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(Blanking. Going to use this for something else...)
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Info dump from EU COH board of analysis of the invention system, in case this info is wiped in board purges.  No idea if the EU board will be wiped like the US board, but I wanted to dump this info somewhere so that it could be reconstructed if it vanishes from the EU board.
 
  
 
 
 
 
MASSIVE RAMPANT SPOILER WARNING! Do not read this guide if you want to wait until Issue 9 to learn a little about Inventions!
 
 
CONTENTS
 
 
1.. Introduction
 
1.1 Purpose of This Guide
 
1.2 What we Already Know
 
1.3 On the Test Server I
 
1.4 On the Test Server II
 
2.. Inventions Listings
 
3.. Further Analysis
 
3.1 What Does it Cost?
 
3.2 On Balance I
 
3.3 On Balance II
 
4.. The End
 
 
1: INTRODUCTION
 
 
1.1: PURPOSE OF THIS GUIDE
 
 
I'm sure you've heard by now, the Issue 8 patch on the Training Room server contains something we weren't meant to see yet - elements of the Invention system due for release with Issue 9.
 
 
In this guide I intend to take a look at the front-end of the Invention system that exists in the public domain. Through a little analysis I hope to uncover some of the secrets of this much-hyped system and get a handle on what we can expect to see when I9 comes to the shores of Paragon City proper.
 
 
And so, I must make you aware this guide comes with a HUGE SPOILER WARNING! If you do not want to find out anything about the Inventions system due in I9, then DO NOT READ this guide!
 
 
That said, the conclusions and predictions I put forth in this spoiler should be taken with a grain of salt. They are wholly unofficial and incomplete and the final Invention system can change as easily as the devs can change their socks. I won't speak as an authority on Invention nor do I intend to. This is just guesswork and a little deduction based on the information at hand and I hope it gets you as excited as I am!
 
 
This is the first guide I've written, so if you have any comments about it then add them at the end. Constructive criticism is always welcome.
 
 
1.2: WHAT WE ALREADY KNOW
 
 
With the Invention system on the Training Room for a limited time, we can finally get a rough idea about what exactly the much-touted Invention system, due for I9, will entail.
 
 
So what we know already?
 
 
1. Despite it being on Test, Inventions are not part of I8 and will not make it live until I9. This has already been confirmed by Cricket on the US boards, so don't get your hopes up.
 
 
2. As has been said in numerous interviews with members of Cryptic, Inventing is a system of turning salvage into enhancers, temporary powers and costume pieces.
 
 
3 .It has grown out of the defunct Legends system which was intended to give level 50 players some more room for growth without extending the level cap., so we can assume this is one of the prime objectives of the Inventions system too.
 
 
4. It also grew out of the defunct Skills system, making use of the universities dotted around Paragon City and the Rogue Isles.
 
 
1.3: ON THE TEST SERVER
 
 
Okay, so what exactly is on the Training Room right now?
 
 
The first thing to remember is that the Invention system present on the Test server is incomplete. This is obvious because:
 
 
1. Only two universities can be entered; in Steel Canyon or Cap au Diable.
 
 
2. Items on the Inventions list have not been properly grouped under the various headings present (if you're curious, it's a list of attribute types, in the same order as enhancements appear in stores). Instead, every item just exists under the "Inventions" heading. This makes for some pretty long scrolling!
 
 
3. There are only enhancements on the Inventions list. No temp powers, no costume pieces.
 
 
So remember, this system is incomplete and everything is subject to change.
 
 
1.4: ON THE TEST SERVER FOR REAL
 
 
Seriously, what is on the Training Room right now?
 
 
If you were to enter either of the two universities currently open on the Test server, you would find yourself in a large interior. In front of you are a number of computer consoles designed for Inventing. Don't worry, you can't miss them - there are 20-something such consoles spread throughout the extensive interior. There are screengrabs circulating already. If you're curious but can't access the Test Server, hunt them down. That's not what this guide is about.
 
 
Click on one of these consoles and your computer may freeze up for about 30 seconds. No joke, but hey this is Test! This new system isn't optimised, and the Inventions list it conjures up is very, very, VERY long. Seriously, it's long.
 
 
The list of Inventions, as I mentioned earlier, is obviously incomplete. But it does allow us to take a sneak-peek at the enhancement side of the new system and take an educated guess as to how it's going to work.
 
 
In the following section I'm going to catalogue the Inventions currently on the Training Room.
 
 
Each Invention has its own unique name and some are quite characterful (eg. Gift of the Ancients). Some are even named after in-game characters (eg. Positron's Blast, Mako's Bite).
 
 
Each of these Inventions has a number of sub-headings, presumably showing which attributes they enhance (eg. Acc/Dam, End/Rech, etc.). Each sub-heading is written in either yellow or orange text. If there is a relevance? I do not know but I will note the colour of each in the list below.
 
