even-level SO = 60% of base recharge time[*]3 even-level SO = 50% of base recharge time[*]4 even-level SO = 43% of base recharge time[*]5 even-level SO = 38% of base recharge time[*]6 even-level SO = 33% of base recharge time

Post-ED[*]1 even-level SO = 75% of base recharge time[*]2 even-level SO = 60% of base recharge time[*]3 even-level SO = 51% of base recharge time[*]4 even-level SO = 50% of base recharge time[*]5 even-level SO = 49% of base recharge time[*]6 even-level SO = 48% of base recharge time


Pre-ED + Hasten[*]1 even-level SO = 49% of base recharge time[*]2 even-level SO = 42% of base recharge time[*]3 even-level SO = 37% of base recharge time[*]4 even-level SO = 33% of base recharge time[*]5 even-level SO = 30% of base recharge time[*]6 even-level SO = 27% of base recharge time


Post ED+Hasten ***[*]1 even-level SO = 49% of base recharge time[*]2 even-level SO = 42% of base recharge time[*]3 even-level SO = 38% of base recharge time[*]4 even-level SO = 37% of base recharge time[*]5 even-level SO = 36% of base recharge time[*]6 even-level SO = 36% of base recharge time

*** Hasten cannot be "PERMA" under ED, so when it is NOT active, your recharge time will revert to the non-hasten rates.

EXAMPLE:

Dull Pain has a recharge of 360 seconds. With 6 SOs its recharge used to be 360*33% = 120 seconds. With ED it becomes 360*48% =~173 seconds. If Hasten is up, its 360*36% =~131 seconds.

Here's a shot at the multiplier you would use for "SEMI-PERMA" Hasten to account for the downtime inherent in the power now. The downtime should be about 20% if you have it 6 slotted so...

SEMI-PERMA Hasten[*]1 even-level SO = 53% of base recharge time[*]2 even-level SO = 45% of base recharge time[*]3 even-level SO = 40% of base recharge time[*]4 even-level SO = 39% of base recharge time[*]5 even-level SO = 38% of base recharge time[*]6 even-level SO = 38% of base recharge time


 

Posted

Thanks again, Pilcrow for doing all this hard work. You answered more questions than I had. As a non-number cruncher this helps me out a lot in understanding ED.


 

Posted

How to "TEST" Enhancement Diversification on your current build:

This Post is MOOT. I6 is now on TEST. Just copy your character over to TEST and play them to see how ED will feel.

Instructions for getting onto test can be found HERE.


 

Posted

THANK YOU!!! You rock, Pilcrow.

So for example...
If Hasten has a base recharge time of 440 seconds, and lasts 120 seconds,
and using Pilcrow's numbers for the effect of 6 even SO enhancements...

(hastened rechg time for 120 seconds) + (normal rechg time for remaining seconds)
(.36*440)*(120/(.38*440)) + (.48*440)*(100-(120/(.38*440)))
(.36*440)*(120/158.4) + (.48*440)*(100-(120/158.4))
(.36*440)*.747474... + (.48*440)*.252525...
118.4 + 53.3
171.7 seconds final recharge time (51.7 seconds downtime)
for Hasten with 6 even SO enhancements.

I have a feeling working the time for +3 enhancements will be hideously complicated, so I think I'll just wait and time it when ED hits Test.


 

Posted

That looks reasonably accurate. Hasten speeds its own recharge, so things get a bit hinky, but you're in the ballpark.

Or, for the less math inclined, you could simply use the semi-perma hasten multiplier.

Take your 440 second power, you plan to put in 6 SOs and have post-ED semi-perma hasten so you multiply by 38% to get 167.2. About 2.5% off, but ball-park enough to know whether or not you'll go mad under ED.

Thanks for asking the question. More to come, more to come.


 

Posted


A question. If I wanted to leave 4 damage slots in a power, and I slot 3 SOs and 1 DO Damage, would that be equal to 4 SOs under ED? and if not, why?


