Enhancements
I also heard somewhere that multi-slotting enhancements are really only good for 3 slots, (Ex. Slotting an offensive power with 3 damage enhancements is supposedly okay, but 4 is a serious no-no). Not entirely sure why...
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This is called "ED", or "Enhancement Diversification" You can only slot 3 SO's of the same Enhancement Type (Damage, Accuracy, Resistance, etc) before you hit some stiff diminshing returns. You can slot more, but each one does less and less for you. For example, the 3rd SO yields somewhere in the high 20%s value, while the 4th would yield a mere 5% or so.
What I wanted to ask about is how many enhancement slots do you end up with in the end? Will you have enough to slot all of your powers with 6 slots each? If not, then how many will you be lacking for that? But if so, will you have any left over for power pool powers?
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You end up with 67 Slots by the time you're level 50. No, this is not enough to slot every power with 6 slots. This is why its useful to plan your build.
ParagonWiki: Enhancements - everything you need to know about enhancements or links to pages that discuss the more complicated nuances.
ParagonWiki: Enhancement Diversification - the rule of thumb is no more than the value of three SOs of the same type but it's actually a bit more complicated.
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Another useful bit of info is, if you have access to IO's and enhancement boosters, 2 lvl 50 generic IO's that are boosted (I think about +3 each will do... maybe +4) will hit the ED cap. This useful when trying to maximize enhancement with minimal slot investment (Enervating Field with 2 end redux+5s for example) or trying to enhance multiple aspects as much as you can manage. (Siphon Life with 2 heal +5's and the rest multi aspect acc/dmg/rech/end types in the other 4 slots is a good example).
Jem - Ill/Rad Controller Lv 50+3 Nic - Mind/Psi Dominator Lv 50+3 Lady Liberation - Invuln/SS Tanker Lv 50+1 Invicitx - Demon/Pain Mastermind Lv 50+1 Celeste - Emp/Arch Defender Lv 50+1 Nightsilver - DB/WP Scrapper Lv 34 Dusk Howl - StJ/Regen Brute Lv 32 Kyriani - Time/Energy Defender Lv 41Psifire - FF/Psi Defender Lv 50
Star Lighter - LB/LA Peacebringer Lv 30
The invention system can be VERY complicated. It's out there, it's shiny, it will give you moderate-to-severe improvements in power level but nowhere near as much as [for instance] teaming with a good Defender.
A bit of history: the training, dual, single-origin system predates the invention system by a few years. The IO system is sort of an optional replacement. A little better, ten times as complex.
I'd stick with DOs and SOs until you feel fairly comfortable with the rest of the game.
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I learned a little on my own about enhancements, such as single origin and dual origins, invention enhancements, etc.
I also heard somewhere that multi-slotting enhancements are really only good for 3 slots, (Ex. Slotting an offensive power with 3 damage enhancements is supposedly okay, but 4 is a serious no-no). Not entirely sure why...
I also learned somewhere that you can slot enhancements into a power up to a maximum of 6 slots. Which is really cool, or atleast I think so.
What I wanted to ask about is how many enhancement slots do you end up with in the end? Will you have enough to slot all of your powers with 6 slots each? If not, then how many will you be lacking for that? But if so, will you have any left over for power pool powers?