 
In addition, each sub-heading has its own icon, though these are replicated throughout the lists for similar sub-headings (eg. All the Dam/End enhancers have what looks like a Damage TO enhancer, except the background is sky blue and the border is gold). These icons may be placeholders for the proper icons in some or all cases, but they can on occasion give some insight into what exact powers the enhancer was intended for.
 
 
Finally, each of the Inventions is duplicated for multiple levels, ranging from as low as lvl 10 to as high as lvl 53. That means 30+ enhancements on the list for just ONE sub-heading of ONE Invention. See what I mean about long? I've recorded the level range for each Invention in the lists below.
 
 
Each item on the Inventions list requires both salvage and influence to create, just like crafting for bases. I will not be listing these requirements, but I'll talk about them in general terms later. Interestingly, the Salvage that is required for all these Inventions does not yet exist in the game.
 
 
At present the Inventions on the Training Room server are ordered in alphabetically in a single list. I've endeavoured to divide the list into groups of similar Inventions for easier readability and analysis.
 
 
Each Invention name is written in italics, followed by the level range in brackets. Underneath each Invention name is a list of available enhancement sub-headings, written in orange if they appear orange in-game (the yellow ones would not show up and so are written in plain text). I apologise if they're not legible enough - I've put them in quotes to darken their backdrop further, but just highlight the text with your mouse if you still have trouble reading it. Each sub-heading is separated by a hyphon ("-") and the special ones have been highlighted in bold, because they're not like any enhancements we've seen before.
 
 
On to the lists!
 
 
Edited by _Echo_ (Sun Oct 15 2006 04:20 PM)
 
 
Post Extras:           
 
 
_Echo_
 
Cohort
 
 
 
Reged: Mar 01 2006
 
Posts: 444
 
Loc: Union  Re: Inventions: An Unofficial & Incomplete Spoiler [Re: _Echo_]
 
      #678907 - Sun Oct 15 2006 03:53 PM  Edit    Reply    Quote    Quick Reply   
 
 
 
 
2: INVENTIONS LISTINGS
 
 
 
Quote:
 
--------------------------------------------------------------------------------
 
 
MEZ ENHANCEMENTS
 
 
Befuddling Aura (Lvl 10-30)
 
Acc/Conf - Acc/Dam - Dam/Conf - Acc/End - Conf/End/Rech
 
 
Cacophony (Lvl 10-30)
 
Acc/Dam
 
Acc/Conf - Acc/End - Dam/Conf - Chance for Energy Damage - Conf/End/Rech
 
 
Call of the Sandman (Lvl 20-53)
 
Acc/Dam - Acc/End - Dam/Sleep - Sleep/Range - End/Rech/Sleep - Chance for Self Heal
 
 
Curtail Speed (Lvl 10-30)
 
Acc/End - Acc/Slow - Dam/Slow - End/Rech/Slow - Slow/Range
 
 
Debilitative Action (Lvl 10-30)
 
Acc/Dam
 
Acc/End - Acc/Immob - Chance for Stun - Dam/Immob - End/Immob/Rech
 
 
Enfeebled Operation (Lvl 20-53)
 
Acc/Dam - Acc/End - Acc/Immob - Dam/Immob - End/Range/Rech
 
 
Essence of Curare (Lvl 20-53)
 
Acc/Dam - Acc/End - Dam/Hold - Dam/Hold/Rech - Hold/Range
 
 
Ghost Widow's Embrace (Lvl 20-53)
 
Acc/End - Acc/Hold - Chance for Psionic Damage - Dam/Hold - End/Hold/Rech - Hold/Range
 
 
Glimpse of the Abyss (Lvl 20-53)
 
Acc/Dam - Acc/End - Chance for Psionic Damage - Dam/Fear - End/Fear/Rech - Fear/Rech
 
 
Hibernation (Lvl 10-30)
 
Acc/Dam - Acc/End - Dam/Sleep - End/Rech/Sleep - Sleep/Range
 
 
Horror (Lvl 10-30)
 
Acc/Dam - Acc/End - Dam/Fear - End/Fear/Rech - Fear/Rech
 
 
Impeded Swiftness (Lvl 10-30)
 
Acc/Slow
 
Acc/End - Chance for Smashing Damage - Dam/Slow -End/Rech/Slow -Slow/Range
 
 
Induced Coma (Lvl 10-30)
 
Acc/Dam
 
Acc/End - Chance for Recharge Slow - Dam/Sleep - End/Rech/Sleep - Sleep/Range
 
 
Lethargic Repose (Lvl 20-53)
 
