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ZealotOnAStick
07-23-2004, 11:54 PM
Preface

This guide is intended to place the answers to very commonly and frequently asked questions regarding enhancements, stores, availability, drops, and so forth in one hopefully easy to understand place. Almost all of this information is available (and probably duplicated) elsewhere in other posts on the CoH forums, but may not be as easy to find, or may be presented in a format that can be confusing.

At the time of writing, this guide is mostly accurate (I may goof up in a spot or two). If you find a discrepancy or inaccuracy, or have additional useful information, either PM me or respond to this thread. The information presented here is collected from various sources from the beta and release boards, as well as personal in-game investigation. I'm not citing sources for the information I'm borrowing for inclusion in this guide, because quite honestly I've lost track of the original posters for much of the information from the beta boards. Where possible, I've listed credits in the appendices - if you feel something you did that has made its way into this guide requires a nod, contact me and it'll probably be done.

I've split this guide into 5 sections, and 5 separate posts. The sections are:

Part 1: Basics - Enhancement Types, Combining, Stacking, & the Power 10
Part 2: Selling & Origins
Part 3: Store Locations
Part 4: High Level Store Mission Info
Part 5: Enhancement Drop Info
Part 6: Appendices & Credits



Part 1: Basics - Enhancement Types, Combining, Stacking, & the Power 10


Enhancement types:
There are 3 types of enhancements - Training (also referred to as Generic or TO), Dual Origin (DO) and Single Origin (SO). Well, technically, there's a 4th type, special enhancements that only drop from the Hamidon Trial, but as they're not available in stores, they won't be covered in this guide.

Training enhancements can be used by any origin. They offer a small boost (either 5% or roughly 8.33%) boost to an aspect of a power.

Dual Origin enhancements can be used by two origins (hence the name). As an example, Technology-usable DOs come in two flavors - Technology/Natural, and Technology/Science. DOs offer a moderate boost (either 10%, or roughly 16.7%) boost to an aspect of a power. This breaks down to, DOs are twice as good as TOs.

Single Origin enhancements can be used by only one origin (hence the name). SOs offer the best boost (either 20% or roughly 33.3%) possible to an aspect of a power. SOs are twice as good as DOs.

Here's a link to a handy Enhancement Chart (http://home.comcast.net/~nazgul64/CoH/Enhancements.htm) that details which specific enhancements are which value (5/10/20 or 8/16/33).

Endurance Reduction Enhancements and Recharge Reduction enhancements reduce the cost of time of a power, rather than adding to its effects. On these type of enhancements, the bonus amount is added to 1 and then the endurance cost or recharge time of a power is divided by that number. The formula for that is: base / (1 + bonus) = new value. As an example, a power that takes 20 endurance to use and recharges in 20 seconds, if enhanced with 2 SO endurance reduction enhancements and 2 SO reload reduction enhancements (both even with your level) would work like this: 20 / 1.66 = 12.05. So, the power would then cost 12 endurance, and reload in 12 seconds. Interrupt Time Reduction enhancements -may- work the same way, I haven't seen a definite dev statement one way or the other.

The Devs themselves have made it clear - any currently usable SO is always better than a DO, and a DO is always better than a Training. More on that below.

Combining:
Enhancements of the same type and effect can be combined with one another to make a slightly stronger version of the enhancement. A combined enhancement will be listed as its level, with either 1 or 2 + signs after it. So, a level 10 enhancement that has been combined once, will be a 10+. That + means the enhancement functions as if it were 1 level higher, or a level 11. A 10++ would function as if it were a level 12. Enhancements can only be combined to end up with 2 +s. A 10++ is effectively a level 12, and cannot be combined to improve that, unless it's added to a level 12 or higher enhancement. A 10++ combined with a 12 will result in a 12+. This presumes that the combination succeeds - there is a chance that combinations will fail, and you'll just be left with the higher level enhancement in the slot. This chance of failure on combination increases with the difference in level between enhancements. You can also only combine enhancements if the result will not make the enhancement unusable to you.

With Dual Origins enhancements, you can combine different enhancements so long as they're usable by your character (as there are two kinds of DOs each origin can use, with different origin overlaps). If you're a Technology origin character, you could combine a Tech/Natural enhancement and a Tech/Science enhancement.

You can only use enhancements that are + or - 3 levels of your present level (including equal level). A level 10 can use enhancements levels 7 through 13. A level 10 will not be able to combine any level 13 enhancements (or 12+s, etc.). To combine an enhancement that is 3 levels above your current level, you need to level so it's only 2 levels above your level (and thus combinable).

Why combine enhancements? Enhancements provide the above listed boost values when they are equal to your level (white). Enhancements that are yellow (lower than your level) provide a slightly lesser boost with each level below your level. Enhancements that are green (higher than your level) provide a slightly greater boost with each level below your level.

The formula for determining exactly how much boost an enhancement at a specific level is as follows:

+3 = *1.15
+2 = *1.10
+1 = *1.05
0 = *1.00
-1 = *.90
-2 = *.80
-3 = *.70

So, say you're level 31. You have a level 29 SO, and a level 34 SO. The level 29 SO gives you a 26.6% boost, and the level 34 gives you a 38.3% boost. This works the same, whether that 34 is a plain 34, or a 32++.

Perhaps a better explanation, with a handy chart of boost amounts by level relative to your own, can be found in this thread (http://boards.cityofheroes.com/showflat.php?Cat=&Number=506807&page=0&view=collap sed&sb=5&o=&fpart=1) by Katspaws.

Stacking:
"Stacking" enhancements refers to putting multiple enhancements of the same type in more than one slot on a power. Enhancement bonuses are additive - meaning that the more enhancements of the same type you have in a power, the more that aspect of that power is going to be enhanced. Sometimes people ask if stacking or combining is better; if you have the slots for it, stacking is almost always better.

Let's take the basic Ice Blaster power, Ice Bolt. Let's say that you have 3 slots in the power, and you add 2 more, for a total of five. Before, when you had 3 slots, you had a training endurance reduction enhancement, a training accuracy enhancement, and a training damage enhancement. Presuming they're even level enhancements, you'll get an 8.33% bonus to accuracy and damage, and your Ice Bolt will only cost you roughly 5.5 endurance to use, rather than the base cost of 6. Now, with the two new slots, you could put in something else like Range or Recharge Reduction, or you could put in more Damage or Accuracy. Most Blasters and Scrappers slot 1 accuracy, and then primarily damage (with occasionally endurance reduction or reload) on their primary attacks. Let's say you add 2 more damage slots to your now 5 slotted Ice Bolt - you'd have 3 damage enhancements, 1 accuracy, and 1 endurance reduction. That'd give you about a 25% bonus to your damage (8.33 * 3 = 24.99).

With DO and SO enhancements, stacking them adds up quickly, and can boost a power to being 3 times more powerful than it is unenhanced. As an example, 6 even-level SO damage enhancements would add 199.8% damage to an attack. With 6 SO +3 level damage enhancements, you can hit just shy of 330% total damage, before any debuffs, buffs, inspirations, or damage-enhancing skills such as Aim or Build Up are used!

Something to note when stacking, if you're a number cruncher or want to keep in the best shape as you can with your powers - the penalty for below-level enhancements is double the bonus for above-level enhancements. As an example, say you have 2 SO defense enhancements - at even level, they'd both provide 20% boost to a power's defense. Added together, that's 40%. Now, if you have one enhancement that's +1 level, and another that's -1 level, that is actually slightly worse than having 2 even level enhancements. The +1 level would provide 21% boost, and the -1 level would provide 18% boost, totaling 39% together. This is a small difference, but some people seem to care.

