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GameAmp: Full I6 Release notes

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Full I6 Release notes 

Issue 6: Along Came a Spider

New events in the far off Rogue Isles are beginning to have an effect on Paragon City.

PvP Zones:

The contested zones of Bloody Bay, Siren's Call, and Warburg are open for exploration by Heroes. There are a number of new missions available in these zones. Eventually, both Heroes and Villains will have access to these zones and be able to compete for the prizes they offer. These are PvP zones. If you enter these zones, you will be subject to attack by other players, except for small safe zones.


Supergroups:

Characters in Supergroup mode can now gain Prestige and Salvage. These will be useful to players who own both City of Heroes and City of Villains in base building.

* There are new Badges that can be earned by Supergroups.
* Newly expanded Supergroup ranks and Supergroup permissions.
* Supergroup Leaders can change the colors and emblem of the Supergroup after creation.
* Players can now choose to hide their Supergroup emblem when in Supergroup mode.

Graphics:

* More levels of graphical detail available.
* Character texture quality and world texture quality can be set separately now.
* New refresh rate and vertical sync options.
* New graphics options to enable Depth of Field and Bloom visual effects on supported video cards.
* Changed World Detail slider maximum to 200%.

Game:

* Improved game stability

Arena

* Gladiator Arena: you can now earn Badges to gain followers who will fight for you in special Arena competitions.


UI

* New Options window with many newly available player options.
* The confirmation screens for adding and deleting enhancements can be now be disabled.
* New pet window available from the Options window that displays the health of your pets, and grants the ability to unsummon specific pets.
* Macros can now be edited directly from the power tray.
* You can now give inspirations to teammates by dragging them on to the team window.
* New targeting commands: /target_custom_near, /target_custom_far, /target_custom_next and /target_custom_prev. To get a list of parameters, type the command without any parameters.
* UI changes to Trade Window. You can now trade salvage and type in the amount of influence to be traded.


Powers:

* Fixed a bug in the Thunder Clap power. It was Auto Hit, meaning Defense based characters had less chance of mitigating its effects than intended. This change affects Defenders and Controllers Storm Summoning sets, Banished Pantheon Witch Doctors, Circle of Thorns Air Casters, one of the Heroes Captured by the Devouring Earth and Skyfall from the Tsoo.
* Super Reflexes Auto powers now add some minor damage resistance that improves as the caster loses HP.
* Reduced the Endurance cost of Dark Melee/Siphon Life and Dark Blast/Life Drain.
* Pool powers: Stealth, Grant Invisibility, Invisibility, Combat Flight, Weave, Maneuvers, Vengeance, and Combat Jumping now Buff Defense to ALL attacks. This change was also made to all Primary and Secondary Stealth and Invisibility powers (including, but not limited to, Cloak or Shadows, Cloaking Device, Superior Indivisibility, and Group Invisibility). All Defense powers should now stack properly with each other. All powers short and long Help Text was updated to indicate this change.
* Improved Damage DeBuff of Tanker/Ice Armor/Chilling Embrace.
* Defender/Controller Empathy Resurrect Powers Endurance cost reduced.
* The Lightning Storm pet was generating Detoggle messages erroneously.
* Sonic Repulsion and Sonic Dispersion:
o Sonic Buff/Clarity and Sonic Dispersion powers have been switched in the order in which they can be chosen. This change affects Defenders and Controllers.
* Glue Arrow should no longer fade when the target dies.
* Poison Gas Arrow should no longer fade when the target dies.
* Disruption Arrow no longer accepts Damage Resist Enhancements. They were extraneous and had no effect.
* Flash Arrow should have Debuff FX more visible throughout the duration now.
* Changed Long and Short Help of Moment of Glory to clarify which Defenses it offers.
* Martial Arts/Eagles Claw critical hit now properly does smashing instead of lethal damage.
* Fixed bad short help text in Spines/Taunt. It said it was an AoE, but it is a Single Targeted Taunt.
* Fixed Dark Miasma/Tar Patch cat animation from sometimes locking you into an animation loop.
* Fixed Empathy/Adrenaline Boost animation from activating before the power was recharged.
* Removed Resist Damage Enhancements from Acid Arrow.
* Some Electrical Blast, Electrical Melee and Electrical Mastery powers now have a chance to return some of the endurance they drain back to the caster.
* Force Field/Insulation Field now also buffs defense to AoE Attacks. Dispersion Bubble now also buffs defense to Melee and Ranged attacks. This will allow Force Field powers to better stack with all defensive powers, even Super Reflexes, and even with multiple shields from multiple allies.
* Slightly Modified some Scrapper Martial Arts damage scales, end costs and recharge times.
* Reduced the Terrorize duration of Dark Melee/Touch of Fear.
* Slightly reduced Perception Radius buff from Leadership/Tactics.
* Dark Embrace no longer accepts Taunt Enhancements.
* Death Shroud now accepts Taunt Enhancements.

