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City Of Heroes Enhancement Guide

Written by: Ketran1dr Version 1.3

Table Of Contents

1.0 - Introduction

1.1 - Blurb to the reader
1.2 - Legal stuff
1.3 - Purpose

2.0 - Questions and answers

2.1 - What is an enhancement?
2.2 - Do I need enhancements?
2.3 - How do I use enhancements?
2.4 - How do I use enhancements effectively?
2.5 - Do multiple enhancements stack?

3.0 - Enhancement Mechanics

3.1 - Formulas
3.2 - Stacking vs. Combining

4.0 - Enhancement Stats
5.0 - Conclusion

5.1 - Thanks
5.2 - Direct Contributors

 1.0 - Introduction


 1.1 - Blurb to the reader

Hi! Welcome to this little guide about enhancements. This will be my first officially published FAQ for any game on any platform, and I am glad you took the time to read it. Thanks.


 1.2 - Legal stuff

You may use this guide on your site without asking permission so long as you adhere to two simple guidelines:

1) This guide may not be edited, in whole or in part, for use on your site, and 2) Access to this guide must be free and unrestricted

If you are unwilling or unable to comply with one or both of these conditions, then you must contact me via email (ketran1dr@netscape.net) for permission for use.


 1.3 - Purpose

This guide is written so that you (the reader) may better understand the mechanics and thought behind the Enhancement system employed in City of Heroes.

With that in mind, let's move on.


2.0 - Questions and answers


In this section I will answer some common and some uncommon questions about enhancements.


 2.1 - What is an enhancement?

Enhancements are the only real items in the game, and these items are used to improve the attributes of your attacks, enhancing them.


 2.2 - Do I need enhancements?

Technically, you don't. However, at every non-power level you get additional enhancement slots to distribute among the powers you have, up to that level, and having 60+ empty slots is kind of pointless. You can use enhancements to make your powers be ready quicker, to hit harder, hit more often, protect you better, cost less, and modify a significant number of various attributes.


 2.3 - How do I use enhancements?

This part is the easy part--you just grab the enhancement you want, and drag it to an enhancement slot (one that isn’t grayed out when you pick up the enhancement) and drop it in. It will ask you if you are sure you want to do it, because once they go into the power, they cannot be taken out unless they are being replaced--and during this process they are destroyed.


 2.4 - How do I use enhancements effectively?

This is a good question, because there is a difference between using enhancements and using them effectively. Using enhancements, you can reduce many attributes to 1/3 of the original value (such as recharge time, or endurance cost) or increase others to as much as 3x their original value (such as damage amount or healing amount). The greatest return, then, is when you use enhancements to adjust large attributes. For example, the inherent power Rest has a recharge time of 10 minutes. You can, conceivably, reduce this time to a mere 3 minutes and 20 seconds. It is not recommended to do this, because Rest is a relatively useless power later on, but it served for a good example.

On the flip side, if you have a toggle power (these tend to use minimal endurance) and you try to reduce it's endurance cost to a mere third of its original value, you will not notice a difference. This is because you are trying to take a really small percentage of a really small number. Half of 10 is 5, but half of 1000 is 500. The mechanic and procedure is the same, but the larger the starting value, the bigger the difference between it and the result.


 2.5 - Do multiple enhancements stack?

I hear this one a lot. The question is asking if having two of the same enhancement will produce a better result than just having one. The answer is yes, all enhancements stack, but some attributes have a cap. To the best of my knowledge, the only attributes that cap are travel abilities (leaping height, run speed, flight speed), damage (I believe at 400% or so) and accuracy (I believe the accuracy cap is 95%, though I may be wrong).


3.0 - Enhancement Mechanics


This section will discuss various mechanics behind the Enhancement system.


 3.1 - Enhancement Values

Generally, enhancements modify the attributes they affect by multiples of 8.3_%. I write the underscore to indicate that the number preceding it repeats either indefinitely, or to a point where it no longer matters. All in-game numbers are rounded to 2 places, so I may follow that form as well. In that case, they adjust attributes by multiples of 8.33%

  • Generic Origin enhancements will modify attributes by 8.33%, or one times the value.
  • Dual Origin enhancements will modify attributes by 16.67%, or two times the value.
  • Single Origin enhancements will modify attributes by 33.32%, or four times the value.

There are four enhancements that do not follow this exactly. These enhancements are the Range Increase, Cone Range Increase, Defense Buff, and Resist Damage enhancements. These all operate on the exact same principle, but have a different base value. The base value for these enhancements is 5%, so GO's give 5%, DO's give 10% and SO's give 20%.


 3.2 - Formulas

To the best of my knowledge, enhancements seem focused on one of two things: Increasing an attribute or Decreasing an attribute. The formula for increasing any attribute is:

 Base Attribute * ( 1 + Total enhancement amount )

while the formula for decreasing any attribute is

 Base Attribute / ( 1 + Total enhancement amount )

In each of these formulas, you start with the Bass Attribute (as in the above example, a 10 minute recharge time) and perform the appropriate function using the number 1 plus whatever the total enhancement amount is (in decimal form), so that even if you have a total enhancement amount of 0, your powers still do something. Anyway, the amount is calculated in decimal, not percentage. (this means that a 10% increase in range is calculated as .10, and a 16.7% increase in damage is calculated .167, and so on)


 3.3 - Enhancement levels

The level of the enhancement, relative to your combat level, affects how effective it is. The enhancement's relative level is referred to as White, Green, Yellow, and Red.

