Introduction
-- by Ishin Ryu
This page is written presuming that you already know what Enhancements are, how to combine them, etc. What you might not know though is how much of an effect each enhancement will have on a particular skill. For information about what enhancements are, how to combine them, where to sell them for the best price, etc., check this page.
This page does not attempt to illustrate how to manage DPE and DPS over the course of a fight, nor does it take into consideration side-effects of powers (slow, stun, disorient, etc.). Basically, this page is a result to me asking myself the question "Is it better to add Accuracy or Damage?" That is, should I "hit more for less" or "hit less for more"?
First you need to know what type of enhancement you are dealing with. There are two types, Type 1 and Type 2. The basic rule is: defensive enhancements are type 2, everything else is type 1.
Enhancements and base bonus
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The bonuses listed above are the base bonus and is affected by any level difference between you and your enhancement.
If the enhancement is higher level than your level, multiply its bonus by this:
- +1 above your level: 1.05
- +2 above your level: 1.10
- +3 above your level: 1.15
If you have an Enhancement lower level than your level, multiply its bonus by this:
- -1 below your level: 0.9
- -2 below your level: 0.8
- -3 below your level: 0.7
Enhancement Colors
Enhancements that are one, two, or three levels above you have their
level indicator displayed in green text.
Enhancements that are the same level as you have their level indicator
displayed in white text.
Enhancements that are one, two, or three levels below you have their level indicator
displayed in yellow text.
If you run all the numbers out, you get this:
Type 1 Enhancement Effectiveness and List
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Type 2 Enhancement Effectiveness and List
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Measuring Enhancement Effectiveness
For enhancements that increase:
Original * (1 + all enhancements)
| e.g., | a 100 damage power with 2 DO1 damage increase enhancements of your level on it: | |
| 100 * ( 1 + .166 + .166) = 100 * 1.332 = 133.2 damage |
For enhancements that decrease:
Original / (1 + all enhancements)
| e.g., | a 120 second recharge time power with 1 SO1 Recharge Time enhancement of your level on it: | |
| 120 / ( 1 + 0.33 ) = 90.23 sec |
For reducers, do you notice that adding 3 SOs doesn't lower the amount to 0? 3 SOs lowers the value to 1/2 of the original. 6 SOs lowers the value to 1/3 of the original.
Diminishing Returns
The question often comes up as to whether or not diminishing returns exist when adding multiples of the same enhancement into a power.
Comparing marginal effectiveness of Damage SO and Endurance Reducer SO:
| Damage | Endurance | DPE | Margin | Margin as % | (new / baseline) -1 | (baseline / new) -1 | ||
| Baseline | 100 | 10 | 10.0 | |||||
| 1 damage SO | 133 | 10 | 13.3 | +33.3 | +33% | 33% | -25% | |
| 2 damage SO | 167 | 10 | 16.7 | +33.3 | +25% | 67% | -40% | |
| 3 damage SO | 200 | 10 | 20.0 | +33.3 | +20% | 100% | -50% | |
| 1 endurance SO | 100 | 7.5 | 13.3 | -2.5 | -33% | -25% | 33% | |
| 2 endurance SO | 100 | 6.0 | 16.7 | -1.5 | -20% | -40% | 67% | |
| 3 endurance SO | 100 | 5.0 | 20.0 | -1 | -17% | -50% | 100% |
Yes, the quantity of endurance saved decreases with each additional endurance
reducing enhancement. However, both enhancements have identical results on DPE calculations (running the
numbers for recharge reducers reveals an identical comparison for DPS).
Conclusion: The marginal benefit of a reduction enhancements and increase
enhancements is comparable... whether one is inherently better than the other
depends on your point of view.
Examples
- Charts using a typical power and DO1s in every slot
- Charts using a power with a 10% bonus to base accuracy and DO1s in every slot
- Charts using a typical power and SO1s in every slots
- Charts using a power with a 10% bonus to base accuracy and SO1s in every slot
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