Stores:

Most stores and contacts that only sold 10 types of Enhancements of a given type will now sell all Enhancements of that type. (In other words, we fixed key stores that were selling just the Power 10 to sell all Enhancements of that type).


Debt Cap:

We have cut in half the amount of Debt you can carry at a maximum at any given time. Previously it was set at 10 defeats worth of Debt, it is now set at 5 defeats. (Defeats inside a mission map count as ˝ a defeat since they generate only ˝ the Debt). If your character has more Debt than the current cap when they log in, they will have their Debt lowered to that of the current cap.


Enhancement Diversification:

This is a new system being implemented into City of Villains and City of Heroes (when City of Villains launches) to promote the use of more different types of Enhancements in powers. Using a system of diminishing returns, when slotting the same type of Enhancement into a power, you will begin to see less effect of that Enhancement when the bonus reaches a certain threshold. The effectiveness of Enhancements you are slotting in can now be seen in the Enhancement Slotting screen.


What does this mean?

Simply, if you are slotting Enhancements and your bonus to a single attribute reaches 70% through Enhancements, you will begin to see a drop in the amount each Enhancement should be giving you. If you exceed 100% bonus, then the drop will be more severe. We have added to the Enhancement Slotting screen a display of how much bonus you are getting from your Enhancements. When you are adding in Enhancements that will be reduced in effectiveness you will be able to tell.

Note that this only affects Enhancements of the same bonus. So you can have a Damage bonus of 66.66%, and an Accuracy bonus of 66.66% (from 2 Single Origin (SO) Damage and 2 SO Accuracy Enhancements) and you will not be affected in any way. Adding in another SO Damage Enhancement will not give you a 99% bonus, but a 94% bonus, because the damage bonus now exceeds 70%.

A good rule of thumb is “2 Single Origins Enhancements (SOEs) = No Reduction. 3 SOEs = Slight Reduction. 4, 5 or 6 SOEs = Major Reduction”

(Also note that the above examples are for Enhancements that are +8.35% bonus for Training, +16.6% bonus for Dual Origin (DO), and +33.3% bonus for Single Origin)


What if I don’t have more than 2 SOs of any one type in my powers already?

Then you have nothing to worry about, your character will function exactly as they did previous to this feature being added.


Does this affect Dual Origin Enhancements (DOEs) at all?

Yes. If you have 5 DOEs of all the same type you would normally get an 83% bonus. Because of Enhancement Diversification your bonus will actually only get an 82% bonus. If you have 6 DOs of all the same type, instead of a 100% bonus you will have a bonus of 95%.


Are Hamidon Enhancements affected?

Yes. The bonuses that a Hamidon Enhancement gives you that exceed 70% will be reduced. Because of this change, Hamidon (and other dual-purpose) Enhancements are now combinable. You can only combine dual-purpose Enhancements that affect ALL the same bonuses (so you can combine Damage/Accuracy with another Damage/Accuracy, but not with a Damage/Range Reduction).


This totally cripples my character! I thought you were done balancing the game?