SuperSolar-Fire/SS H.A.C.S. -Virtue
Capt. Solar-Inv/Fire Tank-Liberty
PowerStrike-Fire/Mace Tank-Virtue
Mighty Marvel-PeaceBringer-Virtue
Power X -Claws/Fire Scrapper-Virtue

 

Posted

[ QUOTE ]

A question. If I wanted to leave 4 damage slots in a power, and I slot 3 SOs and 1 DO Damage, would that be equal to 4 SOs under ED? and if not, why?

[/ QUOTE ]

If you are trying to EMULATE ED under the current system, then 3 even level SOs + 1 even level DO will give you 116.7% bonus. Under ED 6 +3 SOs gives you a Bonus of only 115%, so it's a pretty good test of what 6 +3 SOs would feel like. If you're more likely to slot 6 even level SOs, then trade that DO in on a TO.

But I think you're asking me this. Would 4 even level SOs give you about the same bonuse as 3 even level SOs + 1 even level DO once ED is live, and if not, why not?

Does 4 SOs = 3 SOs + 1 DO under ED?

Well. ED works like this. You keep multiply the first 70% of your enhancement bonus by 100%, the next 30% gets multiplied by 85% and the remainder gets multiplied by 15%. So...

4 SOs = 133.3%
3 SOs + 1 DO = 116.7%

ED(X) = if(X&gt;70% then 70% else X) + if(X&gt;100 then 30% * 85% els (X-70) * 85%) + if(X&gt;100% then (X-100) * 15% else 0)

OR simplifying that for everything over 100% you get...

70 + 30 * .85 + (x-100) * .15 = 70 + 25.5 + (x-100) * .15 = 95.5 + (x-100) *.15

So...

4 SOs = 15% of (133.3%-100%) + 95.5% = 4.995% + 95.5% = 100.5%
3 SOs + 1 DO = 15% of (116.7%-100%) + 95.5% = 2.505% + 95.5% = 98.0%

4 SOs = 100.5%
3 SOs + 1 DO =98%

That SO is still DOUBLE the strength of the DO. But when the SO is only worth 5%, it's pretty easy to say 2.5% is meaningless.

Then again, my raise last year was less than 2.5%.

So, are they EXACTLY equal? No. Are they practically equal? IMO, yes.

If I were you, I'd use the 4th slot for Rech Redux, End Redux, Secondary Effect, heck even range. 5% more damage doesn't excite me any more than 2.5% does, but it's your character.

Hope this post gave you the information you needed to make up your mind.


 

Posted

Shadow_song in a PM asked:
[ QUOTE ]

Hey man you've obviously got it going on with ED, So I thought I'd ask for a little help.

I understand the basics, but what I do not understand is this.

How does the lv of the SO affect ED? I am slotted with HO's which are even lv. If I slot 3 of those instead of 3 SO's at +3, how much worse off will I be?

[/ QUOTE ]

Essentially, the HARD cutoff is at 100% boost. Anything less than that will give you a significant, noticeable boost, anything above that will give you so little bang for your buck that you shouldn't put any effort into slotting that.

So, if I were to compare 2 even level HOs to 2 +3 SOs, I'd steer you towards the SOs because you haven't hit the HARD cutoff yet.

2 even level HOs = 66.6%
2 +3 SOs = 75.6% under ED

But you're talking about THREE, and that's right at the HARD cutoff.

3 even level HOs = 95.4%
3 +3 SOs = 97.7% under ED

So, I'd keep your HOs if I were you and spend my influence in other ways.

Also, I smell a potential HammiO nerf rollback in the wind. Sayeth Statesman: "We wanted to be able to vary the % of Enhancements moving into the future. With ED, we now can have a single Enhancement that boosts Damage by 50%. Players can't horde many, many copies of said Enhancement, because there is still an ultimate cap."

Didn't some HammiOs used to be 50%? I think so. May be worth keeping until he comes clean about what he means by that.


 

Posted

How to "TEST" Enhancement Diversification on your current build:[/b]

THIS POST IS MOOT, I6 is on TEST now.


 

Posted

From the I6 on Test Release Notes

Stores:

Most stores and contacts that only sold 10 types of Enhancements of a given type will now sell all Enhancements of that type. (In other words, we fixed key stores that were selling just the Power 10 to sell all Enhancements of that type).