Acc/Dam - Acc/End - Acc/Sleep - Dam/Sleep - End/Rech/Sleep - Sleep/Range
 
 
Malaise's Illusions (Lvl 20-53)
 
Acc/Conf - Acc/Dam - Acc/End - Chance for Spectral Wounds - Conf/End/Rech - Dam/Conf
 
 
Neuronic Shutdown (Lvl 10-30)
 
Acc/Dam
 
Acc/End – Chance for Psionic DoT - Dam/Hold - End/Range/Rech - Hold/Range
 
 
Nightmare (Lvl 20-53)
 
Acc/Dam
 
Acc/End - Acc/Fear - Dam/Fear - End/Fear/Rech - Fear/Rech
 
 
Pacing of the Turtle (Lvl 20-53)
 
Acc/End - Acc/Slow – Chance for Recharge Slow - Dam/Slow - End/Rech/Slow - Slow/Range
 
 
Paralytic (Lvl 10-30)
 
Acc/Dam - Acc/End - Dam/Hold - End/Range/Rech - Hold/Range
 
 
Perplex (Lvl 20-53)
 
Acc/Conf - Acc/Dam - Acc/End - Conf/End/Rech - Conf/Rech - Dam/Conf
 
 
Razzle Dazzle (Lvl 10-30)
 
Acc/Dam
 
Acc/End – Chance for Immobilize - Dam/Stun - End/Stun/Rech - Stun/Range
 
 
Rooting Grasp (Lvl 10-30)
 
Acc/Dam - Acc/End - Dam/Immob - End/Range/Rech - Immob/Range
 
 
Rope-a-dope (Lvl 20-53)
 
Acc/Dam - Acc/End - Acc/Stun - Dam/Stun - End/Stun/Rech - Stun/Range
 
 
Stagger (Lvl 10-30)
 
Acc/Dam - Acc/End - Dam/Stun - End/Range/Rech - Stun/Range
 
 
Stupefy (Lvl 20-53)
 
Acc/End - Acc/Stun - Chance for Knockdown - Dam/Stun - End/Stun/Rech - Stun/Range
 
 
Tempered Readiness (Lvl 20-53)
 
Acc/Dam/Slow - Acc/End - Acc/Slow - Dam/Slow - End/Rech/Slow - Slow/Range
 
 
Trap of the Hunter (Lvl 20-53)
 
Acc/Dam - Acc/End - Acc/Immob - Chance of Lethal DoT - Dam/Immob - End/Immob/Rech
 
 
Unspeakable Terror (Lvl 10-30)
 
Acc/Dam
 
Acc/End - Chance of Hold - Dam/Fear - End/Fear/Rech - Fear/Rech
 
 
 
--------------------------------------------------------------------------------
 
 
 
 
By far the most intriguing group among the Inventions present are these. By the properties they can enhance, it stands to reason each Invention above would be used to boost the effects of mezzing powers. Of particular use to Controller and Dominators, who would quite happily fill 7-8 slots of some of their best powers if given the option, many of these attributes have been doubled (or tripled) up into single enhancements - much like Hami-O's.
 
 
Though (of course!) it depends on the relative strength of these enhancements, in theory this will allow a player to spend less slots on the necessary enhancers to raise their powers to the useable level. They can then diversify with more unusual slotting in these powers. And speaking of unusual - it looks like many of the above Inventions can bestow powers with additional properties! Consider:
 
 
Cacophony - You can choose to add a chance for additional Energy damage to a confuse-based power...
 
Malaise's Illusions - ...or a chance to add Spectral wounds if you prefer.
 
 
Trap of the Hunter - Add some Lethal damage-over-time to your immobilisers...
 
Debilitative Action - ...or potentially disorient victims of your immobilise attacks! This could be great for aggro-management. Dominators might even use their immobilising AoE attacks!
 
 
Ghost Widow's Embrace - Take a chance to add Psionic damage to any hold power...
 
Neuronic Shutdown - ...or inflict Psionic damage-over-time to your holds. AoE holds that cause damage too? Lovely.
 
 
Razzle Dazzle - Potentially immobilise targets with your disorient attacks...
 
Stupefy - ...or knock them over! Either way, less of those stunned fliers jetting off at full speed.
 
 
Glympse of the Abyss - Some Psionic damage could be added to any fear-inducing attack...
 
Unspeakable Terror - ...or you could potentially turn those fears into full holds! A Spectral Terror with this slotted could really boost an Illusion Controller's containment capabilities. Or for anyone who uses the Dark Miasma or Mind Control powersets, cone-fear becoming cone-hold has great potential.
 
 
While in the graphical sense, customisable powers are unlikely to ever happen, it would seem the devs are planning on giving us customisable powers in the technical sense in the very near future.
 