The "Power 10" Enhancements
The "Power 10" Enhancements are the set of the most commonly sold enhancements. The power 10 are:
<ul type="square"> Accuracy
Damage
Defense Buff
End Reduction
Healing
Hold Duration
Range Increase
Recharge Reduction/Increased Attack Speed
Damage Resist
Disorient Duration
[/list]
Power 10 Enhancements are sold in stores earlier in DO and SO forms than the other 18 enhancement types in the game. Power 10 DOs are available in stores beginning with level 15 forms (thus, usable at level 12). Power 10 SOs are available in stores beginning with level 25 forms (thus, usable at level 22). For non-Power 10 DO enhancements, you have to wait to purchase level 25 versions (usable at level 22, 10 levels later than the Power 10). Non-Power 10 SO enhancements are available in either level 30 or 35 versions, requiring you to wait until level 27, 30, or 32 to be able to buy and use them (depending on your Origin, and whether or not you have helpful higher level friends).

Isn't this unfair to folks who need the other 18 enhancements for their powers who have to wait 10 levels to enhance them equally? I think so, but that's a discussion for another thread (http://boards.cityofheroes.com/showflat.php?Cat=&amp;Number=615525&amp;page=1&amp;view=collap sed&amp;sb=5&amp;o=&amp;fpart=1).

ZealotOnAStick
07-23-2004, 11:57 PM
Part 2: Selling &amp; Origins



Selling Enhancements
Origin matters when selling enhancements. If you want to get the most influence for the enhancements you sell, you may need to visit multiple stores. Freedom Corps stores pay the most for Training Enhancements, and Origin oriented stores pay the most for enhancements of a type they deal in.

How much of a difference is this? If you sell a DO or SO enhancement at a non-optimal store, you'll get about 30% of its "Sale Price" value. If you sell at an optimal store, you'll get more - 50% or so. As an example, say you have a Science SO enhancement that can be bought at a store for 30,000 influence. Selling it at Orion Labs or Deimos Innovations (science-oriented stores) might get you 15,000 influence for it. Selling it at a non-science oriented store, you may only get 9,000 influence for it.

Training Enhancements seem to sell back with slightly better prices - around 59% or so at Freedom Corps stores, 47% at Field Trainers, and 35% at origin-oriented stores.

Stores may also pay more for enhancements that are a multiple of 5 - 15, 20, 25, 30, and so forth. This is presumed to simulate the greater "resale value" of an enhancement of the same level that is carried by stores. This used to be the case, but may have changed in the game fairly recently.

Origin-oriented stores will pay these better prices for both Single Origin enhancements of their origin type, and for any Dual Origin enhancements that have one of the origins as their type. Image Inc., and Future Dynamics, both Natural stores, will pay more for both Tech/Natural DOs and Natural/Magic DOs, as an example.

There is one exception to this: Ghost Falcon, who carries SOs of all 5 origins, seems to buy DO and SO enhancements back at the lowest prices for any origin.

A breakdown of store names by origin:

Science: Orion Labs, Deimos Innovations, Holsten Armitage. Science DO overlaps are Tech/Science and Science/Mutant.

Magict: Pandora's Box, Tabitha Fabish, Serafina. Magic DO overlaps are Mutant/Magic, and Natural/Magic.

Mutant: Subgenetics, Biotechnix, Penny Preston. Mutant DO overlaps are Mutant/Magic, and Science/Mutant.

Natural: Image Inc, Future Dynamics, Agent Six. Natural DO overlaps are Natural/Magic, and Tech/Natural.

Technology: Cooke's Electronics, Exarch Industries, Mark IV. Technology DO overlaps are Tech/Natural, and Science/Tech.

For very high level heroes, there's also Ghost Falcon, who handles SO enhancements for all 5 origins.

ZealotOnAStick
07-23-2004, 11:57 PM
Part 3: Store Locations &amp; Availability



Levels Sold/Availability
There are 5 level ranges of stores in the game. I'll call these Newbie, Low Level, Mid Level, High Level, and Epic Level.

Newbie stores are the Superpowered Field Trainer NPCs that can be found in Atlas Park and Galaxy City, off to the sides near Miss Liberty and Back Alley Brawler, one inside Freedom Corps Headquarters in Galaxy City, and two in the "origin hall" inside Paragon City Hall in Atlas Park. There is also a Freedom Corps Basic Trainer in Skyway City near Synapse and Mynx.

Additionally, your very first contact in either Atlas Park or Galaxy City will carry level 1 enhancements, which some people like to buy to "play the odds" for combining inexpensively with higher level training enhancements.

Low Level stores carry level 15 and 20 enhancements - all 28 Training enhancements, and Power 10 DOs. Low Level stores are Freedom Corps Basic Training, Cooke's Electronics, Image Inc., Orion Labs, Pandora's Box, and Subgenetics. Low Levels stores are located in Steel Canyon and Skyway City. Most characters in this level range will find Steel Canyon to be the most convenient for shopping.

Mid Level stores carry level 25 and 30 enhancements - all 28 Training and DO, and Power 10 SOs. Mid Level stores are Freedom Corps Special Forces, BioTechnix, Deimos Innovations, Exarch Industries, Future Dynamics, and Tabitha Fabish. Mid Level stores are located in Independence Port and Talos Island. Talos Island is by far the most conveient zone for shopping in this level range, with the exception of Science origin stuff (Deimos is practically across the street from the Tram in IP) and perhaps Mutant.

High Level stores carry level 30, 35, and 40 enhancements - all 28 DOs and SOs. The High Level stores are actually NPCs that are just standing around - in a courtyard, in a tunnel, on the street, whatever. They require you to complete a mission for them before you can buy their wares. To get their mission, you must be level 30. High Level Store NPCs are located in Founder's Falls (Mark IV, Agent Six, Penny Preston) and Brickstown (Serafina, Holsten Armitage).

Epic Level players have one store NPC, called Ghost Falcon. Ghost Falcon carries level 40, 45, and 50 SO enhancements for all 5 origins, with the possible exception his not seeming to stock L40 Magic SOs (unconfirmed, I couldn't seem to get any helpful 40+s when I tried to check this myself in game). Ghost Falcon also requires that you complete a mission for him before you can buy from him, like the High Level Store NPCs.

Your contacts also sell enhancements. At present in game, this isn't very useful, as they only offer Training enhancements until you read Founders Falls and Brickstown contacts, which offer DO enhancements for their origin of specialty*. They'll offer one specific level when you first meet them, and then as you progress on their relationship bar, they'll add more enhancements (I think just the Power 10, as well) 5 and then 10 levels higher. Enhancements from Contacts are probably only useful at very low levels.

Some of the Dual and Single Origin enhancement names can be somewhat confusing. To find out exactly what an enhancement effect for your origin type is named, I suggest consulting Warcry's Enhancement Compendium (http://coh.warcry.com/index.php/content/compendium/view.php?view=enhancements).

