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{{Issue9}}
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== Overview ==
Invention Origin Enhancements (IOs) are [[Enhancements]] that are crafted from a recipe—thus the 'Invention' part of their title. Whereas regular enhancements would drop as usable enhancements (if they were of the right level or origin for your character) from the defeat of a foe or from the end of a mission or could be bought from a contact or store; Invention Origin Enhancements, on the other hand, drop as loot as recipes or the recipes are bought from a Merit Vendor. The player must then craft the recipe into an enhancement (using Invention Salvage and paying Influence or Infamy) in order to slot it.


The pieces of the actual system that could be seen appear to allow for the crafting of [[enhancements]] ranging from level 5 up to level 50 for all normally enhancable elements.  Crafting the enhancements required a combination of [[Salvage]] and Influence.  All items required pieces of salvage not yet present in the game, so no enhancements could actually be created. <BR>
Since Dual Origin and Single Origin Enhancements got nicknamed DOs and SOs, Invention Origin Enhancements are regularly called IOs.
<BR>
For a good bit of analysis/speculation based on what was visible while the system was open on test, check out this link[http://uk.boards.cityofheroes.com/showflat.php?Cat=0&Board=TestUK&Number=678903&page=0&fpart=1].


<div class="notice metadata" id="spoiler">'''ISSUE 9 INVENTIONS SPOILERS AHEAD'''''</div>
IO recipes have levels based on the level of the enemy or mission that awarded them, and the Enhancements built from them will have the same level as the recipe. Both Invention Recipes and Invention Enhancements can be bought and sold at the Markets or traded with other players. Stores won't buy crafted IOs, however.


Enhancement Combinations and Salvage data found on the test server...  
IO recipes start at level 10 and can go to level 50. They start dropping from [[critter]] defeats and [[Recipe Drop Pools|other means]] around level 7. There is a tutorial for using and crafting IOs at the Universities in Steel Canyon and Cap au Diable.


=General=
There are two major types of IOs: '''[[Common Invention Recipes|Common IOs]]''' and '''[[Invention Origin Enhancement Sets|Set IOs]]'''.
(Strong note.  Any percentages given in this section are subject to change during testing.)


The level of all Invention Origin Enhancements determines two things.
[[Image:IO examples.png|300px|thumb|left|{{center|IO Examples}}]]
1) The minimum level of player that may slot that enhancement.
{{clr|left}}
2) The strength of the enhancement.
== Common IOs ==
Like regular SO or DO enhancements, Common IOs buff a single aspect of a power that they are slotted into: aspects such as Damage, Recharge Reduction, Accuracy, Range, etc…. However, there are differences between a regular enhancement (SO, DO, or TO) and an IO:


There is '''no''' maximum slotting level with IOs, and strength is based '''only''' on the enhancement level, not on the level of the player who slots them.  IOs never expire/go red, and their strength never decays.  If a level 10 enhancement gives a 10% bonus, then it can be slotted by a level 7 character or a level 50 character for the same 10% bonus.  Though the same enhancemet built with a higher level will give a higher bonus, so there is still incentive to upgrade as levels are gained.
# Regular enhancements can only be slotted if they're within 3 levels higher or lower of the level of the character; Common IOs can be slotted if they're within 3 levels higher than the character – there is no lower limit. A level 40 character can slot a level 20 IO.
 
# The amount of buff that regular enhancements give to a particular aspect (range, damage, etc…) varies by its relative level to the character. A +3 regular enhancement provides more buff than a -3 enhancement. Not so with IOs – their buff is constant and does not change with the level of the character, only with the level of the IO. A level 40 IO will give more buff than a level 20 IO, but the amount of that buff will remain the same whether the player is level 40 or level 50.
From the leaks on the Test server, it appears that schedule A enhancements are set to 10% bonus at level 10, up to a maximum of a 40% bonus at high level. (Subject to change)
# Regular enhancements stop working if you out level them by more than 3 levels – they 'turn red.' IOs don't stop giving their aspect buff ever – you can't out level them. If you are 10 levels higher than the IO, it will still provide the same aspect buff it did when you were the same level as that IO. If you exemplar below the level of the IO, however, the strength of its aspect buff will scale down. See the page on [[Exemplar Effects on Enhancements]] to see what exemplaring will do to the strength of an IO's aspect buff.
 