All the Issue 4 and 5 balance adjustments were done with this system in place internally here at Cryptic. All playtests, QA checks, difficulty adjustments and balances have been done with Enhancement Diversification in mind since March 2005.


What about Stamina? I need this to make sure I have enough Endurance to power my powers.

Because of the effect that Enhancement Diversification has on the Stamina power, we are lowering the Endurance cost of every non-Auto power in the game by 13.33%.


What if a power only takes one type of Enhancement to begin with?

You have a couple of choices. You can respec the character and only go so far as putting a couple slots into the power, or you can go with more slots and eke out a little more effectiveness out of the Enhancements.


How can I tell when I am not getting full effectiveness out of an Enhancement?

On the Enhancement Slotting Screen you will now see what bonuses Enhancements are giving you, and what effect slotting the next one will have. This will help you make the choice as to what Enhancements to slot over what.


Does it matter what order I slot Enhancements in?

No. The reduction in effectiveness is calculated off the total bonus you are receiving, so it does not matter what order you slotted the Enhancements in.


How is combining Enhancements affected by this?

Enhancements that are higher level than you give you a bonus above normal Enhancements, if you combine Enhancements to get a higher bonus, this may put you over the point at which a reduction in effectiveness takes place.

Some Enhancements give me a 33.33%/16.66%/8.35% bonus, and others give me a different bonus, how are these affected by Enhancement Diversification?

There are four categories of Enhancements, Schedule A, Schedule B, Schedule C, and Schedule D. The majority of Enhancements fall into the Schedule A category. This means that an even-level Training Origin Enhancement gives an 8.35% bonus, an even-level Dual Origin Enhancement gives me a 16.66% bonus, and an even-level Single Origin Enhancement gives a 33.33% bonus. All of the examples above assume using Schedule A Enhancements, since these are the most common.

Schedule B Enhancements are Defense Buff, Damage Resistance, Range Increase and To Hit Buff. These have a smaller bonus because a small shift in these values has a larger impact on gameplay. With these Enhancements a Training Origin Enhancement gives a 5% bonus, a Dual Origin Enhancement gives a 10% bonus, and a Single Origin Enhancement gives a 20% bonus. Enhancement Diversification for these bonuses kicks in at 40% with a severe drop at 60%.


What Enhancement Types are what bonuses (schedules)?

Schedule A Enhancements (33.33%, 16.66%, 8.35%) are:

Accuracy, Confuse, Damage, Defense DeBuff, Disorient, Drain Endurance, Endurance Discount, Fear, Fly, Heal, Hold, Immobilize, Intangible, Jump, Recharge, Recovery, Run, Sleep, Snare, Stun, Taunt, To Hit Debuff

These bonus types start to see reduction when the bonus is 70% or more, and a severe reduction at 100% bonus or greater. So your bonuses when slotting in multiples of the same Single-Origin Enhancement work out to:

1 SO: +33.3%

2 SO: +66.6%

3 SO: +95%

4 SO: +100%

5 SO: +105%

6 SO: +110%


Schedule B Enhancements (20%, 10%, 5%) are:

Range, Defense Buff, Resist Damage, To Hit Buff

These bonus types start to see reduction when the bonus is 40% or more, and a severe reduction at 60% bonus or greater. So your bonuses when slotting in multiples of the same Single-Origin Enhancement work out to:

1 SO: +20%

2 SO: +40%

3 SO: +56%

4 SO: +59%

5 SO: +62%

6 SO: +65%


Schedule C Enhancements (40%, 20%, 10%) are:

Interrupt

This bonus type starts to see reduction when the bonus is 80% or more, and a severe reduction at 120% bonus or greater. So your bonuses when slotting in multiples of the same Single-Origin Enhancement work out to:

1 SO: +40%

2 SO: +80%

3 SO: +112%

4 SO: +118%

5 SO: +124%

6 SO: +130%


Schedule D Enhancements (60%, 30%, 15%) are:

Knockback

This bonus type starts to see reduction when the bonus is 120% or more, and a severe reduction at 180% bonus or greater. So your bonuses when slotting in multiples of the same Single-Origin Enhancement work out to:

1 SO: +60%

2 SO: +120%

3 SO: +168%

4 SO: +177%

5 SO: +186%

6 SO: +195%

Full article is located here.



