So I got my first DO's this morning
- Animalor
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So I got my first DO's this morning
I bought 2 damage enhancing and 1 defence enhancing DO for my powers and plopped 1 of each damage in Hack and Slash respectively and the defence in Agile (+def against range).
The problem is that I didn't see any noticable damage increase from the level 15 DO. Does the fact that I'm level 12 have anythin to do with it?
I'm kinda depressed after spenting over 10k influence on those damage DO's and barely seeing any returns whatsoever.
The defence DO however seems to work great in that always on power. I noticed gunners hitting me somewhat less with it.
The problem is that I didn't see any noticable damage increase from the level 15 DO. Does the fact that I'm level 12 have anythin to do with it?
I'm kinda depressed after spenting over 10k influence on those damage DO's and barely seeing any returns whatsoever.
The defence DO however seems to work great in that always on power. I noticed gunners hitting me somewhat less with it.
- Drolgin Steingrinder
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At level 12, a 15 DO in damage should increase the base damage of your power by 13% where a Training:Damage 15 would increase it by 8%. The difference may not really be large enough to notice at your level since (I believe) CoH tends to round down rather than up, so you might actually only get 1 or 2 more points of damage. However, DOs *are* twice as good as Training enhancements and the difference becomes noticable as you gain levels and slot several DOs in a single power.
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- miir
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The other night I replaced 10++ basic damage enhancement with a single 15 DO on 2 of my nukes and noticed a 5-6 point damage increase. Nothing really great...but I suspect when I start combining DOs, I'll see marked improvement.
But then again, I could be wrong.
But then again, I could be wrong.
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- Dregor Thule
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Just remember not to put 3 of the same type of enhancement in a power I believe, because past 3 they don't do anything. the 2nd and 3rd will give you increases, but they each scale down compared to the first put in. Level is also a factor, yea, because you're working with smaller numbers the gains won't be too significant.
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Refer to Drolgin's post here:Dregor Thule wrote:Just remember not to put 3 of the same type of enhancement in a power I believe, because past 3 they don't do anything. the 2nd and 3rd will give you increases, but they each scale down compared to the first put in. Level is also a factor, yea, because you're working with smaller numbers the gains won't be too significant.
http://www.veeshanvault.org/forums/viewtopic.php?t=9510
Only reduction-type enhancements experience diminishing returns, whereas the others scale linearly. So if you put 6 damage enhancements into a single power, each will contribute equally. Put 6 recharge reductions in the same power and every additional one added from the first will contribute less and less.
There's also a link in that post to a pdf that has a good guide to enhancements.
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Post by one of the devs with the lowdown on how enhancements and stacking works.
http://boards.cityofheroes.com/showflat ... Post326697
Note: All enhancements give 8.3%, 16.6% and 33.3% except Resist Damage, Defense, Range and Cone Range Enhancements. Those give 5, 10 and 20%.
http://boards.cityofheroes.com/showflat ... Post326697
Note: All enhancements give 8.3%, 16.6% and 33.3% except Resist Damage, Defense, Range and Cone Range Enhancements. Those give 5, 10 and 20%.
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Can't remember if that thread also says this or not, but be wary about putting to many enhancement slots on powers with only one type of enhancement (like Invuln always on powers). When you get to the point of using SOs there is a cap on the percentage you can increase a power. I'm not sure what it is but the impression I got was anything more than 4 slots in a power like Resist Elements (can only take Resist Damage enhancements) would be a waste.
Of course, if they put in respec'ing you may be able to change this down the road if you find out you've loaded up a power with slots you can't fill with useful stuff.
Of course, if they put in respec'ing you may be able to change this down the road if you find out you've loaded up a power with slots you can't fill with useful stuff.
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- noel
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Not to be mean, but did you actually read the thread?Avatarofmal wrote:Can't remember if that thread also says this or not, but be wary about putting to many enhancement slots on powers with only one type of enhancement (like Invuln always on powers). When you get to the point of using SOs there is a cap on the percentage you can increase a power. I'm not sure what it is but the impression I got was anything more than 4 slots in a power like Resist Elements (can only take Resist Damage enhancements) would be a waste.
Of course, if they put in respec'ing you may be able to change this down the road if you find out you've loaded up a power with slots you can't fill with useful stuff.