# Regular enhancements of a certain type always give the same amount of buff for its relative level – an even level SO will give a damage buff of 33% if it's level 30 or if it's level 50. The strength of the aspect buff of IOs, on the other hand, increases with its level. A level 30 Damage IO is not as strong as a level 50 Damage IO. See the page on [[Invention Origin Enhancement Scaling]] to find out level of the aspect buff of IOs and how they compare to DOs, SOs, and TOs (Training Enhancements), and [[Enhancements#Relative Enhancement Values|this comparison of IOs with the other enhancements]].
From the boards, for dual/triple/quad aspect enhancers:
 
"Currently, the Set enhancements are set up to give about 100% of the basic IO buff for single-aspect enhancements, 62.5% (per aspect) for dual-aspect enhancements (dam/acc, etc.), 50% (per aspect) for tri-aspect enhancements (dam/acc/rech, etc.), and 43.75% (per aspect) for quad-aspect enhancements (acc/dam/rech/end, etc.). This means the overall value (if you can use all the aspects) is 100% of basic IO value for single-aspect, 125% for dual-aspect, 150% for tri-aspect, and 175% for quad-aspect enhancements. For comparison, [[HO]] values (compared to SOs) are +100% per aspect." (Subject to change)
 
=Common Enhancements=
Recipes for common enhancements are found on any [[Invention Worktable]].  Unlimited numbers of these may be crafted, limited only by the salvage needed.
 
From Positron:
"These “IO’s” act just like normal Enhancements except they do not expire, and their bonus stays static no matter what level you are. Lower level IO’s are strengthened around that of Training Enhancements, mid level IO’s are about the power of Dual Origin Enhancements, and IO’s level 25 and above have about the same punch as current Single Origin Enhancements. Of course the power of the Enhancement is better with level, so high level invented Enhancements are slightly more powerful than the equivalent SO."
 
 
=Rare Enhancements=
Rare enhancements require that the player acquire the appropriate single-use [[Recipe]]s.
 
Enhancement recipes have levels, based on the level of the enemy who drops them, and the enhancements that can be built are the same as the level of the recipe from which they are built.
 
==Enhancement Sets==
Rare enhancements belong to sets.  When multiple enhancements from the same set are slotted in the same power, the player starts to earn additional benefits from the set.
 
Example from Positron:
 
"Here’s an example:
 
:Sting of the Manticore (a set of 6) - Slots into any Sniper power
 
:Accuracy/Damage
:Damage/Endurance Reduction
:Accuracy/Interrupt/Range
:Damage/Interrupt/Recharge
:Damage/Endurance/Recharge
:Toxic DoT Proc
 
 
:If you have 2 Enhancements in the set slotted: Bonus to your Regeneration rate
 
:If you have 3 Enhancements in the set slotted: The above plus Energy/Negative Energy resistance
 
:If you have 4 Enhancements in the set slotted: The above plus Overall Damage Boost
 
:If you have 5 Enhancements in the set slotted: The above plus Overall Recharge Rate Boost
 
:If you have all 6 Enhancements in the set slotted: The above plus Toxic damage resistance"
 
 
The same rare IO cannot be slotted twice into the same power. So to get a power slotted with six of a single set requires all six different members of that set.
 
==Procedures==


From Positron:
From Positron:
:''Lower level IO's are strengthened around that of Training Enhancements, mid level IO's are about the power of Dual Origin Enhancements, and IO's level 25 and above have about the same punch as current Single Origin Enhancements. Of course the power of the Enhancement is better with level, so high level invented Enhancements are slightly more powerful than the equivalent SO.''


"I’ll talk about the Enhancements. The last one in the list is a Proc, meaning a procedure that has a chance of happening. Every time you fire your sniper power with the Toxic DoT Proc Enhancement slotted in it, there is a chance your target gets hit with a Toxic Damage over Time effect as well as the normal damage and effect of your Sniper attack."
IOs do not improve at a constant rate as their levels increase. They improve less per level after 26 than they do before.
 