***THIS POST HAS BEEN EDITED***



10/27/05 11:23 Login to rate this user's post!
Neuronia Profile
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Re: Full I6 Release notes 

QUOTE
Most stores and contacts that only sold 10 types of Enhancements of a given type will now sell all Enhancements of that type. (In other words, we fixed key stores that were selling just the Power 10 to sell all Enhancements of that type).



To me THIS is just as important as the other changes; it was very very annoying trying to track down Flight enhancers and so on since stores and contacts rarely carret them...

Joy joy! So happy about this!

Thank you for the excellent post!






Champion

Heroes
Neuronia - Level 50 Science Mind Controller /Forcefield
(Say Hi! Always willing to help lowbies!)
Cerebrum Radium 50 Illusion/Radiation Controller
Gothica Devereaux - 35 Dark/Dark Defender


Villains
Revenge - Level 50 Ninja/Ninjutsu Stalker
Statictician - Level 15 EM/ELA Brute

Pinnacle


Hero:
Fast Fists Frankie - Level 50 MA/SR Scrapper
Coriolis Effect - 36 Storm/Sonic Defender
Kara Caducaea - 49 Empathy/Psy Defender
Coldblooded Ivey - 35 Ice/SS Tanker

Help lowbies - They are our future!

Global @Neuronia
10/27/05 11:41 Login to rate this user's post!
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Re: Full I6 Release notes 

I like this:

Stores:

Most stores and contacts that only sold 10 types of Enhancements of a given type will now sell all Enhancements of that type. (In other words, we fixed key stores that were selling just the Power 10 to sell all Enhancements of that type).


That always irked the hell out of me. I'm glad they changed it.



My 50s:
On Champion
Cosmic Wizard - Rad/Rad Defender

On Freedom
Xenith the Evolved - Mind/FF Controller

On Infinity
Cosmic Wizard - MA/Invul Scrapper
Gon-Edain - WP/Stone Tank

On Virtue
Jonathan Sage - MA/Regen Scrapper

Members of Hyperforce, The JustUs League, and The Brotherhood of Bronze

And a host of alts on every server!
10/27/05 11:48 Login to rate this user's post!
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Re: Full I6 Release notes 

This is a big thumbs up and a 5! Great post, thanks for taking the time to inform everyone of the impending DOOOOOOOOM and GLOOOOOOOM!

LOL!! Just kidding, trying to get Jeni's blood pumping...and since I'm staff (at least on the CoV site), I can say, this is not an open invitation to trash the update, there's a thread for that already.

Seriously though, Miss M, thanks again for a great post.



***THIS POST HAS BEEN EDITED***



Ms Gibraltar
Stone/Stone Tanker Level 50
Triumph - Global Legends (retired but available)

Mr. Gibraltar
Dark/Empath Defender Level 6
Triumph - Global Academy

Sniper 1
AR/Energy Blaster Level 37
Triumph- Paragon City Vigilant Watch

Perky Dan
MC/Rad Controller Level 35
Triumph - The Triumphant 5

Howler Monkey
Sonic/Sonic Defender Level 26
Triumph

Cry Baybee
Sonic/Energy Blaster Level 18
Triumph

10/27/05 11:52 Login to rate this user's post!
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Re: Full I6 Release notes 

Thanks Miss for the heads up. I guess my questions have been answered...I6 is upon us.

I did like the fact that all enhancements are going to be available at all the stores! YaHooWee!!!! A VERY BIG PLUS!

In looking at the actual numbers and thinking how my current heroes are slotted, ED may not effect me as much as I thought it would: Tank has no more than 4 slots to begin with so, no real decrease in his defenses....Scrapper may have to look at some slight modifications although I'm not sure I will change him either.