Store Locations

Low Level stores
<ul type="square"> Freedom Corps Basic Training (http://coh.meridime.com/shopping/shop100.jpg) - Generic (Steel Canyon (http://coh.meridime.com/shopping/shop101.jpg) and Skyway City (http://coh.meridime.com/shopping/shop102.jpg) )
Freedom Corp Basic Trainer - Generic (Skyway City (http://coh.meridime.com/shopping/shop103.jpg) )
Image Inc. (http://coh.meridime.com/shopping/shop110.jpg) - Natural (Steel Canyon (http://coh.meridime.com/shopping/shop111.jpg) and Skyway City (http://coh.meridime.com/shopping/shop112.jpg) )
Cooke's Electronics (http://coh.meridime.com/shopping/shop120.jpg) - Tech (Steel Canyon (http://coh.meridime.com/shopping/shop121.jpg) and Skyway City (http://coh.meridime.com/shopping/shop122.jpg) )
Orion Labs (http://coh.meridime.com/shopping/shop130.jpg) - Science (Steel Canyon (http://coh.meridime.com/shopping/shop131.jpg) and Skyway City (http://coh.meridime.com/shopping/shop132.jpg) )
Subgenetics (http://coh.meridime.com/shopping/shop140.jpg) - Mutant (Steel Canyon (http://coh.meridime.com/shopping/shop141.jpg) and Skyway City (http://coh.meridime.com/shopping/shop142.jpg) )
Pandora's Box (http://coh.meridime.com/shopping/shop150.jpg) - Magic (Steel Canyon (http://coh.meridime.com/shopping/shop151.jpg) and Skyway City (http://coh.meridime.com/shopping/shop152.jpg) )
[/list]
Mid Level stores
<ul type="square"> Freedom Corps Special Forces (http://coh.meridime.com/shopping/shop200.jpg) - Generic (Talos Island (http://coh.meridime.com/shopping/shop201.jpg) and Indepence Port (http://coh.meridime.com/shopping/shop202.jpg) )
Future Dynamics (http://coh.meridime.com/shopping/shop210.jpg) - Natural (Talos Island (http://coh.meridime.com/shopping/shop211.jpg) and Indepence Port (http://coh.meridime.com/shopping/shop212.jpg) )
Exarch Industries (http://coh.meridime.com/shopping/shop220.jpg) - Tech (Talos Island (http://coh.meridime.com/shopping/shop221.jpg) and Indepence Port (http://coh.meridime.com/shopping/shop222.jpg) )
Deimos Innovations (http://coh.meridime.com/shopping/shop230.jpg) - Science (Talos Island (http://coh.meridime.com/shopping/shop231.jpg) and Indepence Port (http://coh.meridime.com/shopping/shop232.jpg) )
BiotechniX (http://coh.meridime.com/shopping/shop240.jpg) - Mutant (Talos Island (http://coh.meridime.com/shopping/shop241.jpg) and Indepence Port (http://coh.meridime.com/shopping/shop242.jpg) )
Tabitha Fabish (http://coh.meridime.com/shopping/shop250.jpg) - Magic (Talos Island (http://coh.meridime.com/shopping/shop251.jpg) and Indepence Port (http://coh.meridime.com/shopping/shop252.jpg) )
[/list]
High Level Store NPCs
<ul type="square"> Agent Six - Natural (Founders' Falls (http://coh.meridime.com/shopping/shop311.jpg))
Mark IV - Tech (Founders' Falls (http://coh.meridime.com/shopping/shop321.jpg))
Holsten Armitage - Science (Brickstown (http://coh.meridime.com/shopping/shop331.jpg))
Penny Preston - Mutant (Founders' Falls (http://coh.meridime.com/shopping/shop341.jpg))
Serafina - Magic (Brickstown (http://coh.meridime.com/shopping/shop351.jpg))
[/list]
Epic Level Store NPC
<ul type="square"> Ghost Falcon - All Origins (Peregrine Island (http://yggdrasil.net/gallery/coh/ghostfalcon.jpg)) - Ghost Falcon is just a bit East-southeast of the Ferry boat that you enter Peregine Island from.
[/list]

Another player has started something of note that can make finding stores much easier, a patch that replaces the in-game map image files with ones edited to show the enhancements stores and special NPCs. If this is of interest to you, check out CoH Map Patch @ Project Eva (http://venares.pwp.blueyonder.co.uk/).

ZealotOnAStick
07-23-2004, 11:58 PM
Part 4: High Level Store Mission Info



*** POSSIBLE SPOILER WARNING! ***
Do NOT continue reading this post unless you want to know specific information, including tips on how to complete the missions, for the high level Store NPC missions. Some of the information in this post may "spoil" story elements of the game.

Any origin can take and complete the missions (and then use the store) for NPC Stores. You don't have to JUST do your own origin store. If you want to be able to buy from other stores - maybe to help out needy level 27s, or just for the story, or for the mission and bonus XP, whatever, you can.



Penny Preston, Mutant Store NPC
Penny Preston is a cute little mutant girl wearing a Statesman t-shirt, standing on a dock in Founder's Falls.

The Devouring Earth want Penny for some nefarious purposes. She asks you to simply go and kill all the Devouring Earth in some warehouse. The mission is very straightforward - it is a "Defeat All" type mission, and you simply must defeat all the Devouring Earth in the mission instance. If you solo, and don't have some way to resist sleep, stun, and hold effects, you'll probably want to load up on Discipline inspirations from one of your contacts. You'll want to take out the Fungoids and Herders first, and then handle the Bladegrass and Granite mobs after those are out of the way.

Mark IV, Technology Store NPC
Mark IV is an escaped cyborg created by Crey. They did a bit too good a job on him, and he's out and trying to help the heroes of Paragon City, and wants nothing to do with Crey now (rather amusing, as high level Crey mobs spawn with relative frequency yards away from Mark IV). Mark IV is getting nervous about Crey, as they're getting close to finding him, and he wants you to erase the records of his existence from their computers. He gives you a device which he wants you to go attach to one of their mainframes, and it'll do the rest.

Mark IV's mission takes place in the Tech Lab mission tileset, with a bunch of even-level Crey mobs around in various areas. They shouldn't present too much of a problem if you just want to fight your way through and find the glowy computer. However, there's a simpler and faster way to complete the mission (2 or 3 minutes) if you have some form of stealth (Steamy Mist, Stealth, Cloaking Device, Invis) or know someone who does. A stealthed person can simply run or fly around and past all the Crey mobs quickly, bypassing them without having to defeat a single mob to get to the computer and erase Mark IV's records from it.

Agent Six, Natural Store NPC
Agent Six has gotten wind of some sort of plot by Nemesis, and wants your help to get photos of the plans. She gives you a little digital spy camera, and tells you that Nemesis dislikes computers, so the records will probably be in a file cabinet somewhere.

The mission is a warehouse map filled with a bunch of Nemesis, no surprise there. You can either fight through them all, clicking on the various file cabinets (there are several) until you find the right one (usually in the room farthest in, of course) . . . or, you can stealth your way through the mission sneaking around just hitting the glowy file cabinets until you get the one with the plans. This mission, like Mark IV's, can be accomplished solely with stealth, and without defeating a single villain - if you want.

Once you get photos of the plans, Agent Six congratulates you for getting the information without disturbing them (so that Nemesis will go ahead with them and can be stopped cold), and you can take pride in knowing that you've thwarted a plot to assassinate Statesman!

Serafina, Magic Store NPC
Serafina is a former Genie, now stripped of much of her powers. Somehow the Circle of Thorns has gotten Serafina's bottle, and she'd like you to get it back for her.

Serafina's mission takes place in an Oranbega underground city/cave map. Mmmmm, Oranbega. Like all the missions, you can simply fight your way through if you wish. This mission can also -mostly- be accomplished by stealth. Depending on the mob spawns, there may be a couple of narrow spots where you simply can't sneak past the mobs (unless you're fully invisible) and you have to fight your way past those. Most of the mission can be snuck through with stealth however, if that is your desire. You're looking for glowy treasure chests - there will be a couple of decoys along with the one with Serafina's bottle.

Holsten Armitage, Science Store NPC
Holsten Armitage is from the future - 20 years in the future, where the Rikti have destroyed mankind. Or, he's crazy. Nutters. A loon. Dropped his beaker. At any rate, he tells you about a plot to kidnap and kill some politician (A Senator? I've spaced on the details of the name) . . . by the Rikti. He tells you it's happening right now, that they have him in the sewers, and to go and rescue him.