==Group Bonuses==
 
Group bonuses are earned from slotting more than one enhancement of a set into the same power.  Enhancement level is irrelevant.  All group bonuses apply to the character at all times, reguardless of the type of power into which the set is slotted.
 
Each bonus has a power level.  Generally, the higher level sets give bigger bonuses.  The bonuses in the tables in the following section are color coded to show what level they belong to.  Generally, the colors are selected to follow the [[Con System]] that regular players should be well familiar with.  Bonus strength is in relation to level 1 bonuses.
 
{| class="wikitable" style="text-align:center"
! '''Level''' !! '''Color''' !! '''Bonus Strength'''
|-
|| One || style="color:green" | '''Green''' || 100%
|-
|| Two || style="color:blue" | '''Blue''' || 150%
|-
|| Three || '''Black''' || 200%
|-
|| Four|| style="color:orange" | '''Orange''' || 250%
|-
|| Five || style="color:red" | '''Red''' || 300%
|-
|| Six || style="color:purple" | '''Purple''' || 350%
|-
|| Seven || style="color:purple" | '''Purple''' || 400%
|-
|}
 
Levels 6 and 7 bonuses are coded for in the code, but not sets have been established yet that actually use them.
 
== Sets ==
=== Mez Enhancements ===
==== Confuse Enhancements ====
{| class="wikitable" style="text-align:center"
! '''Group name''' !! '''Levels''' !! '''Option 1''' !! '''Option 2''' !! '''Option 3''' !! '''Option 4''' !! '''Option 5''' !! '''Option 6''' !! '''Procedure option'''
|-
| Befuddling Aura  || 10-30 || Acc/End || Acc/Dam || Dam/Conf || Acc/Conf || Conf/End/Rech ||  ||
|-
| Cacophony    || 10-30 || Acc/End || Acc/Dam || Dam/Conf || Acc/Conf || Conf/End/Rech ||  || Chance for Energy Damage
|-
| Malaise's Illusions  || 20-53 || Acc/End || Acc/Dam || Dam/Conf || Acc/Conf || Conf/End/Rech ||  || Chance for Spectral Wounds
|-
| Perplex    || 20-53 || Acc/End || Acc/Dam || Dam/Conf || Acc/Conf || Conf/End/Rech || Conf/Rech ||
|-
|}
 
:'''Group Bonuses'''
 
{| class="wikitable" style="text-align:center; background:SeaShell"
! '''Group name''' !! '''With 2 slotted''' !! '''With 3 slotted''' !! '''With 4 slotted''' !! '''With 5 slotted''' !! '''With 6 slotted'''     
|-
| Befuddling Aura || + Recovery  || Confuse Dur  || Stun Res  || - Recharge Time  ||     
|-
| Cacophany || + Recovery  || Confuse Dur  || Stun Res  || + AoE Def  || + Ranged Def     
|-
| Malaises Illusions || + Recovery  || Confuse Dur  || + Damage  || - Recharge Time  || + Ranged Def
|-
| Perplex || + Regeneration  || Confuse Dur  || Accuracy  || + AoE Def  || + Toxic/Psionic Res
|-
|}
 
==== Sleep Enhancements ====
{| class="wikitable" style="text-align:center"
! '''Group name''' !! '''Levels''' !! '''Option 1''' !! '''Option 2''' !! '''Option 3''' !! '''Option 4''' !! '''Option 5''' !! '''Option 6''' !! '''Procedure option'''
|-
| Call of the Sandman || 20-53 || Acc/End || Acc/Dam || Dam/Sleep || End/Rech/Sleep || Sleep/Range ||  || Chance for Self Heal
|-
| Hibernation    || 10-30 || Acc/End || Acc/Dam || Dam/Sleep || End/Rech/Sleep || Sleep/Range ||  ||
|-
| Induced Coma  || 10-30 || Acc/End || Acc/Dam || Dam/Sleep || End/Rech/Sleep || Sleep/Range ||  || Chance for Recharge Slow
|-
| Lethargic Repose  || 20-53 || Acc/End || Acc/Dam || Dam/Sleep || End/Rech/Sleep || Sleep/Range || Acc/Sleep ||
|-
|}
 