One question that I have though and I didn't see this in the post. HO's, are these being figured differently from regular SO's or do some of the HO functions counting in the overall %s? i.e. if i have an attack 6 slotted (3) dam SOs (2) dam/mez HOs (1) dam/acc HO, does this mean that ED stepped in to diminish the damage portion of my attacks seeing i have 6 slots with some type of damage in them? My initial guess will be yes, but if anyone has some facts on this one I'd appreciate it (helps in how I decide to respec/if i decide to respec that is).



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10/27/05 12:25 Login to rate this user's post!
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Re: Full I6 Release notes 

I to like the store thing..and I am really glad they are introducing the pets window into CoH.

But given that I prolly won't have the game much longer *sobs* this might now be much of a help :(



Pinnacle (My server of love)

Geo Wizard: Lvl 50 Earth/Kin With Speed Boost and Stamina yay. Not to mention kick butt holds. Including Volcanic Gases, hehe. And now with his own moronic Animated Stone. And Transference!!! New and improved, 3 lvls in one day, adding to his arsenal Fulcrum Shift..oh yea. Can't wait to get some time under his belt now. I can now hurl Boulders....omfg no he didn't :) I look so pimp in my newest power...its brown and bumpy all over..can you guess?... Thats right is Stone Armor and it is kick butt. Fissure rocks my world! Fifty soon. Fifty on 12-10-2005 at 12:35am after 400hrs of hard labor Wanna throw a special shout out to Illusion Mastor, CBail, Mudpuppy, Jupiter Sweets, Dark Hollow, Lethal Fury, Pan, Majin Tank, Lotus of Death, and all the others i know I am forgetting for their help. And also to all the gameampers here at gameamp whom without I would never have made it.

Playing Card

10/27/05 12:28 Login to rate this user's post!
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Re: Full I6 Release notes 

QUOTE
QUOTE
Most stores and contacts that only sold 10 types of Enhancements of a given type will now sell all Enhancements of that type. (In other words, we fixed key stores that were selling just the Power 10 to sell all Enhancements of that type).



To me THIS is just as important as the other changes; it was very very annoying trying to track down Flight enhancers and so on since stores and contacts rarely carret them...


Yes, now cruddy tuant duration enhancements are a think of a past as well!

QUOTE
What about Stamina? I need this to make sure I have enough Endurance to power my powers. 

Because of the effect that Enhancement Diversification has on the Stamina power, we are lowering the Endurance cost of every non-Auto power in the game by 13.33%.


Phew! Got worried for a second there!

Thanks for the info, its way too much hassle to stray off the homepage =P



Hobsnob

Thanks to Invasion Designs

City of Heroes/Villains
Brigadier - lvl 50 INV/SS/Pyre Tanker
Keishi - lvl 31 Kat/Dark Scrapper
Project IcyFreeze - lvl 27 Ice/Storm Controller
Twilight Blade - lvl 36 Claw/Nin Stalker
Keishi Kurai- lvl 32 Nin/DM Mastermind
Galvanic - lvl 30 Elec/Elec Brute
Astral Twilight - lvl 36 Warshade

All on defiant
Global - @Brigadier

World of Warcraft - Vashj
Eidelar - lvl 40 Night Elf Rogue
Doralia - lvl 30 Human Priest
10/27/05 12:30 Login to rate this user's post!
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Re: Full I6 Release notes 

I have yet to look into the math, but is this going to set up some situations where it is actually *better* to have even level enhancements rather than above level enhancements?

(it seems similar to tax brackets, where you want to be juuuust under the threshold for the next higher bracket)



Virtue
Lvl 50 Red Menacer BS/Regen Scrapper
Lvl 33 Blue-Agave Mind/Kin Controller
Lvl 28 Oro Liquido INV/EM Tanker
Lvl 21 Lady Elixir Emp/Psi Defender
Lvl 16 Astrasmash Grav/Storm Controller
Lvl 14 Emma's Dolly MA/Dark Scrapper
Lvl 7 Black Jacobin Sonic/Sonic Defender

Guardian
Lvl 11 Orange Laser FF/Energy Defender (Laser Corps)
Lvl 7 Hot Butter Fire/Axe Tanker

Victory
Lvl 7 Whitecapper AR/Devices Blaster
10/27/05 13:01 Login to rate this user's post!
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Re: Full I6 Release notes 

that's exactly what it is sounding like. No more +3 level stacking of enhancements, and if you do, it'll do you no good to have them 6 slotted + (+3) enhanced as well. This may be very interesting to check out...now this may be a way to 3 slot and still max out the chart and save room for other stuff to use (where needed).