  • A green enhancement is 1-3 levels above your current combat level.
  • A white enhancement is equal to your current combat level.
  • A yellow enhancement is 1-3 levels below your current combat level.
  • A red enhancement is more than 3 levels above or below your current level.
  • White enhancements operate at their listed capacity.
  • Green enhancements operate above their listed capacity, with a 5% bonus for each level above yours.
  • Yellow enhancements operate below their listed capacity, with a 10% penalty for each level below yours.
  • Red enhancements do not operate at all, as they are either too powerful or too weak for you to use. If an enhancement in one of your powers turns red, it no longer does anything and should be replaced or combined.

 3.4 - Stacking vs. Combining

In City of Heroes you have the ability to combine enhancements to increase their effective life. You are able to use enhancements that are within 3 levels of your current combat level. As I said in the questions section, multiple enhancements stack, combining their bonuses. The question at this point becomes, which is better, to combine two enhancements of equal level or stack them? Generally, it is better to stack than to combine, but combination has its use, too. The best way to answer this is with a little mathematical exercise. Okay reader, pull out and dust off your calculator, grab a pencil and paper, and get ready for some hard-core, old-school mathematics.

Ready? good.

Let's, for the sake of example, choose a power. I'd pick Hasten, but it has it's own recharge reduction ability, so that throws the numbers off a bit. Let's choose Dull Pain, and take into consideration it's recharge time.

Dull Pain has a recharge time of 6 minutes, or 360 seconds. If you put one even-level (white) Single Origin Recharge Reduction enhancement in it, it reduces the recharge time to

  • 360 / ( 1 + .333 ) = 270 Seconds
  • 270 Seconds is 75% of 360 seconds, so one SO reduced the recharge by 25%.

You have another even-level (white) single origin recharge reduction enhancement on hand, and you wonder whether it is better to combine or stack. Let's say that you combined it with your first one. This causes your enhancement to become a whatever-number-it-was (say, 25) plus enhancement (looks like 25+), and it turns green. This is a +1 green, as it is equivalent to one level above you (now assumed to be 25, but the actual number is irrelevant). This affects the formula as follows

 360 / ( 1 + ( .333 * 1.05 ) ) = 266.7 seconds

you see, a green enhancement (or an even-level plus) adds a 5% bonus to the enhancement value. in the process you save yourself roughly three seconds.

Let's say you decided to stack it, instead. You would then have two even level (white) single origin enhancements in your power, both working to reduce the recharge time. It would look like this:

 360 / ( 1 + .333 + .333 ) = 216 seconds

you see? you reduced it to approximately 60% of the original recharge time by adding two even leveled SO recharge enhancements to it. if you had combined them, you would have only reduced it to about 74.1%.

Now, while it is better to stack than combine, you may need to keep your enhancements fresh so they don't start failing you. This is why you can combine enhancements--to extend the life of your enhancements, and save you influence. A generic damage enhancement sells for about 100 influence a level, and you can usually sell it back for about 25-40 influence a level, depending on where you sell it. At the higher levels, each enhancement level starts being worth hundreds of thousands of influence, so combining as a means to prolong your enhancement life is a very good idea.


4.0 - Enhancement Stats


 Enhancement Type	Generic		Dual Origin	Single Origin 
 Accuracy		8.3%		16.7%		33.3%
 Activation Accel.	8.3%		16.7%		33.3%
 Confuse Duration	8.3%		16.7%		33.3%
 Damage			8.3%		16.7%		33.3%
 Defense Buff		8.3%		16.7%		33.3%
 Drain Endurance	8.3%		16.7%		33.3%
 Endurance Discount	8.3%		16.7%		33.3%
 Fear Duration		8.3%		16.7%		33.3%
 Fly Speed		8.3%		16.7%		33.3%
 Heal			8.3%		16.7%		33.3%
 Hold Duration		8.3%		16.7%		33.3%
 Immobilize Duration	8.3%		16.7%		33.3%
 Intangible Duration	8.3%		16.7%		33.3%
 Jump Height		8.3%		16.7%		33.3%
 Knockback		8.3%		16.7%		33.3%
 Recharge Reduction	8.3%		16.7%		33.3%
 Recovery		8.3%		16.7%		33.3%
 Run Speed		8.3%		16.7%		33.3%
 Sleep Duration		8.3%		16.7%		33.3%
 Snare 			8.3%		16.7%		33.3%
 Stun Duration		8.3%		16.7%		33.3%
 Taunt Duration		8.3%		16.7%		33.3%
 toHit Buff		8.3%		16.7%		33.3%
 toHit Debuff		8.3%		16.7%		33.3%
 Cone Range Increase	5%		10%		20%
 Defense Buff		5%		10%		20%
 Range Increase		5%		10%		20%
 Resist Damage		5%		10%		20%

This list is affected by the level of the origin in relation to your own. The numbers listed are for a white (even) level origin, but they change as depending on your/their level as follows:

 Enhancement	-3	-2	-1	0	+1	+2	+3
 SO (33.3%)	23.3%	26.6%	30.%	33.3%	35.%	36.6%	38.3%
 SO (20%)	14%	16%	18%	20%	21%	22%	23%
 DO (16.7%)	11.7%	13.4%	15%	16.7%	17.5%	18.4%	19.2%
 DO (10%)	7%	8%	9%	10%	10.5%	11%	11.5%
 GO (8.3%)	5.8%	6.6%	7.5%	8.3%	8.7%	9.1%	9.5%
 GO (5%)	3.5%	4%	4.5%	5%	5.3%	5.5%	5.8%

5.0 - Conclusion



 5.1 - Thanks

To Whoomp of the GameFAQs community, whose continuing sage advice and kind insight helped me learn the fundamentals of enhancement mechanics.


 5.2 - Direct Contributors

Whoomp, for pointing out that the Range, Cone Range, Resist Damage and Defense Buff enhancements are different, and providing me with accurate enhancement bonuses/penalties for level difference.

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Page last modified on August 02, 2005, at 01:25 PM by DoyceTesterman

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