Enhancement Diversification:

This is a new system being implemented into City of Villains and City of Heroes (when City of Villains launches) to promote the use of more different types of Enhancements in powers. Using a system of diminishing returns, when slotting the same type of Enhancement into a power, you will begin to see less effect of that Enhancement when the bonus reaches a certain threshold. The effectiveness of Enhancements you are slotting in can now be seen in the Enhancement Slotting screen.

What does this mean?
Simply, if you are slotting Enhancements and your bonus to a single attribute reaches 70% through Enhancements, you will begin to see a drop in the amount each Enhancement should be giving you. If you exceed 100% bonus, then the drop will be more severe. We have added to the Enhancement Slotting screen a display of how much bonus you are getting from your Enhancements. When you are adding in Enhancements that will be reduced in effectiveness you will be able to tell.

Note that this only affects Enhancements of the same bonus. So you can have a Damage bonus of 66.66%, and an Accuracy bonus of 66.66% (from 2 SO Damage and 2 SO Accuracy Enhancements) and you will not be affected in any way. Adding in another SO Damage Enhancement will not give you a 99% bonus, but a 94% bonus, because the damage bonus now exceeds 70%.

A good rule of thumb is “2 Single Origins Enhancements = No Reduction. 3 SOs = Slight Reduction. 4, 5 or 6 SOs = Major Reduction”

(Also note that the above examples are for Enhancements that are +8.35% bonus for Training, +16.6% bonus for Dual Origin, and +33.3% bonus for Single Origin)

What if I don’t have more than 2 SOs of any one type in my powers already?
Then you have nothing to worry about, your character will function exactly as they did previous to this feature being added.

Does this affect Dual Origin Enhancements at all?
Yes. If you have 5 DOs of all the same type you would normally get an 83% bonus. Because of Enhancement Diversification your bonus will actually only get an 82% bonus. If you have 6 DOs of all the same type, instead of a 100% bonus you will have a bonus of 95%.

Are Hamidon Enhancements affected?
Yes. The bonuses that a Hamidon Enhancement gives you that exceed 70% will be reduced. Because of this change, Hamidon (and other dual-purpose) Enhancements are now combinable. You can only combine dual-purpose Enhancements that affect ALL the same bonuses (so you can combine Damage/Accuracy with another Damage/Accuracy, but not with a Damage/Range Reduction).

This totally cripples my character! I thought you were done balancing the game?
All the Issue 4 and 5 balance adjustments were done with this system in place internally here at Cryptic. All playtests, QA checks, difficulty adjustments and balances have been done with Enhancement Diversification in mind since March 2005.

What about Stamina? I need this to make sure I have enough Endurance to power my powers.
Because of the effect that Enhancement Diversification has on the Stamina power, we are lowering the Endurance cost of every non-Auto power in the game by 13.33%.

What if a power only takes one type of Enhancement to begin with?
You have a couple of choices. You can respec the character and only go so far as putting a couple slots into the power, or you can go with more slots and eke out a little more effectiveness out of the Enhancements.

How can I tell when I am not getting full effectiveness out of an Enhancement?
On the Enhancement Slotting Screen you will now see what bonuses Enhancements are giving you, and what effect slotting the next one will have. This will help you make the choice as to what Enhancements to slot over what.

Does it matter what order I slot Enhancements in?
No. The reduction in effectiveness is calculated off the total bonus you are receiving, so it does not matter what order you slotted the Enhancements in.

How is combining Enhancements affected by this?
Enhancements that are higher level than you give you a bonus above normal Enhancements, if you combine Enhancements to get a higher bonus, this may put you over the point at which a reduction in effectiveness takes place.

Some Enhancements give me a 33.33%/16.66%/8.35% bonus, and others give me a different bonus, how are these affected by Enhancement Diversification?
There are four categories of Enhancements, Schedule A, Schedule B, Schedule C, and Schedule D. The majority of Enhancements fall into the Schedule A category. This means that an even-level Training Origin Enhancement gives an 8.35% bonus, an even-level Dual Origin Enhancement gives me a 16.66% bonus, and an even-level Single Origin Enhancement gives a 33.33% bonus. All of the examples above assume using Schedule A Enhancements, since these are the most common.