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10/27/05 13:15 Login to rate this user's post!
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Re: Full I6 Release notes 

Whew thanks for getting rid of that pesky i wnt to do more damage i'll drop another damage in it or the comfusing "3 SO's = 100%" rule this is much clearer and my accountant assures me it's 67.425% more fun:

Enhancements that are higher level than you give you a bonus above normal Enhancements, if you combine Enhancements to get a higher bonus, this may put you over the point at which a reduction in effectiveness takes place.

Some Enhancements give me a 33.33%/16.66%/8.35% bonus, and others give me a different bonus, how are these affected by Enhancement Diversification?

There are four categories of Enhancements, Schedule A, Schedule B, Schedule C, and Schedule D. The majority of Enhancements fall into the Schedule A category. This means that an even-level Training Origin Enhancement gives an 8.35% bonus, an even-level Dual Origin Enhancement gives me a 16.66% bonus, and an even-level Single Origin Enhancement gives a 33.33% bonus. All of the examples above assume using Schedule A Enhancements, since these are the most common.

Schedule B Enhancements are Defense Buff, Damage Resistance, Range Increase and To Hit Buff. These have a smaller bonus because a small shift in these values has a larger impact on gameplay. With these Enhancements a Training Origin Enhancement gives a 5% bonus, a Dual Origin Enhancement gives a 10% bonus, and a Single Origin Enhancement gives a 20% bonus. Enhancement Diversification for these bonuses kicks in at 40% with a severe drop at 60%.


What Enhancement Types are what bonuses (schedules)?

Schedule A Enhancements (33.33%, 16.66%, 8.35%) are:

Accuracy, Confuse, Damage, Defense DeBuff, Disorient, Drain Endurance, Endurance Discount, Fear, Fly, Heal, Hold, Immobilize, Intangible, Jump, Recharge, Recovery, Run, Sleep, Snare, Stun, Taunt, To Hit Debuff

These bonus types start to see reduction when the bonus is 70% or more, and a severe reduction at 100% bonus or greater. So your bonuses when slotting in multiples of the same Single-Origin Enhancement work out to:

1 SO: +33.3%

2 SO: +66.6%

3 SO: +95%

4 SO: +100%

5 SO: +105%

6 SO: +110%


Schedule B Enhancements (20%, 10%, 5%) are:

Range, Defense Buff, Resist Damage, To Hit Buff

These bonus types start to see reduction when the bonus is 40% or more, and a severe reduction at 60% bonus or greater. So your bonuses when slotting in multiples of the same Single-Origin Enhancement work out to:

1 SO: +20%

2 SO: +40%

3 SO: +56%

4 SO: +59%

5 SO: +62%

6 SO: +65%


Schedule C Enhancements (40%, 20%, 10%) are:

Interrupt

This bonus type starts to see reduction when the bonus is 80% or more, and a severe reduction at 120% bonus or greater. So your bonuses when slotting in multiples of the same Single-Origin Enhancement work out to:

1 SO: +40%

2 SO: +80%

3 SO: +112%

4 SO: +118%

5 SO: +124%

6 SO: +130%


Schedule D Enhancements (60%, 30%, 15%) are:

Knockback

This bonus type starts to see reduction when the bonus is 120% or more, and a severe reduction at 180% bonus or greater. So your bonuses when slotting in multiples of the same Single-Origin Enhancement work out to:

1 SO: +60%

2 SO: +120%

3 SO: +168%

4 SO: +177%

5 SO: +186%

6 SO: +195%
10/27/05 11:23



***THIS POST HAS BEEN EDITED***



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