 
 
Quote:
 
--------------------------------------------------------------------------------
 
 
ADDITIONAL EFFECTS ENHANCEMENTS
 
 
Decimation (Lvl 25-40)
 
Acc/Dam
 
Acc/Dam/End - Chance for Buildup - Dam/End - Dam/End/Rech - Dam/Rech
 
 
Devastation (Lvl 30-53)
 
Acc/Dam - Acc/Dam/End/Rech - Acc/End/Rech - Chance to Hold Dam/End - Dam/Rech
 
 
Entropic Chaos (Lvl 20-35)
 
Acc/Dam
 
Chance to Heal - Dam/End - Dam/End/Rech - Dam/Rech
 
 
Excutioner's Contract (Lvl 20-53)
 
Acc/Dam - Chance for Sleep - Dam/End - Dam/Int - Dam/Range - Dam/Rech
 
 
Kinetic Combat (Lvl 20-35)
 
Acc/Dam
 
Chance to Knockdown - Dam/End - Dam/End/Rech - Dam/Rech
 
 
Mako's Bite (Lvl 30-53)
 
Acc/Dam - Acc/Dam/End/Rech - Acc/End/Rech - Chance for Lethal Damage - Dam/End - Dam/Rech
 
 
Positron's Blast (Lvl 20-53)
 
Acc/Dam - Chance for Energy damage - Dam/Acc/End - Dam/End - Dam/Range - Dam/Rech
 
 
Pounding Slugfest (Lvl 15-30)
 
Acc/Dam
 
Chance to Disorient - Dam/End - Dam/Rech
 
 
Scirocco's Dervish (Lvl 20-53)
 
Acc/Dam - Acc/Rech - Chance for Lethal DoT - Dam/Acc/End - Dam/End - Dam/Rech
 
 
Sting of the Manticore (lvl 35-53)
 
Acc/Dam - Chance of Toxic DoT - Acc/Int/Range - Dam/End - Dam/End/Rech - Dam/Int/Rech
 
 
Tempest (Lvl 15-30)
 
Acc/Dam
 
Chance of End Drain - Dam/End - Dam/Rech
 
 
Touch of Death (Lvl 25-40)
 
Acc/Dam
 
Acc/Dam/End - Chance of NE Damage - Dam/End - Dam/End/Rech - Dam/Rech
 
 
 
--------------------------------------------------------------------------------
 
 
 
 
And mezzing powers are not the only ones who will get additional effects through Inventions. The list above shows Inventions that add some interesting "Chance to..." effects to seemingly any attack.
 
 
Executioner's Contract and Sting of the Manticore also list Interruption and Range among their possible enhancement attributes. Whether this means they are limited by design to sniper attacks, I cannot say, but imagine Executioner's Contract's "Chance to Sleep" slotted into a Stalker's Assassin Strike power! Adding knockdown or disorient into any attack would help Fire Blast users, giving them some form of damage mitigation to their attacks. Finally, check out Decimation's "Chance to Buildup" The possibilities for that are frightening.
 
 
As with the other enhancements in the Inventions list, the worth of the above "Chance of..." enhancements is dependent entirely on the actual percentages involved. We can only guess what those are at this point, but consider this:
 
 
What % chance is a good chance of success when used in one slotting, but not too overpowered when used in three slots of a single power, and not too low as to be not worth the effort in the first place?
 
 
The absolute maximum would seem to be 35% or thereabouts, so with three identical "Chance of..." Inventions you would get nearly a 100% success rate. I don't believe it will be that high, but in most cases three of those Inventions - half of the maximum possible slots you can give a single power - should certainly be in the 50-75% range, depending on the effect in question.
 
 
 
Quote:
 
--------------------------------------------------------------------------------
 
 
TRAVEL POWER ENHANCEMENTS
 
 
Celerity (Lvl 15-53)
 
+Stealth - End - Run Speed
 
 
Freebird (Lvl 15-53)
 
+Stealth - End - Fly
 
 
Jaunt (Lvl 15-53)
 
End - Range - Range/End
 
 
Quickfoot (Lvl 15-53)
 
End - Run Speed - Run/End
 
 
Soaring (Lvl 15-53)
 
End - Fly - Fly/End
 
 
Springfoot (Lvl 15-53)
 
End - Jump - Jump/End
 
 
Time & Space Manipulation (Lvl 15-53)
 
+Stealth - End - Range
 
 
Unbounded Leap (Lvl 15-53)
 
+Stealth - End - Jump
 
 
 
--------------------------------------------------------------------------------
 
 
 
 
From their icons, from the limited range of attributes they can enhance, and from their level ranges (starting at 15), it's obvious the above Inventions are aimed at the four methods of travel in the game.
 