Holsten Armitage's mission is a typical "rescue the hostage" mission in the sewers. There are lots of Rikti in there, of a few different types. On a solo run of the mission, there were Infantry, Gunners, Guardians, Rikti Monkeys, and a Communications Officer. If you fight through the mission, try to make a point of taking out the Guardians first, else they'll toss those blasted force fields on the other Rikti. If you'd prefer to try to sneak your way through the mission with stealth, you can avoid most of them, but will have to fight at least the Communications Officer and the other Rikti very near the hostage at the end room.

Ghost Falcon, Epic Level All Origin Store NPC
Ghost Falcon's mission is a portal mission to a Paragon City that was overrun by the Rikti. The zone resembles Crey's Folly -- lots of industrial structures, pipes, and walkways -- and is crawling with Rikti. Not the massed packs of NPCs you see in the hazard zones, but a smoother distribution that means that you won't be able to sneak up and drop an AoE attack to waste a dozen targets at once. All the Rikti in the zone are level 40 (at least when this mission is taken at level 40 - they likely scale to the character's level).

This mission is another Stealth-solvable task. In that world, the Rikti succeeded with their invasion, and are now preparing to invade our world. Your objective is to go in and dismantle a field stabilizer device; with this destroyed, they won't be able to direct or open their portals. The field stabilizer looks like a computer console from the 'high-tech lab' indoor mission object set, and will be outside on the ground near one of the industrial buildings; if you can sneak past the Rikti, you can destroy the device without having to engage any of them.

ZealotOnAStick
07-23-2004, 11:58 PM
Part 5: Enhancement Drop Info



Drop Levels
<ul type="square"> Generics that drop from level 1 to 19 mobs will be Villain Level, VL-1, or VL-2.
Generics that drop from level 20 to 29 mobs will be Villain Level, VL+1, or VL-1.
Generics that drop from level 30 to 40 mobs will be Villain Level, VL+1, or VL+2.
Dual Origins that drop from level 15 to 29 mobs will be Villain Level, VL-1, or VL-2.
Dual Origins that drop from level 30 to 40 mobs will be Villain Level, VL+1, or VL-1.
Single Origins will always be Villain Level, VL-1 or VL-2.
Task Force rewards, Trial rewards, and Archvillain Drops may not fit these critera.
[/list]
Known Drops by Villain Group
<ul type="square"> Training (Generic) Enhancements drop exclusively in levels 1 to 14.

Level 15 to 19 Clockwork have a very rare chance of dropping a Gadget (Tech/Natural).
Level 15 to 19 Vahzilok have a very rare chance of dropping a Genetic Alteration (Mutant/Science).
Level 15 to 19 Tsoo have a very rare chance of dropping a Focusing Device (Mutant/Magic).
All other Level 15 to 19 villains have a very rare chance of dropping any Dual Origin Enhancement

Level 20 to 24 Banished Pantheon occasionally drop a Relic (Magic/Natural).
Level 20 to 24 Freakshow occasionally drop a Gadget (Natural/Tech).
Level 20 to 24 Sky Raiders occasionally drop an Invention (Tech/Science).
Level 20 to 24 Tsoo occasionally drop a Focus (Mutant/Magic).
All other Level 20 to 24 occasionally drop any Dual Origin Enhancement.

Level 25 to 29 5th Column occasionally drop a Focus (Mutant/Magic) and a very rare chance of dropping any Single Origin Enhancement.
Level 25 to 29 Devouring occasionally drop a Genetic Alteration (Science/Mutant) and a very rare chance of dropping any Single Origin Enhancement.
All other Level 25 to 29 are the same as 20 to 24, except for a very rare chance of dropping any Single Origin Enhancement.

Level 30 to 34 Freakshow occasionally drop a Gadget (Tech/Natural) or a Cybernetic (Tech).
Level 30 to 40 5th Column occasionally drop a Genetic Alteration (Science/Mutant) or a Secondary Mutation (Mutant).
Level 30 to 40 Circle of Thorns occasionally drop a Relic (Natural/Magic) or a Dimensional Entity (Magic).
Level 30 to 40 Crey occasionally drop an Invention (Tech/Science) or a Technique (Natural).
Level 30 to 40 Devouring Earth occasionally drop a Focus (Mutant/Magic) or an Experiment (Science).
Level 30 to 40 Nemesis occasionally drop a Gadget (Tech/Natural) or a Cybernetic (Tech).
[/list]
Precise drop rates haven't been listed by the devs, but during beta, numbers listed on unformatted patch notes with the above information would seem to indicate that "very rare" is about 1 in 200 chance, "occasionally" ranges from about 1 in 40 chance to 1 in 5 chance, depending on level.

ZealotOnAStick
07-23-2004, 11:58 PM
Part 6: Appendices &amp; Credits


Appendix 1: Revision History
1.0 - First posting

1.1 - Added initial changes for Through the Looking Glass Update, including Ghost Falcon &amp; changes to Serafina. Additional information added on FF and Brickstown contact enhancement stock. Added section on Stacking. Revised selling section. Added information on combining different overlap DOs. Added link to CoH Map Patch site. Revised bulleted sections to hopefully render better in Mozilla-based browsers. Added appendices.

1.2 - Updates for change of image hosting, added information on Ghost Falcon mission, revised section on Penny Preston. Revised section on selling enhancements. Listed both names for recharge reduction/attack speed enhancements in Power 10 section.



Appendix 2: Notes

* Brickstown and Founder's Falls contacts offer DO enhancements (at levels that everyone is pretty much using all SOs) of the two overlap types that correspond with their specialty origin. They all seem to offer the same 6 enhancement types - Accuracy, Damage, Range, Endurance Reduction, Reload Reduction, and Damage Resistance (the old beta "Power 5" plus Damage Resistance).

Known contacts and their DO enhancement types:
<ul type="square"> Jenny Firkins, FF - Sci/Mut and Tech/Sci
Phillipa Meraux, FF - Tech/Nat and Nat/Magic
Neal Kendrick, Brickstown - Tech/Nat and Tech/Sci
[/list]

I need the help of other players - next time you hit a higher level (30+) contact, check their store, and see if they sell DO or SO enhancements. If so, if you can take a few moments to note what specific enhancement types they sell, what origin(s), and the contact name and zone, and either respond to this thread or PM me, I'd be most appreciative. With your help the guide can be more accurate and helpful (credit will be given where due, of course).



Appendix 3: Credits and Thanks
Specific thanks to: Katspaws, Weap0nX, incandenza, Massive_Jotun, Mr_IronSamKidd, srmalloy, Stopman01, Meiyen,

Thanks to Curveball for his monumental guide to /bind, which inspired this guide.

Thanks to seretogis and no frills coh (http://coh.meridime.com/) for hosting of the images of store locations.

Thanks to Sica Caeca for the original Paragon City Illustrated Shopping Guide for his efforts and screenshots.

Thanks to all the various folks during beta and release who compiled and posted the information used in crafting this guide.



Appendix 4: Reuse and Redistribution
If you find this guide to be of a lot of use and want to reprint it, turn it into a pdf file, a web page, include it in your web site, or whatever, feel free - so long as you credit me for the work put into this guide (Electric Tears, of Synergy on the Freedom Server), and post a link to the forum thread that this guide's original form is in. I'd prefer to be asked if it's ok to use this information elsewhere as a courtesy (and so I can see where it's getting around to), but it's not a requirement. Like I could stop you anyway. ;)

ExBenRa
07-24-2004, 01:35 AM
Awesome work as usual! The only enhancement-related info I can think of that's not there (unless I missed it) is stuff about what Hamidon drops. I've caught bits and pieces, but a full list (or at least what people have gotten so far) would be cool. Again, great work.

ZealotOnAStick
07-24-2004, 01:36 AM
[ QUOTE ]
Awesome work as usual! The only enhancement-related info I can think of that's not there (unless I missed it) is stuff about what Hamidon drops. I've caught bits and pieces, but a full list (or at least what people have gotten so far) would be cool. Again, great work.

