View Single Post
Old 05-12-2004, 09:57 PM   #1
Cattie
Guest
 
Posts: n/a
Some little info on how enhancements work.
There are four kinds of enhacements, called Training (Generic), Dual Origin (DO), Single Origin (SO). and Dual Effect enhacements.

An enhancement will always give the same benefit as long as it's equal level to your level. ex: Level 10 enhacement on a level 10 Hero will give the exakt same boost if it was a level 40 enhancement on a level 40 hero.

Enhancements only work withing a three level range from you.
ex: if you are level 10, you could use enhancement between level 7 and 13.

Enhacements can be combined to improve it's level. a 5+ enhacement is equal to a level 6, and a 5++ would be equal to a level 7.


Training Enhancements, generic, for all origins. provide either a 8.33% or a 5% increase depending on type.

Dual Origin Enhacements can only be use by two origins specifically, in return they provide twice the bonus of a Training enhancement, 16.67% or 10% depending on type.
Dual Origins can be combined as long it's useable by your origin. Ex: a Magic/Mutation will combine with a Magic/Natural if you're magic origin, or a Mutation/Science, should you be of mutant origin.
Dual Origins are available in stores starting from level 15, so you could equip them at 12. They only sell the basics at that level, when you hit level 20 a few more will open up and finally all at level 25 (22 to equip).
They start dropping at level 10, albeit extremely rare at this level, they become more common after 20.

Single Origin enhacements, can only be used by your specific origin, in return they provide twice the benefit of a dual origin. Meaning 33.33% or 20% depending on type.
These are sold in shops from level 25 (22 to equip), the most basic ones. Higher level Single Origins 35 and 40 are only sold once you complete a mission for that specific store, but will hold all kinds of single origins.

The final and 4th enhacement are Dual Effects, meaning they can be Damage and Accuracy for example. These are very rare and only available at the end game from super villains and from completing trial zones. They are useable by all Origins.


An Enhancement which is higher or lower then you will be more or less effective. It's color coded as well, Enhacement of equal level is white, Above level green, below level, yellow. and unusable, either too high or too low, will be Red.
Here's a little table i ninja'd from the CoH Boards on how the level diffrence affect the enhacement bonuses.

Training 8.3% Enchantments 5% Enchantments
+3 lvl 9.5% ----------------- 5.75%
+2 lvl 9.1% ----------------- 5.50%
+1 lvl 8.7% ----------------- 5.25%
+0 lvl 8.3% ----------------- 5.00%
-1 lvl 7.5% ----------------- 4.50%
-2 lvl 6.6% ----------------- 4.00%
-3 lvl 5.8% ----------------- 3.50%
-4 lvl No bonus ------------- No Bonus

Dual Origin 16.7% Enchantments 10% Enchantments
+3 lvl 19.2% ----------------- 11.5%
+2 lvl 18.4% ----------------- 11.0%
+1 lvl 17.5% ----------------- 10.5%
+0 lvl 16.7% ----------------- 10.0%
-1 lvl 15.0% ------------------- 9.0%
-2 lvl 13.4% ------------------- 8.0%
-3 lvl 11.7% ------------------- 7.0%
-4 lvl No bonus -------------- No Bonus

Singel Origin 33.3% Enchantments 20% Enchantments
+3 lvl 38.2% ----------------- 23%
+2 lvl 36.6% ----------------- 22%
+1 lvl 35.0% ----------------- 21%
+0 lvl 33.3% ----------------- 20%
-1 lvl 30.0% ----------------- 18%
-2 lvl 26.6% ----------------- 16%
-3 lvl 23.3% ----------------- 14%
-4 lvl No bonus -------------- No Bonus

Enhancements stack with each other, and it's supposed to be impossible to reach the caps with enhacements alone.
Ex: 3 Single Origins damage enhacements will give a 3* 33.33% = 100% bonus to damage.
  Reply With Quote