 
Aside from just allowing you to combine movement and endurance cost reduction into a single enhancement slot (which will be just excellent for Fly and Teleport by the way!), four of the above Inventions seem to allow you to add Stealth to your mode of travel! An even bigger possibility, with the right Celerity or Unbounded Leap Kineticists may be able to add Stealth to Siphon Speed, Speed Boost and Inertia Reduction. Electric Brutes might even get Stealth from Lightning Reflexes. Heck, anyone might be able to get a stealthy version of Sprint!
 
 
 
Quote:
 
--------------------------------------------------------------------------------
 
 
HEAL ENHANCEMENTS
 
 
Doctored Wounds (Lvl 30-53)
 
End/Heal - End/Heal/Rech - End/Rech - Heal - Heal/Rech - Rech
 
 
Harmonized Healing (Lvl 20-40)
 
End/Heal - End/Heal/Rech - End/Rech - End - Heal - Heal/Rech
 
 
Miracle (Lvl 20-40)
 
End/Heal
 
+Recovery - End/Heal/Reach - End/Rech - Heal - Heal/Rech
 
 
Numina's Convalesence (Lvl 30-53)
 
+Recovery and +Regeneration - End/Heal - End/Heal/Rech - End/Rech - Heal - Heal/Rech
 
 
Regenerative Tissue (Lvl 10-30)
 
+Regeneration - End/Heal/Rech – End/Rech - Heal/Rech
 
End/Heal
 
 
Triage (Lvl 10-30)
 
End/Heal - End/Heal/Rech - End/Rech - Heal/Rech
 
 
 
--------------------------------------------------------------------------------
 
 
 
 
Certain healing-oriented Inventions can also add regeneration or endurance recovery rate buffs into your healing powers - perhaps even into auto powers such as Health?
 
 
 
Quote:
 
--------------------------------------------------------------------------------
 
 
RESISTANCE ENHANCEMENTS
 
 
Aegis (Lvl 25-53)
 
+Psionic & Mez Resist - End/Rech - End/Res - Rech/Res - Res
 
 
Impervious Skin (Lvl 10-30)
 
End/Res
 
+Mez Resist - End/Rech - End/Rech/Res - Rech/Res
 
 
Impervium Armor (Lvl 15-40)
 
End/Res
 
+Psionic Resist - End/Rech - End/Rech/Res - Rech/Res - Res
 
 
Reactive Armor (Lvl 15-40)
 
End/Rech - End/Rech/Res - End/Res - End - Rech/Res - Res
 
 
Steadfast Protection (lvl 10-30)
 
End/Rech - End/Rech/Res - End/Res - Rech/Res
 
 
Titanium Coating (Lvl 25-53)
 
End/Rech - End/Rech/Res - End/Res - End - Rech/Res - Res
 
 
 
--------------------------------------------------------------------------------
 
 
 
 
As well as combining resistance, endurance cost reduction etc into single slots to allow room for diversification, some of the above Inventions provide additional Mez Resistance and/or Psionics Resistance. Imagine slotting your Granite Armour power with an Impervium Armour Invention, to fill that one hole in Granite's protection. Awesome.
 
 
 
Quote:
 
--------------------------------------------------------------------------------
 
 
DEFENSE BUFF ENHANCEMENTS
 
 
Gift of the Ancients (Lvl 15-40)
 
Def/End
 
+5% Run Speed - Def/End/Rech - Def/Rech - Def - End/Rech
 
 
Karma (Lvl 10-30)
 
Def/End - Def/End/Rech - Def/Rech - End/Rech
 
 
Kismet (Lvl 10-30)
 
Def/End
 
+5% Accuracy - Def/End/Rech - Def/Rech
 
 
Luck of the Gambler (Lvl 25-53)
 
+5% Recharge Speed - Def/End - Def/End/Rech - Def/Rech - Def - End/Rech
 
 
Red Fortune (Lvl 25-53)
 
Def/End - Def/End/Rech - Def/Rech - Def - End/Rech - End
 
 
Serendipity (Lvl 15-40)
 
Def/End - Def/End/Rech - Def/Rech - Def - End/Rech - End
 
 
 
--------------------------------------------------------------------------------
 
 
 
 
The better defence-buff-related Inventions seem to further improve your protection by providing boosts to accuracy and recharge speeds, benefiting your DPS. As any Blaster or Fire Tank knows, killing things faster is a great defence!
 
 
Perhaps any power with even the slightest defences can be slotted with Luck of the Gambler? Finally, something worthwhile to put in that Combat Jumping or Hover slot you never use! It might even be possible that slotting Kismet into Dispersion Field or Manoeuvres will improve the accuracy of everyone inside the area of effect! Who knows? Yet the enhancement tech in the current game implies this would be the case.
 