[/ QUOTE ]

Wanna go kill it a few times and collect that information for me? ;)

I don't have the specifics on the Hydra Trial enhancements either.

Ex_Libris
07-26-2004, 08:47 PM
Love this guide

Happy_KillMore
07-27-2004, 11:11 AM
This is an excellent guide. I've got to comment though that a couple of weeks ago, I saw behavior that doesn't fit in with this guide, and I thought I'd share it.

I was playing an Emp Defender and had just reached lvl 13. I had Heal Other with 3 TO Heal enhancements in it. At the time, I had two 12++ and one 15. In my inventory was a lvl 16 Heal, and I bought a lvl 15 from a store. I tried the Heal Other and saw how much it did (I want to say something like 60.67, but I don't remember the value now for sure). Then I combined one of the 12++ into the 15, dropped the 16 into that now-open slot, then failed to combine the new 15 with the other 12++. Basically, I went from 14, 14, 15 to 16, 15, 16. When I tried the Heal Other again, the amount of healing I did was actually 0.3 points less! (I do recall that number clearly!) Following the formulas/values you've posted here, I went from having a 26.57% bonus to a 28.21% bonus, but the amount of healing dropped.

This behavior didn't make sense to me before I read your guide, and it doesn't make sense to me now. Does this make sense to anyone out there? I don't play the numbers game in CoH, but I was just puzzled by this behavior.

BeKay
07-27-2004, 11:17 AM
[ QUOTE ]
Most characters in this level range will find Steel Canyon to be the most convenient for shopping.


[/ QUOTE ]
Just a heads up.
For ppl wanting to sell training enhancement, I often find the Freedom Corp npc in Skyway to be the fastest to get to.
She's in the park next to the station along with a trainer and Synapse!

SirTwist
07-27-2004, 12:31 PM
There is also another weird behavior is when you make level and when you actually make security level: When you make a level, your base healing point will go up, so your enh bonus will apply accordingly but to your last level. For example, when you made level 16, your level 15 healing enh will not decrease in level, it will count as you are still level 15, even level. After you go for trainer, the actual security level goes up, the level 15 healing enh will count as a -1 enh, so your total healing point will drop compare to when you just leveled up.

Another anomaly is when you died and have been revived, your enhancement will not work for about 1~2 minutes.

ZealotOnAStick
07-27-2004, 02:37 PM
[ QUOTE ]
[ QUOTE ]
Most characters in this level range will find Steel Canyon to be the most convenient for shopping.


[/ QUOTE ]
Just a heads up.
For ppl wanting to sell training enhancement, I often find the Freedom Corp npc in Skyway to be the fastest to get to.
She's in the park next to the station along with a trainer and Synapse!

[/ QUOTE ]

She'll pay less than the actual Freedom Corps stores, though. Not a LOT less, but less still (unless this has again recently changed).

[ QUOTE ]
Another anomaly is when you died and have been revived, your enhancement will not work for about 1~2 minutes.


[/ QUOTE ]

This is a BUG that sometimes occurs when characters are defeated. Zoning or relogging will usually fix this.

BeKay
07-27-2004, 05:12 PM
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
Most characters in this level range will find Steel Canyon to be the most convenient for shopping.


[/ QUOTE ]
Just a heads up.
For ppl wanting to sell training enhancement, I often find the Freedom Corp npc in Skyway to be the fastest to get to.
She's in the park next to the station along with a trainer and Synapse!

[/ QUOTE ]
She'll pay less than the actual Freedom Corps stores, though. Not a LOT less, but less still (unless this has again recently changed).


[/ QUOTE ]
I have just checked.
Training: Range Increase (14)
@ Superpowered Fieldtrainer, Galaxy: 448
@ Freedom Corp shop, Steel Canyon: 560
@ Freedom Corp npc, Skyway: 560

Training: Damage (12)
@ Superpowered Fieldtrainer, Galaxy: 480
@ Freedom Corp shop, Steel Canyon: 600
@ Freedom Corp npc, Skyway: 600

Even a 1% increase would have changed the result, so I guess it's safe to say they pay the same. ;)

wattson
07-27-2004, 05:22 PM
OK I have some confusion and maybe someone has the key since it doesnt seem apparent to me. although i can figure out the transition name from training to DO in most cases. damange range endurance recycle there are some like the defense and hold ones that i have bought thinking they are the ones and oops no doesnt work. this is me being tech and buying at the science tech store. Is there a key somewhere that says this training defense buff is called X in the duals and this in the singles?

BeKay
07-27-2004, 05:35 PM
My best advice would be to check the info, if in doubt.

Plus, the backgroundcolor of the enh can also tell you the type (although I still get that method wrong from time to time as some of them are close)

ZealotOnAStick
07-29-2004, 12:28 PM
Thanks BeKay. One more inconsistency . . . I guess she counts as a full Freedom Corps store, rather than the GC/AP field trainers.

Zathrus
08-04-2004, 07:17 AM
A note on combining (which I've never seen anywhere else, and discovered by accident) -- you can not only combine slotted enhancements with unslotted ones (the 10 you have at the bottom), but you can combine slotted enhancements with other slotted enhancements (in the same power).

This can help greatly when going from one level of enhancements to another (15-&gt;20) or from one group of enhancements to another (DO-&gt;SO). For instance, at L17 when you can buy your L20 enhancements, instead of replacing all the old L15-ish enhancements (since you cannot combine them with the L20s yet), combine enhancements to free up a slot for the L20, and wind up with an improved enhancement in the non-replaced slot. Ditto for training-&gt;DO-&gt;SO (particularly the latter, which is hideously expensive).

Concrete (if stupid) example:
You have Brawl 6 slotted, all L20 DO damage enhancements. You've just reached L22 and want to start replacing the DOs with SOs. You can afford only 2 SO damages though. Enter the enhancement screen, click on Brawl to get the combine screen. Click on one DO that is slotted already, and then another DO that is also slotted. They'll combine and you'll have an empty slot. Repeat that again and you'll have two empty slots, 2 L20+ DO enhancements, and 2 L20 enhancements. You can now slot your SOs without overwriting the DOs.

Tommara
08-04-2004, 12:27 PM
Excellent guide as usual, Zealot!

Ex_Libris
08-05-2004, 12:06 PM
Aye!

Agree to a great post. Is it possible to get this sticky since it will help alot of new players?.

Niding

Cynsation
08-11-2004, 06:28 AM
[ QUOTE ]
Drop Levels
<ul type="square"> Generics that drop from level 1 to 19 mobs will be Villain Level, VL-1, or VL-2.
Generics that drop from level 20 to 29 mobs will be Villain Level, VL+1, or VL-1.
Generics that drop from level 30 to 40 mobs will be Villain Level, VL+1, or VL+2.
Dual Origins that drop from level 15 to 29 mobs will be Villain Level, VL-1, or VL-2.
Dual Origins that drop from level 30 to 40 mobs will be Villain Level, VL+1, or VL-1.
Single Origins will always be Villain Level, VL-1 or VL-2.
Task Force rewards, Trial rewards, and Archvillain Drops may not fit these critera.
[/list]

[/ QUOTE ]

Most Useful post i've read. Thank you for your work.

Question, what does the VL-1 and VL-2 signify? How does that translate into level and type of villian, such as a level 30 boss, or a level 31 minion, etc.?

DrSkull
08-15-2004, 02:49 PM
Ignore this

Quarthinos
08-15-2004, 04:41 PM
VL=Villian Level.

Ex_Libris
08-15-2004, 04:57 PM
Damn fine guide. Thanks!