Schedule B Enhancements are things Defense Buff, Damage Resistance, Range Increase and To Hit Buff. These have a smaller bonus because a small shift in these values has a larger impact on gameplay. With these Enhancements a Training Origin Enhancement gives a 5% bonus, a Dual Origin Enhancement gives a 10% bonus, and a Single Origin Enhancement gives a 20% bonus. Enhancement Diversification for these bonuses kicks in at 40% with a severe drop at 60%.

What Enhancement Types are what bonuses (schedules)?

Schedule A Enhancements (33.33%, 16.66%, 8.35%) are:
Accuracy, Confuse, Damage, Defense DeBuff, Drain Endurance, Endurance Discount, Fear, Fly, Heal, Hold, Immobilize, Intangible, Jump, Recharge, Recovery, Run, Sleep, Snare, Stun, Taunt, To Hit Debuff
These bonus types start to see reduction when the bonus is 70% or more, and a severe reduction at 100% bonus or greater. So your bonuses when slotting in multiples of the same Single-Origin Enhancement work out to:

1 SO: +33.3%
2 SO: +66.6%
3 SO: +95%
4 SO: +100%
5 SO: +105%
6 SO: +110%

Schedule B Enhancements (20%, 10%, 5%) are:
Range, Defense Buff, Resist Damage, To Hit Buff
These bonus types start to see reduction when the bonus is 40% or more, and a severe reduction at 60% bonus or greater. So your bonuses when slotting in multiples of the same Single-Origin Enhancement work out to:

1 SO: +20%
2 SO: +40%
3 SO: +56%
4 SO: +59%
5 SO: +62%
6 SO: +65%

Schedule C Enhancements (40%, 20%, 10%) are:
Interrupt
This bonus type starts to see reduction when the bonus is 80% or more, and a severe reduction at 120% bonus or greater. So your bonuses when slotting in multiples of the same Single-Origin Enhancement work out to:

1 SO: +40%
2 SO: +80%
3 SO: +112%
4 SO: +118%
5 SO: +124%
6 SO: +130%

Schedule D Enhancements (60%, 30%, 15%) are:
Knockback
This bonus type starts to see reduction when the bonus is 120% or more, and a severe reduction at 180% bonus or greater. So your bonuses when slotting in multiples of the same Single-Origin Enhancement work out to:

1 SO: +60%
2 SO: +120%
3 SO: +168%
4 SO: +177%
5 SO: +186%
6 SO: +195%


 

Posted

Great wok Pilcrow.

I don't understand why people are so confused about how ED will effect them. Slotting Post ED can be summed up in one line.

DON'T SLOT MORE THAN 3 OF ANY 1 ENHANCEMENT TYPE IN ANY ONE POWER


Centinull

 

Posted


Yes, you read me right. That's exactly what I was asking, Thanks, Pilcrow.
Dire news indeed, especially resistance wise.


SuperSolar-Fire/SS H.A.C.S. -Virtue
Capt. Solar-Inv/Fire Tank-Liberty
PowerStrike-Fire/Mace Tank-Virtue
Mighty Marvel-PeaceBringer-Virtue
Power X -Claws/Fire Scrapper-Virtue

 

Posted

[ QUOTE ]
Didn't some HammiOs used to be 50%? I think so.

[/ QUOTE ]

Yeah, anything from Schedule A was 50%, anything from Schedule B was 30%. So, in effect, a 1.5xSO for each component, and it'll take 2 of them to cap out any 1 aspect of a power. (This ignores bugs. The travel Hammi-O was supposedly working at reduced values, no clue if it ever got fixed.)


 

Posted

[ QUOTE ]

Yes, you read me right. That's exactly what I was asking, Thanks, Pilcrow.
Dire news indeed, especially resistance wise.

[/ QUOTE ]

Dire, yes, but not as dire as people like to make out.