 
 
Quote:
 
--------------------------------------------------------------------------------
 
 
PET-BASED ENHANCEMENTS
 
 
Commanding Presence (Lvl 10-30)
 
Acc/Dam
 
Acc/End - Dam/End - Acc/Dam/End - Aura Taunt & Placate Resistance for Pets
 
 
Edict of the Master (Lvl 15-40)
 
Acc/Dam
 
Acc/Dam/End - Acc/End - Aura 10% Defence Buff for Pets - Dam/End - Dam
 
 
Soveriegn Right (Lvl 25-53)
 
Acc/Dam - Acc/Dam/End - Acc/End - Acc - Aura 10% Resistance (All but Psionic) for Pets - Dam/End
 
 
 
--------------------------------------------------------------------------------
 
 
 
 
These three Inventions are obviously related to pets and/or Mastermind henchmen. I can only guess as to what power you would have to slot to give your character an aura that boosts your pet's abilities. The other attributes each of the above Inventions can affect - accuracy damage and whatnot - are all things that can apply to any pet/henchman. This implies that the Aura enhancements also belong in your pet's enhancement slots, though who can say if this means these auras will be based around you pets, or yourself?
 
 
And yes, Sovereign Right is spelled incorrectly in the game.
 
 
 
Quote:
 
--------------------------------------------------------------------------------
 
 
RANGED ENHANCEMENTS
 
 
Air Burst (Lvl 10-53)
 
Acc/Dam - Dam/End - Dam/Range - Dam/Rech
 
 
Calibrated Accuracy (Lvl 20-53)
 
Acc/Dam - Acc/Dam/Rech - Acc/End - Acc/Int - Acc/Range - Acc/Rech
 
 
Detonation (Lvl 20-53)
 
Acc/Dam - Dam/Acc/End - Dam/End - Dam/End/Range - Dam/Range - Dam/Rech
 
 
Exploit Weakness (Lvl 10-53)
 
Acc/Dam - Dam/End - Dam/Range - Dam/Rech
 
 
Extreme Measures (Lvl 35-53)
 
Acc/Dam - Acc/Int/Range - Acc/Range/Rech - Dam/End - Dam/End/Rech - Dam/Int/Rech
 
 
Far Strike (Lvl 10-25)
 
Acc/End - Dam/Range - Dam/Rech
 
 
Salvo (Lvl 10-25)
 
Acc/Dam - Acc/Dam/End/Range - Dam/End/Rech
 
 
 
--------------------------------------------------------------------------------
 
 
 
 
 
Quote:
 
--------------------------------------------------------------------------------
 
 
NON-RANGED ENHANCEMENTS
 
 
Blood Mandate (Lvl 25-53)
 
Acc/Dam - Acc/End - Dam/End - Acc/Dam/End - Acc
 
 
Bone Snap (Lvl 10-25)
 
Acc/Dam - Acc/Rech - Dam/End
 
 
Brilliant Leadership (Lvl 15-40)
 
Acc/Dam - Acc/Dam/End - Acc/End - Dam/End - Acc - Dam
 
 
Bruising Blow (Lvl 15-30)
 
Acc/Dam - Dam/End - Dam/Rech
 
 
Cleaving Blow (Lvl 10-53)
 
Acc/Dam - Acc/Rech - Dam/End - Dam/Rech
 
 
Crushing Impact (Lvl 30-53)
 
Acc/Dam - Acc/Dam/End - Acc/Dam/Rech - Dam/End - Dam/End/Rech - Dam/Rech
 
 
Focused Smite (Lvl 25-40)
 
Acc/Dam - Acc/Dam/Rech - Acc/End/Rech - Dam/End - Dam/Rech
 
 
Maelstrom's Fury (Lvl 20-35)
 
Acc/Dam - Dam/End - Dam/End/Rech - Dam/Rech
 
 
Multi-strike (Lvl 20-53)
 
Acc/Dam - Acc/End - Dam/Acc/End - Dam/End - Dam/End/Rech - Dam/Rech
 
 
Pulverising Fisticuffs (Lvl 10-25)
 
Acc/Dam
 
Acc/Dam/End/Rech - Acc/Dam/Rech
 
 
Ruin (Lvl 25-40)
 
Acc/Dam - Acc/Dam/Rech - Acc/End/Rech - Dam/End - Dam/Rech
 
 
Smashing Haymaker (Lvl 20-35)
 
Acc/Dam - Dam/End - Dam/End/Rech - Dam/Rech
 
 
Thunderstrike (Lvl 30-53)
 
Acc/Dam - Acc/Dam/End - Acc/Dam/Rech - Dam/End - Dam/End/Rech - Dam/Rech
 
 
Unquestioning Loyalty (Lvl 10-30)
 
Acc/Dam - Acc/Dam/End - Acc/End - Dam/End
 
 
Volley Fire (Lvl 15-30)
 
Acc/Dam - Dam/End - Dam/Rech
 
 
 
--------------------------------------------------------------------------------
 
 
 
 
The remainder of the Inventions on the Training Room at the moment. I noticed that some will provide enhancements to range while others do not. Assuming this is an intentional omission (and not a result of a bug, or the fact that the list is still a work-in-progress), then does this also mean that some Inventions will be limited in their application between melee or ranged attacks?
 