:'''Group Bonuses'''
 
{| class="wikitable" style="text-align:center; background:SeaShell"
! '''Group name''' !! '''With 2 slotted''' !! '''With 3 slotted''' !! '''With 4 slotted''' !! '''With 5 slotted''' !! '''With 6 slotted'''     
|-
| Call of the Sandman || Sleep Dur  || +Health  || +Endurance  || - Recharge Time  || + Toxic/Psionic Res     
|-
| Hibernation || Sleep Dur  || +Health  || + Smashing Res  || - Recharge Time  ||
|-
| Induced Coma || Sleep Dur  || +Health  || Debt Prot  || + Move  || + Melee Def
|-
| Lethargic Repose || Sleep Dur  || + Energy Def  || + Smashing Def  || + AoE Def  || + Toxic Res
|-
|}
 
==== Slow Enhancements ====
{| class="wikitable" style="text-align:center"
! '''Group name''' !! '''Levels''' !! '''Option 1''' !! '''Option 2''' !! '''Option 3''' !! '''Option 4''' !! '''Option 5''' !! '''Option 6''' !! '''Procedure option'''
|-
| Curtail Speed  || 10-30 || Acc/End || Acc/Slow || Dam/Slow || End/Rech/Slow || Slow/Range ||  ||
|-
| Impeded Swiftness  || 10-30 || Acc/End || Acc/Slow || Dam/Slow || End/Rech/Slow  || Slow/Range  ||  || Chance for Smashing Damage
|-
| Pacing of the Turtle || 20-53 || Acc/End || Acc/Slow || Dam/Slow || End/Rech/Slow || Slow/Range ||  || Chance for Recharge Slow
|-
| Tempered Readiness  || 20-53 || Acc/End || Acc/Slow || Dam/Slow || End/Rech/Slow || Slow/Range || Acc/Dam/Slow ||
|-
|}
 
:'''Group Bonuses'''
 
{| class="wikitable" style="text-align:center; background:SeaShell"
! '''Group name''' !! '''With 2 slotted''' !! '''With 3 slotted''' !! '''With 4 slotted''' !! '''With 5 slotted''' !! '''With 6 slotted'''     
|-
| Curtail Speed || Immob Res  || Improved Slow  || + Lethal Def  || - Recharge Time  ||     
|-
| Impeded Swiftness || Immob Res  || Improved Slow  || Stun Res  || Hold Res  || + Melee Def
|-
| Pace of the Turtle || Sleep Res  || Improved Slow  || Accuracy  || Hold Res  || + Ranged Def
|-
| Tempered Readiness || + Recovery  || Improved Slow  || +Endurance  || - Recharge Time  || + Ranged Def
|-
|}
 
==== Immobilize Enhancements ====
{| class="wikitable" style="text-align:center"
! '''Group name''' !! '''Levels''' !! '''Option 1''' !! '''Option 2''' !! '''Option 3''' !! '''Option 4''' !! '''Option 5''' !! '''Option 6''' !! '''Procedure option'''
|-
| Debilitative Action  || 10-30 || Acc/End || Acc/Dam || Dam/Immob || End/Immob/Rech || Acc/Immob || || Chance for Stun
|-
| Enfeebled Operation  || 20-53 || Acc/End || Acc/Dam || Dam/Immob || End/Range/Rech || Acc/Immob || Immob/Range ||
|-
| Rooting Grasp  || 10-30 || Acc/End || Acc/Dam || Dam/Immob || End/Range/Rech || Immob/Range || ||
|-
| Trap of the Hunter || 20-53 || Acc/End || Acc/Dam || Dam/Immob || End/Immob/Rech || Acc/Immob || || Chance for Lethal DoT
|-
|}
 
:'''Group Bonuses'''
 