As noted in my original post, if your power can genuinely benefit from recharge, you can get pretty close to your old DPE and DPS under ED.

If your power does NOT benefit from recharge, though, you're bearing the full brunt, which is about a 30%-35% loss of net effecivity.

The "good" news is that if you've left a power on the table in your build, you'll likely have the slots to take it and 3 slot it under ED, and you'll likely have the END to keep your shields up and offend.

For example. Let's look at an Invulnerability Scrapper's S/L DMG RES:

PRE-ED 6 SLOTTED[*]Resist Physical Damage BASE = 5.625%, 6 Slotted = 12.375%[*]Temporary Inv BASE = 22.5%, 6 Slotted = 49.5%[*]Unyielding BASE = 3.75%, 6 Slotted = 8.25%
[*]Total 6 slotted = 70.125% S/L DMG RES

POST-ED 3 SLOTTED[*]Resist Physical Damage BASE = 5.625%, 3 ED Slotted = 8.83125%[*]Temporary Inv BASE = 22.5%, 3 ED Slotted = 35.325%[*]Unyielding BASE = 3.75%, 3 ED Slotted = 5.8875%
[*]Total 3 ED slotted = 50.04375% S/L DMG RES

So this Scrapper is 50/70 = only 71% as able to absorb S/L as they were before ED. There's that 30% we keep hearing.

Only, realistically, most people slot in 1 END on their toggles. So it's more like:[*]Resist Physical Damage BASE = 5.625%, 6 Slotted (auto!) = 12.375%[*]Temporary Inv BASE = 22.5%, 5 Slotted = 45%[*]Unyielding BASE = 3.75%, 5 Slotted = 7.5%
[*]Total 5 slotted = 64.875% S/L DMG RES

Or 50/64.8 = 77% as effective as before ED. So the loss is 23%, not 30%.

Finally, if we pursue the DEV's "Vision" then we might actually diversify our slotting. Let's take a quick look at one possibility:[*]We gain back 3 slots for each auto power, RPD in this instance, but realistically we get 9 slots by 3 slotting ALL the Auto Resists[*]We DON'T gain back our 5th and 6th slot on the toggle powers, because they're busy holding END REDUX enhancers, so we can...[*]Drop the Fitness Pool, freeing up 3 power slots to get the...[*]Fighting Pool, which gives us Tough

Not the only scenario. Maybe you already have the Fighting Pool, so you use the extra slots to put recharge in your offense and give up the the speed pool because you don't need hasten anymore, and you get Medicine for Aid Self instead of getting Fighting for Tough, or you keep fitness and slot up health to increase your regen rate. I'll use Tough because it's the "easy" example, not because it's the only way to increase your melee character's survivability by diving into the shared pools.

OK, then, back to our regularly scheduled program. You use ED to free up some slots and free up a power pool and you get something to increase your survivability. In this case...Tough. Now let's compare our new post-ED INV Scrapper + Tough to our pre-ED non-Tough INV Scrapper:

Post-ED + Tough[*]Resist Physical Damage BASE = 5.625%, 3 ED Slotted = 8.83125%[*]Temporary Inv BASE = 22.5%, 3 ED Slotted = 35.325%[*]Unyielding BASE = 3.75%, 3 ED Slotted = 5.8875%[*]Tough BASE = 11.25%, 3 ED Slotted = 17.6625%
[*]Total 3 ED slotted = 67.70625% S/L DMG RES

Hey, don't tell anyone, but we're actually MORE effective than a guy who slotted one END in his toggles before I5. And we're doing it for significantly less END because we're 3 slotted END REDUX in our shields. Maybe the loss of Stamina makes our net END available per second less overall, but I doubt it. I might run the numbers later, but I'm betting that 3 END REDUX in those shields will serve us as well as 1 + stamina used to. Let's take that as an assumption for now.

And the guy who had 6 slotted, we're at 67.7/70.1 = 96% of his effectivity, and better END consumption as well.

Now, if you were already min/maxxed in your build with tough on top of all your primary shields, ED is hitting you for 20-30% of your base effectivity - no question.