 
Such tech has never been used in CoX before, so I don't know if it's even possible to say, "Thou may fit this acc/dam enhancement into a melee power, but woe unto ye if thou tries to put it in Flares. That one sucks anyway."
 
 
Although above there were Inventions tailored for pets - but again, who is to say a Soveriegn (*coughSovereigncough*) Right accuracy/damage enhancement, for example, may only be slotted into a pet power, and not any power that takes accuracy and damage enhancements?
 
 
--------------------
 
AKA: Echo Taker, Straight Edge, Miss Guile, Atlaser Z, Bubble O'Severn, Danger Baby, Footloose, Lola After The Bomb, Mona Wailer, Gear Punk, Whitfinger.
 
 
Edited by _Echo_ (Sun Oct 15 2006 08:55 PM)
 
 
Post Extras:           
 
 
_Echo_
 
Cohort
 
 
 
Reged: Mar 01 2006
 
Posts: 444
 
Loc: Union  Re: Inventions: An Unofficial & Incomplete Spoiler [Re: _Echo_]
 
      #678908 - Sun Oct 15 2006 03:58 PM  Edit    Reply    Quote    Quick Reply   
 
 
 
 
3: FURTHER ANALYSIS
 
 
3.1: WHAT DOES IT COST?
 
 
By looking at and comparing the costs of these Inventions, we might be able to predict their effectiveness relative to each other.
 
 
First, to compare the same Invention at opposite ends of its level range:
 
 
 
Quote:
 
--------------------------------------------------------------------------------
 
 
Ghost Widow's Embrace: Chance for Psionic Damage (lvl 20)
 
Inf: 3000
 
Salvage: Spell Scroll (x1) Brass (x1) Volume of the Obsidian Librum (x1) Symbiotic Armor (x1) Enriched Plutonium (x1)
 
 
Ghost Widow's Embrace: Chance for Psionic Damage (lvl 53)
 
Inf: 11250
 
Salvage: Demonic Threat Report (x1) Silver (x1) Psionic Threat Report (x1) Hamidon Goo (x1) Chronal Skip (x1)
 
 
 
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Predictably, the Influence/Infamy cost rises with level. Salvage is another matter. As all the salvage used in this system is new and not yet in the game, we cannot say with any accuracy how common or rare a particular piece of salvage may be. However in this case, I'm sure you could say that "Hamidon Goo" is pretty darn rare and tentatively assume that higher level Inventions require rarer salvage as well as more Inf.
 
 
One notable feature of these Invention enhancements is that they may buff one, two or three attributes of a power with one slot. Let's take a look at the costs involved:
 
 
 
Quote:
 
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Brilliant Leadership: Acc (lvl 40)
 
Inf: 8000
 
Salvage: Improved Cybernetic (x1) Ancient Bone (x1) Living Tattoo (x1)
 
 
Brilliant Leadership: Acc/Dam (lvl 40)
 
Inf: 8000
 
Salvage: Scientific Theory (x1) Rune (x1) Data Drive (x1)
 
 
Brilliant Leadership: Acc/Dam/End (lvl 40)
 
Inf: 8000
 
Salvage: Iron (x1) Masterwork Weapon (x1) Symbol (x1)
 
 
 
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They all cost the same! They require the same number of salvage items! For a balanced system then, we must assume one of two possibilities:
 
 
The first possibility is the salvage to make an Invention that buffs two attributes is rarer than that need to make an Invention that buffs one. Similarly, to buff three attributes in one Invention you need rarer salvage than to buff two. Say for example an Invention provides an SO-level buff (eg. +36% damage), then a Dam/Rech Invention would provide a +36% boost to both the Damage and Recharge of a power.
 
 
The other possibility is the salvage items to make an Invention are of similar rarity, independent of how many attributes the Invention buffs. However, the sum total of buffs from a single Invention is always the same, regardless of the number of buffed attributes. The following scenario would occur:
 
 
Imagine the Inventions provide an SO-level buff, say +36% for the sake of argument. Then an enhancement to one attribute (eg. Damage) would get the full buff. An enhancement to two attributes (eg. Dam/End) would be split so each attribute gets +18% (36% total). Likewise, a three-way enhancement (eg. Dam/End/Rech) would get +12% each (36% total).
 