{| class="wikitable" style="text-align:center; background:SeaShell"
! '''Group name''' !! '''With 2 slotted''' !! '''With 3 slotted''' !! '''With 4 slotted''' !! '''With 5 slotted''' !! '''With 6 slotted'''     
|-
| Debiliative Action || Immob Dur  || + Cold Res  || Debt Prot  || + AoE Def  || + Toxic Res
|-
| Enfeebled Operation || Immob Dur  || + Negative Energy Res  || + Lethal Def  || - Recharge Time  || + Melee Def
|-
| Rooting Grasp || Immob Dur  || +Health  || + Damage  || - Recharge Time  ||
|-
| Trap of the Hunter || Immob Dur  || +Health  || Accuracy  || Hold Res  || + Ranged Def
|-
|}
 
==== Hold Enhancements ====
{| class="wikitable" style="text-align:center"
! '''Group name''' !! '''Levels''' !! '''Option 1''' !! '''Option 2''' !! '''Option 3''' !! '''Option 4''' !! '''Option 5''' !! '''Option 6''' !! '''Procedure option'''
|-
| Essence of Curare  || 20-53 || Acc/End || Acc/Dam || Dam/Hold || End/Range/Rech ||  Hold/Range || Dam/Hold/Rech ||
|-
| Ghost Widow's Embrace  || 20-53 || Acc/End || Acc/Hold || Dam/Hold || End/Hold/Rech || Hold/Range || || Chance for Psionic Damage
|-
| Neuronic Shutdown  || 10-30 || Acc/End || Acc/Dam || Dam/Hold || End/Range/Rech || Hold/Range || || Chance for Psionic DoT
|-
| Paralytic    || 10-30 || Acc/End || Acc/Dam || Dam/Hold || End/Range/Rech || Hold/Range || ||
|-
|}
 
:'''Group Bonuses'''
 
{| class="wikitable" style="text-align:center; background:SeaShell"
! '''Group name''' !! '''With 2 slotted''' !! '''With 3 slotted''' !! '''With 4 slotted''' !! '''With 5 slotted''' !! '''With 6 slotted'''     
|-
| Essence of Curare || Fear Res  || Confuse Res  || Stun Res  || Hold Dur  || + Ranged Def
|-
| Ghost Widows Embrace || +RunSpeed  || +Health  || +Endurance  || Hold Dur  || + Psionic Res
|-
| Neuronic Shutdown || Immob Res  || +Health  || Accuracy  || Hold Dur  || + Melee Def
|-
| Paralytic || + Recovery  || + Positive/Negative Energy Res  || Debt Prot  || Hold Dur  ||
|-
|}
 
==== Fear Enhancements ====
{| class="wikitable" style="text-align:center"
! '''Group name''' !! '''Levels''' !! '''Option 1''' !! '''Option 2''' !! '''Option 3''' !! '''Option 4''' !! '''Option 5''' !! '''Option 6''' !! '''Procedure option'''
|-
| Glimpse of the Abyss || 20-53 || Acc/End || Acc/Dam || Dam/Fear || End/Fear/Rech || Fear/Rech ||  || Chance for Psionic Damage
|-
| Horror    || 10-30 || Acc/End || Acc/Dam || Dam/Fear || End/Fear/Rech || Fear/Rech ||  ||
|-
| Nightmare    || 20-53 || Acc/End || Acc/Dam || Dam/Fear || End/Fear/Rech || Fear/Rech || Acc/Fear ||
|-
| Unspeakable Terror  || 10-30 || Acc/End || Acc/Dam || Dam/Fear || End/Fear/Rech || Fear/Rech ||  || Chance to Hold
|-
|}
 
:'''Group Bonuses'''
 