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Here's the Dev's post in all it's glory
GibsonSG
NCsoft CoH Associate Producer
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Loc: San Jose, California
Re: 2 of the same enhancement type in 1 skill [Re: Loydah]
Here's how Enhancements currently work:
General for all Enhancements
Enhancements that show Green
Add 1% per each level difference
Example, Level 20 hero with a 20++ enhancement gets 2% added to the enhancement bonus
Enhancements that show White
Operate at a normal bonus
Enhancements that show Yellow
Subtract 1% per each level difference
Example, Level 20 hero with level 19 enhancement gets 1% subtracted from the enhancement bonus
Enhancements that show Red
No bonus whatsoever
Only use is to try and combine with a higher level enhancement
Training Enhancements
Provide a 5% or 8.3% bonus, depending on specific enhancement used
Single Origin Enhancements
Provide a 20% or 33.3% bonus, depending on specific enhancement used
Dual Origin Enhancements
Provide a 10% or 16.7% bonus, depending on specific enhancement used
The specific bonus that is given is listed by Enhancement in the strat guide.
Combining vs. Stacking
Stacking means having 2 identical enhancements in different slots on the same power.
Stacking enhancements will produce better results
As an example of how this works, I will use a power with base damage of 10
Training Enhancement
Adding a same level training damage enhancement, will give damage of 10, 10 + .83 = 10.83 ( Note from Poz: The game rounds down any decimals when showing damage inflicted numbers, but the actual damage caused keeps the decimal damage to count towards total damage inflicted)
Combining another training damage enhancement will give damage of 10, 10 + .93 = 10.93
Socketing a second training damage enhancement will give damage of 11, 10 +.83 + .83 = 11.66
Dual Origin Enhancement
Adding a same level dual origin damage enhancement will give a damage of 11, 10 + 1.167 = 11.167
Combining another dual origin damage enhancement will give damage of 11, 10 + 1.77 = 11.77
Socketing another dual origin damage enhancement will give damage of 13, 10 + 3.34 = 13.34
Single Origin Enhancement
Adding a same level single origin damage enhancement will give a damage of 13, 10 + 3.33 = 13.33
Combining another single origin damage enhancement will give damage of 13, 10 + 3.43 = 13.43
Socketing another single origin damage enhancement will give damage of 16, 10 + 6.66 = 16.66
Most powers have a limit to the bonuses that enhancements can provide, so filling all of your sockets with damage enhancements will not give a bonus higher than the limit for that power.
This information was paraphrased from the strat guide. Believe it or not, this strat guide actually contains useful information.
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Edited by GibsonSG (05/03/04 07:42 PM)
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For more info, check this thread: http://www.veeshanvault.org/forums/viewtopic.php?t=9510
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Umm... yes, but things can always be mis-interpreted. This statement is where I pulled that from and I've seen it in other comments both by players and Devs.
I'm not the least ashamed to admit I'm wrong about something... what did I miss?
I should have stated that most/some powers have that limit, not all.Most powers have a limit to the bonuses that enhancements can provide, so filling all of your sockets with damage enhancements will not give a bonus higher than the limit for that power.
I'm not the least ashamed to admit I'm wrong about something... what did I miss?
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Aranuil got me thinking so I did some searching and found some more info from Geko that contradicts what I said.
Geko made some additional comments on that same thread.
http://boards.cityofheroes.com/showflat ... Post413091
Sorry for the confusion, was just trying to be helpful.
So, it sounds like things like Invuln. Resist powers are safe with 6 SO Resist Damage enhancers. I'm glad to hear that as a friend of mine had already taken the Resist Physical Damage power to 6 slots.The only time you may hit an Enhancement Cap is with Super Speed (top run Speed), Fly (fly Speed) and Super Leap (jump Height).
This is because of server limitations on travel speed. Although this is not ideal, we are looking into a better solution. That solution may include sone of the following:
Trying to increase the max travel speed on the server(optimal, but not likely).
*Re-tuning the Travel Enhancements so they dont ever reach the max (Best technical solution, but it would mean reducing the effectiveness of the enhancements).
*Adding info to the UI so you will know when you are approaching the Max. (good solution, but lots of work).
*Maybe something else.
You will not reach the Max in other powers. IT is, however, possible to reach the max (lets say damage for instance) if you max out your enhancements, and then a higher level player tries to buff you. That is what the Maxes are really there for.
Geko made some additional comments on that same thread.
http://boards.cityofheroes.com/showflat ... Post413091
Sorry for the confusion, was just trying to be helpful.
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