 
3.2: ON BALANCE
 
 
Which is more favourable? The first option. Regardless of the means, if the end results are worth pursuing then players will soldier on and find that rare salvage for the big time buffs.
 
 
Yes, it has the potential for becoming overpowered, but the devs have said that the Legends system was designed to allow lvl 50 characters to become even more powerful, and the Legends system grew into the Invention system.
 
 
The second alternative is certainly easier to balance within the game, but by adopting this method the devs would defeat the purpose of the Inventions system. Why even bother to craft six copies of Blood Mandate: Acc/Dam when you would gain precisely the same benefit from three Acc SOs and three Dam SOs, for a fraction of the cost and zero salvage?
 
 
What's more, if players wish to diversify through this split-slotting, then they would need to compensate the loss of effectiveness by using up more slots, which will prevent them from diversifying anyway!
 
 
There are no percentages to accompany the Inventions as of yet, maybe because they're still being finalised. But through the reasoning above, I'm certain that the total % buff provided by a single Invention is larger than the % buff of an SO enhancement (or a DO enhancement at lower levels).
 
 
To put it another way, if the total % buff of a lvl 53 Invention is equal to or less than an lvl 53 SO enhancement, the process is just not worth the effort. I like to think the devs know this full well.
 
 
3.3: MORE ON BALANCE
 
 
But if the end result is as powerful as I can guess (up to 3 SOs in one slot!), how could it be balanced? Simply, make the salvage rarer. Adjusting Inf costs do nothing you're your average lvl 50 millionaire, but they still have to collect salvage at the same rate everyone else does. And if the rewards are this high, then players will do what it takes.
 
 
What about the mid-game? How do you balance the game for heroes/villains in their lvl 20s? Rarity of salvage will prevent a toon on its own from garnering too many Invention enhancements during its middle-age, but if a well-supported hero/villain in a large SG wishes to spend all that salvage and Inf on making themselves uber for at most 5 levels? They're welcome to it.
 
 
What would be more sensible - and more attainable - would be to by one or two Inventions to help out during those levels when you don't have nearly as many enhancement slots available to you, boosting your abilities better than you could with regular DOs/SOs. Chances are that salvage you're collecting may only be useful for those lvl 20-30 enhancements anyway, and different salvage (like Hami-Goo) will be needed later instead. This is more likely what the devs would have in mind for those Inventions in the mid-game.
 
 
Okay, so what about PvP?
 
 
Er...
 
 
Yeah, I've been trying to fathom this one. I'm not a PvP player so personally I don't really care (sorry!), but I recognise the balance problems a system like this would cause.
 
 
A lvl 50 hero or villain tooled up with Inventions will still meet people of a similar situation in Recluse's Victory. A lvl 50 entering Siren's call however, will have a distinct advantage even after they are auto-exemped.
 
 
Whether or not my earlier assumptions are correct, I can only imagine what the devs have in mind to fix this issue. Other enhancements are scaled down automatically when exemped. Perhaps Invention enhancements will be scaled down too, on a harsher scale? I simply can't say without any evidence. Anyone got a better idea?
 
 
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AKA: Echo Taker, Straight Edge, Miss Guile, Atlaser Z, Bubble O'Severn, Danger Baby, Footloose, Lola After The Bomb, Mona Wailer, Gear Punk, Whitfinger.
 
 
Post Extras:           
 
 
_Echo_
 
Cohort
 
 
 
Reged: Mar 01 2006
 
Posts: 444
 
Loc: Union  Re: Inventions: An Unofficial & Incomplete Spoiler [Re: _Echo_]
 
      #678909 - Sun Oct 15 2006 03:59 PM  Edit    Reply    Quote    Quick Reply   
 
 
 
 
4: THE END
 
 
Well, that's my incomplete spoiler guide completed. I'll update this for glaring errors, but I probably won't be keeping it up-to-date with future developments until the release of I9 or anything daft like that. Frankly, I'd rather be playing CoX instead.
 
 
I hope this guide has given you a glimpse of the future direction of CoX and a little shiver of excitement about the possibilities the Invention system will give us. Think about the new builds we'll see, when folks no longer have to obey the 2 acc, 3 dam doctrine? Less cookie-cutter builds! More experimentation! And more power! While it may not be "nearly limitless" (-Positron TM), this Invention system can give us a vast range of options and customisation we didn't have before! And this is only one part of that system! There are temp powers and costume pieces to look forward to as well! I'm all tingly inside.
 
 
This guide is an attempt to deduce the extent of the Invention system from limited evidence, but it is also an exercise in conjecture. Feel free to question my logic or comment in general below. I provided as complete a list as I could so you could see the Inventions for yourself and make your own minds up, so if you have other ideas I'd be interested to hear them!
 

Revision as of 15:54, 26 March 2007