{| class="wikitable" style="text-align:center; background:SeaShell"
! '''Group name''' !! '''With 2 slotted''' !! '''With 3 slotted''' !! '''With 4 slotted''' !! '''With 5 slotted''' !! '''With 6 slotted'''     
|-
| Glimpse of the Abyss || Fear Dur  || +Health  || Accuracy  || - Recharge Time  || + Psionic Res
|-
| Horror || Fear Dur  || +Health  || Stun Res  || - Recharge Time  ||
|-
| Nightmare || Fear Dur  || + Negative Energy Def  || Accuracy  || Hold Res  || + Toxic/Psionic Res
|-
| Unspeakable Terror || Fear Dur  || + Negative Energy Res  || Debt Prot  || - Recharge Time  || + Psionic Res
|-
|}
 
==== Stun Enhancements ====
{| class="wikitable" style="text-align:center"
! '''Group name''' !! '''Levels''' !! '''Option 1''' !! '''Option 2''' !! '''Option 3''' !! '''Option 4''' !! '''Option 5''' !! '''Option 6''' !! '''Procedure option'''
|-
| Razzle Dazzle  || 10-30 || Acc/End || Acc/Dam || Dam/Stun || End/Stun/Rech || Stun/Range ||  || Chance for Immobilize
|-
| Rope-a-dope    || 20-53 || Acc/End || Acc/Dam || Dam/Stun || End/Stun/Rech || Stun/Range || Acc/Stun ||
|-
| Stagger    || 10-30 || Acc/End || Acc/Dam || Dam/Stun || End/Range/Rech || Stun/Range ||  ||
|-
| Stupefy    || 20-53 || Acc/End || Acc/Stun || Dam/Stun || End/Stun/Rech || Stun/Range ||  || Chance for Knockdown
|-
|}
 
:'''Group Bonuses'''


{| class="wikitable" style="text-align:center; background:SeaShell"
[[Common Invention Recipes|Recipes for Common IO Enhancements]] can be purchased for a standard price from an Invention Worktable, or from other players through the Auction House. Common IO Enhancement recipes also drop from defeating enemies. Common IOs exist only at multiples of 5 levels.
! '''Group name''' !! '''With 2 slotted''' !! '''With 3 slotted''' !! '''With 4 slotted''' !! '''With 5 slotted''' !! '''With 6 slotted'''     
|-
| Razzle Dazzle || + Recovery  || +Health  || Stun Dur  || + Melee Def  || + AoE Def
|-
| Rope A Dope || + Regeneration  || + Fire/Cold Res  || Stun Dur  || Hold Res  || + Psionic Def
|-
| Stagger || +RunSpeed  || + Fire/Cold Def  || Stun Dur  || - Recharge Time  ||
|-
| Stupefy || + Recovery  || +Health  || Stun Dur  || - Recharge Time  || + Ranged Def
|-
|}


===Snipe Enhancements===  
== Set IOs ==
{| class="wikitable" style="text-align:center"
=== Set IOs in General ===
! '''Group name''' !! '''Levels''' !! '''Option 1''' !! '''Option 2''' !! '''Option 3''' !! '''Option 4''' !! '''Option 5''' !! '''Option 6''' !! '''Procedure option'''
'''[[Invention Origin Enhancement Sets|Set IOs]]''' work like Common IOs in that they can buff one (or more!) aspects of a power into which they are slotted, but they differ from Common IOs in these important ways:
|-
| Calibrated Accuracy  || 20-53 || Acc/Dam || Acc/End || Acc/Dam/Rech || Acc/Int || Acc/Range || Acc/Rech ||
|-
| Excutioner's Contract  || 20-53 || Acc/Dam || Dam/End || Dam/Int || Dam/Range || Dam/Rech || ||  Chance for Sleep
|-
| Extreme Measures  || 35-53 || Acc/Dam || Dam/End || Acc/Int/Range || Acc/Range/Rech || Dam/End/Rech || Dam/Int/Rech ||
|-
| Exploit Weakness  || 10-53 || Acc/Dam || Dam/End || Dam/Range || Dam/Rech ||  ||  || 
|-
| Sting of the Manticore || 35-53 || Acc/Dam || Dam/End || Acc/Int/Range || Dam/End/Rech || Dam/Int/Rech || || Chance of Toxic DoT
|-
|}