Cinder_Sam
08-20-2004, 07:51 AM
great post! thanks for helping out this n00b

Fermi 3

Scrapulous
08-20-2004, 08:34 AM
Great guide.

Something that might be helpful would be to list the various cost factors for each enhancement type. For example, damage and accuracy enhancements cost more than hold duration or endurance drain enhancements. The factors should be available by going to a store that sells SOs of all enhancements, getting costs for each of them (of the same level), then dividing by the level.

This could help to determine which enhancements to junk when you're out killing and don't want to go back to sell.

ZealotOnAStick
08-23-2004, 05:37 PM
Gah. Sounds like a boatload of additional work, Scrapulous. I'll consider it, but no promises.

kasumii
08-23-2004, 06:49 PM
Someone already did the research. I found it in a post somewhere on the forums a while ago and copied it to my notes:

Relative enhancement values

Cost/level
Accuracy,102.4
Damage,100
Healing,100
Endurance Reduction,93
Recharge Reduction,93
Cone Range Increase,88.27
Range Increase,80
Recovery Increase,80
Taunt,76
Slow,73
Disorient Duration,73
Accuracy Debuff,73
Defefense Debuff,73
Immobilzation Duration,73
Defense Buff,70
Hold Duration,66
Resist Damage,66
Run Speed,66
Sleep Duration,66
Flight Speed,63
Activation Acceleration,60
Confusion Duration,56
To-Hit Buff,50
Fear Duration,46
Jumping,40
Intangibility,35
Knockback,33
Endurance Drain,23

--
-billy-

Ex_Libris
08-26-2004, 09:12 AM
[ QUOTE ]
For non-Power 10 DO enhancements, you have to wait to purchase level 25 versions (usable at level 22, 10 levels later than the Power 10). Non-Power 10 SO enhancements are available in either level 30 or 35 versions, requiring you to wait until level 27, 30, or 32 to be able to buy and use them (depending on your Origin, and whether or not you have helpful higher level friends).

[/ QUOTE ]

Thanks for the great guide! After being an altaholic for the last couple of months, I've finally managed to get one of my characters on the verge of 22nd-level. So a couple of questions spring to mind:

Question 1: where does a character going to find these non-P10 DO Enhancements? We're talking about a minimum of 22nd level, so am I right in assuming they're in the origin shops in Talos and Independence Port?

Question 2: Supposedly a 22nd-level character can also buy SO's at that level (for like 30k a pop). How does he get those?

Zathrus
08-26-2004, 11:47 AM
[ QUOTE ]
Question 1: where does a character going to find these non-P10 DO Enhancements? We're talking about a minimum of 22nd level, so am I right in assuming they're in the origin shops in Talos and Independence Port?

[/ QUOTE ]

Correct.

[ QUOTE ]
Question 2: Supposedly a 22nd-level character can also buy SO's at that level (for like 30k a pop). How does he get those?

[/ QUOTE ]

At the same stores mentioned in Question 1.

Ex_Libris
08-26-2004, 12:18 PM
Thanks much!

JollyRoger
09-07-2004, 04:34 PM
So, how exactly are you supposed to learn about the NPC stores in Founders' Falls and Brickstown? Jolly-Roger is currently SL 32, and I don't recall any of his contacts saying, "Hey! Go find Agent Six in Founders' Falls. She has enhancements you can use!" And when I talked to her, she mentioned Omega Watch. I've no idea who/what that is, either. I definitely feel like I'm missing a link here... :confused:

Is this a case of players accidentally finding the NPC stores, and getting word out? Or is there an existing in-game mechanic, that gets your character introduced (and helps them find) these individuals?

Zimzap
09-07-2004, 06:19 PM
So you need to be 27 OR 32 to get the mission from the high level stores?

JollyRoger
09-07-2004, 06:38 PM
I've no idea what level is required for Agent Six. She's in the middle of the Gaspee, in Founders' Falls. And that place is still deadly for me. You have to perform a stealth insertion to get to her, I swear... :p

But yes, I got her mission at SL 32. That's all I can say.

ZealotOnAStick
09-07-2004, 06:51 PM
[ QUOTE ]
So you need to be 27 OR 32 to get the mission from the high level stores?

[/ QUOTE ]

You need to be level 30 to get the mission for all the FF/Brickstown Contact-stores, and level 40 to get Ghost Falcon's mission.

This results in people being able to use enhancements sold by those stores before they can get the mission (Can use L30 SOs at 27).

Hopefully, changes to enhancements sold by contacts in Issue 2 will make this a non-issue.

Verrix
09-11-2004, 05:44 PM
Any truth to the assertion in the Prima guide that there is actually a cap to enhancements? For example, according to the guide, the first SO would boost damage 33%, the second 3% and so on to a cap of 40%

BTW - Excellent guide. Thanks for putting this together.

Tealeaf
09-12-2004, 04:31 PM
What sort of changes are they planning to make to enhancements with issue 2?

I admit it. I don't play on Test very often.

JohnnyRocket
09-13-2004, 05:20 AM
[ QUOTE ]
Someone already did the research. I found it in a post somewhere on the forums a while ago and copied it to my notes:

Relative enhancement values

Cost/level
Accuracy,102.4
Damage,100
Healing,100
Endurance Reduction,93
Recharge Reduction,93
Cone Range Increase,88.27
Range Increase,80
Recovery Increase,80
Taunt,76
Slow,73
Disorient Duration,73
Accuracy Debuff,73
Defefense Debuff,73
Immobilzation Duration,73
Defense Buff,70
Hold Duration,66
Resist Damage,66
Run Speed,66
Sleep Duration,66
Flight Speed,63
Activation Acceleration,60
Confusion Duration,56
To-Hit Buff,50
Fear Duration,46
Jumping,40
Intangibility,35
Knockback,33
Endurance Drain,23

--
-billy-

[/ QUOTE ]

These are base prices for training enhancements. Anyone know if research has been done on base prices for DOs and SOs?

Electralux
09-24-2004, 03:48 PM
I'm wondering about enh max's as well. Is there a point when having multiple SO's (say 4 damage) will no longer give a noticable bonus or is there no limit to the percent bonus you can add via enh?

AnotherDeadHero
09-29-2004, 06:27 AM
A list of the Names of the DO's and SO's and what their function is. (http://coh.warcry.com/index.php/content/compendium/view.php?view=enhancements)

Big fan of this post, I direct people here all the time. Just wanted to include that link that shows what the higher enhancements are named.

Shyni
09-29-2004, 11:34 AM
Heres a nice in-game map I use that will help you find those stores. Best thing about the map is it dosent overwrite any files and is packed as an .exe or .rar file and comes with a uninstaller :) enjoy!

http://www.ddz.net/files/pafiledb.php?action=file&amp;id=102

I just copy/pasted the link. I take no credit for this map, just sharing.

Peace...

rabelais
10-02-2004, 12:20 AM
Hiya.

I LOVE that you can by SO's in IP and TI, (in issue 2) but I can't help but notice that you can't buy certain SO's (notably lvl30 NP10's incl end rec). Do the stores in bricks and FF carry these?

If we are still restricted from buying the nonpower 10 enhancements until we get the SO contact mission, then basically do we still have to beg for higher lvl players to shop for us?

Seems like putting NP10 SO shops in areas that are deep purple to the lvl 27-29 types who wish to buy them is a better solution. Some risk, but reward without harassment.

Alternatively lowering the mission to lvl 27 would also work.

Why would the devs "fix" the enhancement begging problem, and then do it incompletely? They are obviously smart enough to know the critical level points. What am I missing? :confused:



Rabe

MegaCorp
10-05-2004, 10:49 PM
I found that if you get your relationship with an Independence Port contact high enough you are offered such things as Level 30 Endurance Recovery SOs ... which before the patch you could only acquire after reaching level 30 yourself and doing a mission for a specific origin contact. One problem though is that the IP contacts also seem to deal in specific origins, so once a particular contact starts selling you stuff it may or may not be useful to you.