But if you haven't min/maxxed yet and you roll with the ED punch, you're looking much better than 30%.

I'm going to try an exhaustive DEFENSIVE analysis later (I'm working on offense first), but as you can see from this example, it's not nearly as gloomy as it looks at first - unless you are already min/maxxed.

More to come. Happy Gaming.


 

Posted

Arcana has made a GREAT post on Enhancement Diversity slotting strategies. I am linking it for you, but here is a summary:

Generally speaking for a damage attack your best slotting under ED is
<ul type="square">[*]1acc3dmg2rech: 363% of base DPS, but 67% more END cost
OR[*]1acc3dmg1rech1end: 309% of base DPS, but much more reasonable END cost
SO[*]Reslot most of your offensive powers one of these two ways under ED
AND[*]Most control and many buff powers can benefit from similar slotting[/list]
The heart of the post repeated, for those of us who like numbers:

[ QUOTE ]

No Hasten, 2/8 activation/recharge:
<ul type="square">[*]6dmg: 210%[*]1acc5dmg: 260%[*]1acc4dmg1rech: 317%[*]1acc3dmg2rech: 363% * best[*]1acc2dmg3rech: 352%[*]3dmg3rech: 325%[/list]
Hasten, during hasten window:
<ul type="square">[*]6dmg: 313%[*]1acc5dmg: 387%[*]1acc4dmg1rech: 427%[*]1acc3dmg2rech: 459% * best[*]1acc2dmg3rech: 425%[*]3dmg3rech: 393%[/list]
Best ED attack slotting is 1acc3dmg2rech, for maximum dps.

You will, however, be burning 67% more end than the baseline unslotted attack. This slotting:

1acc3dmg1rech1end: 309% (no hasten) / 416% (hasten)

is 15% less damage without hasten, about 9% less damage under hasten, with a 40% drop in end costs over time.


The actual best slotting might possibly change under optimum full attack chains, but I haven't seen one yet that radically alters the best slotting strategy.


[/ QUOTE ]


 

Posted

[ QUOTE ]
1acc3dmg1rech1end: 309% of base DPS, but much more reasonable END cost

[/ QUOTE ]

This is what I've been telling people since 30 seconds after I found out about ED.

1 Accuracy Enhancement boosts our base to hit to the 95% cap
3 Damage Enhancers boosts our damage resonably without taking a sever ED hit
1 Attack Rate Increase to boost DPS and make up for the lack of perma hasten
1 Endurance Reducer to compensate for the increased Endurance consuption becuase your attacking more frequently and to reduce dependance on Stamina.

I didn't need a spreadsheet or be a math wiz to figure out that this would be the optimal slotting post ED.


Centinull

 

Posted

[ QUOTE ]
[ QUOTE ]
1acc3dmg1rech1end: 309% of base DPS, but much more reasonable END cost

[/ QUOTE ]

This is what I've been telling people since 30 seconds after I found out about ED.

1 Accuracy Enhancement boosts our base to hit to the 95% cap
3 Damage Enhancers boosts our damage resonably without taking a sever ED hit
1 Attack Rate Increase to boost DPS and make up for the lack of perma hasten
1 Endurance Reducer to compensate for the increased Endurance consuption becuase your attacking more frequently and to reduce dependance on Stamina.

I didn't need a spreadsheet or be a math wiz to figure out that this would be the optimal slotting post ED.

[/ QUOTE ]

Indeed, many of us saw that intuitively. The spreadsheeting just demonstrates that the intuition is accruate.

And while we're here, let's take 30 seconds to plug Centinull's 30 second guide to slotting post-ED


 

Posted

[ QUOTE ]
1 Accuracy Enhancement boosts our base to hit to the 95% cap

[/ QUOTE ]

Only against even levels.

Anything higher than your level, and you might want to start thinking about slotting 2 accs. If you're consistently fighting +3s, you WILL want two accs unless you've got a sizable boost to base accuracy.

Me, if I'm still here once ED hits... I'll probably go 2 acc/3 dam/1 rech. I figure since I'm slotting toggles more heavily for end rx I probably won't need it in my attacks.