Screwloose
10-05-2004, 10:59 PM
Each of your 5 contacts deals with a different origin type.

If you read the info for each contact you should be able to narrow down which one is going to sell you SO's of your origin and work on getting that Contact to max friendliness.

Note that this availability of nonPower10 Enh from contacts is still being fine tuned on the Testing Server, so it may not be completely bug free on the Live servers and will be undergoing further tweaks.

regards, Screwloose.
"I am not young enough to know everything."

ZealotOnAStick
10-06-2004, 03:44 PM
Contact sales of non-Power 10 DOs and SOs is still being worked on. Until it's finalized and correct, I'm not going to even consider how to revise the guide to reflect this. I am working on the Training Room with each patch there to provide feedback on that to help ensure that things happen right.

Ami_Chan
10-25-2004, 12:25 PM
I too Am curious on whether or not and if so how ther enhancement cap works. Is there a point where you can't get more use our of another slot of X on a power.

For instance if I have five slots on Sniper blast, 3 dam 1 acc and a activation Accel, all SO's, and I put a 6th slot on, and put another damage in it, will it still boost it or have a reach a cap, and should put another acc in it?

Does anyone know or is there a guide regarding this?

Speed Cap on swift, may be a better example, when is it useless to keep putting speed in swift? or Defense buffs on hover or stealth. Does anyone know?

DrakePandor
10-27-2004, 09:47 AM
I remember one of the devs saying not to long ago (I believe it was statesman, going to look for the actual quote) that enhancements alone will not allow you to hit the cap, but with other powers contributing, leaderships, auras, buffs, etc. then they can be reached. So it's usually pretty safe to just use enhancements as you want..

Midnight_Rider
11-23-2004, 11:03 PM
I know this is an old thread but when I lvl'd the other night and needed a Endurance Recharge Enhancement SO Level 30 I purchased from my contact inside the hospital in IP. Most contacts are selling enhancements now and are origin specific. This one is a Mutant contact and has ALL SO enhancements at lvl 25 &amp; 30 I believe. 30 for sure. :D

ZealotOnAStick
12-07-2004, 10:52 PM
I know. A revision of this guide to reflect the changes of the Power 10, and either inclusion of contact enhancement sales, or a seperate guide for those, are in the works. I'm just very, very busy so when they'll be completed and posted is unknown.

CircusPsychotica
02-14-2005, 09:59 PM
Hi. I just spent time reading this first post of this guide ... and don't understand a damn thing.

[ QUOTE ]
Endurance Reduction Enhancements and Recharge Reduction enhancements reduce the cost of time of a power, rather than adding to its effects. On these type of enhancements, the bonus amount is added to 1 and then the endurance cost or recharge time of a power is divided by that number. The formula for that is: base / (1 + bonus) = new value. As an example, a power that takes 20 endurance to use and recharges in 20 seconds, if enhanced with 2 SO endurance reduction enhancements and 2 SO reload reduction enhancements (both even with your level) would work like this: 20 / 1.66 = 12.05. So, the power would then cost 12 endurance, and reload in 12 seconds. Interrupt Time Reduction enhancements -may- work the same way, I haven't seen a definite dev statement one way or the other.

[/ QUOTE ]

How do you even get these numbers??

20 endurance to use and recharges in 20 seconds use
2 SO endurance reduction enhancements which are 33.30% each
2 SO reload reduction enhancements which are 33.30% each
(both even with your level) which gives a 1.00 each

would work like this: 20 / 1.66 (where does this number come from???) = 12.05.

I don't understand! I would like to know since I play with my husband and I am a tanker.

[ QUOTE ]
The formula for determining exactly how much boost an enhancement at a specific level is as follows:

+3 = *1.15
+2 = *1.10
+1 = *1.05
0 = *1.00
-1 = *.90
-2 = *.80
-3 = *.70

So, say you're level 31. You have a level 29 SO, and a level 34 SO. The level 29 SO gives you a 26.6% boost, and the level 34 gives you a 38.3% boost. This works the same, whether that 34 is a plain 34, or a 32++.

[/ QUOTE ]

And this? Can anyone please explain in simple terms?

I'm begging here because I can't understand all this short lingo stuff and haven't found a thread that simply explains it.

Screwloose
02-14-2005, 10:14 PM
[ QUOTE ]
Hi. I just spent time reading this first post of this guide ... and don't understand a damn thing.

[/ QUOTE ]

NP it isn't all obvious.

[ QUOTE ]
How do you even get these numbers??

[/ QUOTE ]

Well some of them were made up for the example, but some have been dropped in posts by dev's about how the system works. Most of those Dev posts are now deleted in forum clean ups so we only have commentaries that mention them.

[ QUOTE ]
20 endurance to use and recharges in 20 seconds use
2 SO endurance reduction enhancements which are 33.30% each
2 SO reload reduction enhancements which are 33.30% each
(both even with your level) which gives a 1.00 each

would work like this: 20 / 1.66 (where does this number come from???) = 12.05.

[/ QUOTE ]

The formula for an Enh that reduces something is
Modified value = Base value / (1+total Enh vlaue).

Enh value for most SO's is .33. For 2 SO's that would be .66.

So for a power with some base value of 20, say End cost, 2 SO End reducers would give a modified value of 20 / (1+ .66) = 12.05 approximately.

[ QUOTE ]
[ QUOTE ]
The formula for determining exactly how much boost an enhancement at a specific level is as follows:

+3 = *1.15
+2 = *1.10
+1 = *1.05
0 = *1.00
-1 = *.90
-2 = *.80
-3 = *.70

So, say you're level 31. You have a level 29 SO, and a level 34 SO. The level 29 SO gives you a 26.6% boost, and the level 34 gives you a 38.3% boost. This works the same, whether that 34 is a plain 34, or a 32++.

[/ QUOTE ]

And this? Can anyone please explain in simple terms?

I'm begging here because I can't understand all this short lingo stuff and haven't found a thread that simply explains it.

[/ QUOTE ]

Enh that are higher level that your level give a greater bonus. If you are level 25 and you have a 25++ or 27 Enh, that is 2 levels higher than yours, then the bonus that Enh gives is 10% bigger, ie multiplied by 1.1.

Similarly Enh which are lower level than you give a lesser bonus. If you are level 26 then your level 25 Enh only give you 90% of their usual bonus.

So an SO that normally gives 20% bonus, say a Def bonus SO, would give you 22% if it was two levels higher than your character and 18% if it was one level lower than your character.

Hope that helps.

regards, Screwloose.
"I am not young enough to know everything."

CircusPsychotica
02-14-2005, 10:46 PM
Hrm, I think I do. I'll be printing this puppy out tomorrow. Thanks for taking the time to explain.

MonteCards
02-16-2005, 01:00 AM
After much nashing of teeth, I realised that no one who has any of their broadcast channels on would be able to tell me how to obtain what I refer to as Odd enhancements. If you go to any of the stores in Steel Canyon or Skyway, you will discover that they only sell DOs for certain types of enhancements, egsample you can buy a level 15 damage DO but not a level 15 cone range enhancement. Likewise at level 25 with SOs. I dont remeber which one it was, but I desperately needed one of these and recieved no help what so ever. Well here it is, all you ever wanted to know about the DO/SO situation.

What I refer to as Normal Enhancements, ones you can buy in optimal form in the normal shops are
Accuracy
Damage
Defense Buff
Reduce Endurance Cost
Heal
Hold
Range
Recharge (Attack rate)
Damage Resistance
Stun (Disorient duration)

The rest are what I call Odd enhancments, the ones you can not buy in shops at their optimal for per level. You can purchase all enhancements from contacts indescriminantly. Contacts are recieved acording to level, I have distributed them into tiers and list what the sell

Level 15-19 Tier 3 Sell level 15 and 20 DOs
Level 20-24 Tier 4 Sell level 20 and 25 DOs and level 25 SOs
Level 25-29 Tier 5 Sell level 25 and 30 DOs and level 30 SOs

With this list and some contact developement, you should have no trouble obtaining the DOs or SOs you need. Each Contact muct be developed to the 2nd line in the meater to sell all of the enhancements they offer. At any time you can go to your last contact and they will forward you to your current level contact through other contacts. This is true even if you are level 49 and havent done 1 single mission.

Good Luck and I hope this helps.

Rabasha
04-28-2005, 09:12 AM
[ QUOTE ]
You can purchase all enhancements from contacts indescriminantly.

[/ QUOTE ]

I don't mean to nit pick here,... but I've gotten all of my contacts to their highest trust with me... I can get all 5 types of enhancers of my level tier. The problem is, I cannot get them all from one contact or even from the 5 SO contacts... in fact, all 5 of my SO contacts only sell A) of their own type and B) regarding SOs and DOs below store purchase level, only the ENHs of the non-power 10s. So, in reality, I have to goto the stores to get, say, a damage SO or ACC SO.

Teeth
05-01-2005, 07:51 AM
I've been searching for the locations of Icon stores for twenty minutes. You got my hopes up.

Um... could you include a chapter on Icon?

ZinePlex
07-07-2005, 04:59 PM
As an addendum to the epic stores, you should add General Hammond in Firebase Zulu. You can do one mission for him and he sells all SO origins 40+. I like going there since there are fewer pedestrians to push me around while upgrading.

CannibalCat
08-11-2005, 11:11 AM
Thanks Zealot!
This is EVERYTHING I wanted to know!
You're awesome! :D

Watergate
09-14-2005, 02:20 PM
Why do they make this game so confusioning D&amp;D is similar than this game system and D&amp;D is complicated to most people. Makes me wonder why people even bother trying to figure this stuff out cause you after you start doing all this math you got take into account CAPS the developers will restrict you anyways. Seems really dumb to even have the ++ system impliemented into the game first place if its only a tenth a percentage. Third why don't doesn't the game simply just tell you ingame assume you level 15, you highlight power X says (15-20) base damage. You find an ENCHANCEMENT (10) it gives 10% higher damage ENCH(11) gives 11% then when developers say they want to rebalance the game limit damage to 10% you highlight 11% says capped at 10% only 10% will affect I don't get why you need to take this game to one hundredth power X lvl X base. Then you have cap limiting you so you can't really do it and then when you go to RESISTANCE or HOLD or SOMETHING else the ENHANCEMENT is totally different yet still says 11 even in reality it is something waky like 5.01% so long as your a blaster and if your a controller its 6.01% and if your capped its 6.01% but capped at 4.98% unless your attacking a bigger mob what the hell!!!!!

This is game is wacked... I played Lineage II, Guild Wars, Dark Age of Camelot which have complicated systems too but not so it makes no sense. You have no idea after one release to the next can you out right tell me what is the cap on a controller with power X damage with 6 slots power and two I have are ++ and three are over my level by 2 and 1 under would be without calculation nightmare.
Dark Age of Camelot has 3 REALMS and over 6 RACES and under that over 6 SUBJOBS to balance powers and overly complex system of manufacturing goods but at least it makes sense I know my sword says I need to be level 5 (15-20) and I am going to hit between 15-20 and if I enchant it I can get 10% bonus +5 and it all clearly says it on the weapon so I know 10% of time I slash something I am going to get +5 on someone. They have the same COLOR CON system but if you hit someone higher then you its just a simple % difference in your overall ability to hit.
and they get a simple %+ to their damage for ever level above yours. And when they have CAPS they reduce the ITEMs or POWERs so you can't possibly do it in the first place so I CAN'T do it!!!

Now all their stuff is pretty complicated too with each race having different hit points and items and powers grow with each level but hell it's better then calculating this system of nonsense every time I want to put something into my low level character and find out it's worthless because of my other power.

Please someone has to precalculate all caps and enchments it seems nuts maybe X*3*4 except blaster get 3x2* power -3 cap as long as not over 600% works for you guys but I think the whole system seem overdone when in end its based what slots you put where seems crazy.

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So to be serious now, can someone post a simplest example say a ENH using only my level and tell me CAP Restriction on it's POWERs and DEFENSEs % and SLOW/HOLD all based on ENH assuming 6 slots are all try to be used. Or is this simple question simply impossible cause of all the powers need to be listed extra? Do all def powers start out the a certain percentage?
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Stopman
09-20-2005, 12:18 PM
Well, I went thru the stores again since Update 5 (though I still have yet to find the sell-back only stores in the Shadow Shard...) and this is the best sell-back strategy to get the most influence per sale:

Training
Sell back to Freedom Corps stores or NPCs in Talos Island, Independence Port, Skyway City and Steel Canyon. Atlas Park and Galaxy City Freedom Corps Basic Trainers will gouge you a little. You can also sell back Training Enhancements to the Croatoa Store NPCs for the best price as well!

DOs
Sell back only to the same origin stores or NPCs in Talos Island, Independence Port, Skyway City, Steel Canyon, Founder's Falls and Brickstown.

SOs
Sell back only to the same origin stores or NPCs in Talos Island, Independence Port, Skyway City, Steel Canyon, Founder's Falls and Brickstown.

I thought that the sell-back prices from Ghost Falcon (Peregrine Island)/General Hammond (Firebase Zulu)/Col. Barry Woodhouse (Rikti Crash Site)/Other Shadow Shard NPCs was the worst (about 33%-38% of retail across the board), but the Croatoa Store NPCs sell-back their same-origin enhancements at 17% and non-origin enhancements at 8.5% of the retail price! Yikes!

Bobaloo
04-14-2006, 03:38 PM
Is this still current? I'm mostly interested in the which mobs drop which SOs.

TIA, Bobaloo

Matt_Helm
01-20-2007, 08:36 AM
Any chance someone could update the drop list. It's like 3 years old now. It is also missing all the villian.

AddamsFamily
01-20-2007, 12:17 PM
FYI There is a store in Faultline that you can unlock with the right mission that sells a limited assortment of SO enhancements. Complete the Penelope Yin (I believe this is the right contact) story arch and you can go into Mr. Yin's store. These are lower level than other SO enhancements (20ish) and what you can buy depends on your origin.

Pep_Cat
01-20-2007, 12:48 PM
It's Penelope's final mission, which will net you the Rescuer badge. The SOs in the store are 13, 17, and 21, which means you could buy them for a level 10 alt or friend. :)

However, the types of SOs are limited to only one type per origin:

Mutant/Natural - damage
Tech - Endurance Reducer
Magic - Accuracy
Science - Recharge

SkyRocker
01-22-2007, 07:21 AM
IS there a listing somewhere of what the different Origin Enh's translate to? For example a damage enhancement could be Lei Too's bracelet or Benedict's force crusher, or Numb-Nuts Follicle depending on the origin. It would be nice to have a chart translating which is which so if I'm on my Natural Peacebringer I don't have to spend 10 minutes trying to find what a Natural To-Hit ench is called...

Thanks!

=================== edited ============

Never mind, found one:

http://coh.warcry.com/index.php/content/compendium/view.php?view=enhancements

Very nice one too!

Matt_Helm
01-25-2007, 05:58 AM
So, no one knows what drops what on the villian side. Bummer

laurani
02-08-2008, 07:57 AM
Is there an Enhancemant &amp; Store guide somewhere for the Villians??