:'''Group Bonuses'''
# The Common IOs mentioned above have generic names – they're named after the aspect they buff, e.g., the Common IO that buffs Accuracy is called [[Invention: Accuracy]]. Set IOs, on the other hand, are a group of three to six IOs that have a colorful name for their grouping, e.g., [[Positron's Blast]] or [[Luck of the Gambler]].
# Common IOs buff one aspect of a power into which they are slotted. Set IOs may buff one to four aspects of a power.
# Set IOs provide an additional benefit beyond what the aspect buffs do; this is called the Set Bonus. Set Bonuses start when you have two or more Set IOs from the same Set slotted in the same power.
# Some Set IOs provide a benefit all by themselves! It sort of runs counter to the idea of bonuses from a 'set', but that's the way it was set up. These singly-acting Set IOs are called Special IOs (previously they all were called 'Globals' or 'Uniques', but those are now the names of subcategories of some of the Special IOs, see below).
# Set IO Enhancement recipes belong to four 'Pools' which determine from where they drop as loot: Pool A recipes have a chance to drop from the defeat of foes; Pool B from mission completes; Pool C from Task or Strike Forces; and Pool D from Trials or Raids. In Issue 13, the drops for Pools C and D were replaced by Merit Rewards which can be used to buy a chance for a drop from one of those pools, or, more expensively, buy a specific recipe in a specific level range from an NPC Merit Vendor. Arc Completion, Ouroboros Flashback 'Task Forces', and Giant Monster defeats also give Merit drops and, thus, are a source of IO Set Recipes. Set IOs and their recipes can also be bought from, sold to, or traded with players and at the Markets.
# Set IO recipes can occur at any level in the set's range rather than just multiples of 5, and each set's range is usually only a portion of the full 10-50 range.
# Common IOs' recipes have a drop rate of 'common' (white). Set IOs have drops rates that can be 'uncommon' (yellow), 'rare' (red), or 'very rare' (purple).


{| class="wikitable" style="text-align:center; background:SeaShell"
=== Multi-Aspect Buffing IOs from Sets ===
! '''Group name''' !! '''With 2 slotted''' !! '''With 3 slotted''' !! '''With 4 slotted''' !! '''With 5 slotted''' !! '''With 6 slotted'''     
Both Common and Set IOs that boost a single Schedule A aspect are set to give a 11.7% bonus at level 10, up to a maximum of a 42.4% bonus at level 50. Single-aspect Schedule B IOs go from 7.0% at level 10 up to 25.5% at level 50. Schedules C and D are twice and three times as strong as Schedule B, respectively, just as they are with non-crafted, regular Enhancements.
|-
| Calibrated Accuracy || + Recovery  || + Positive/Negative Energy Def  || Accuracy  || - Recharge Time  || + Ranged Def     
|-
| Executioners Contract || + Recovery  || + Cold Res  || Debt Prot  || Hold Res  || + Ranged Def
|-
| Exploit Weakness || +RunSpeed  || + Fire/Cold Def  || Accuracy  ||  ||
|-
| Extreme Measures || + Recovery  || +Health  || + Damage  || + AoE Def  || + Melee Def
|-
| Sting of the Manticore || + Regeneration  || + Positive/Negative Energy Def  || + Damage  || - Recharge Time  || + Toxic Res
|-
|}


=== PBAoE Enhancements===   
For Set IOs that boost two aspects, each aspect gets 5/8ths the normal bonus – which is more than 1/2 as would be expected, which means a dual-aspect IO gives 5/8 + 5/8 = 10/8ths or 5/4ths or 25% more of a buff in total. Though each individual aspect gets less boost than a single-aspect IO would give, the total combined bonus is one-and-a-quarter times as large.
{| class="wikitable" style="text-align:center"
! '''Group name''' !! '''Levels''' !! '''Option 1''' !! '''Option 2''' !! '''Option 3''' !! '''Option 4''' !! '''Option 5''' !! '''Option 6''' !! '''Procedure option'''
|-
| Cleaving Blow  || 10-53 || Acc/Dam || Dam/End || Dam/Rech || Acc/Rech ||  ||  || 
|-
| Multi-strike    || 20-53 || Acc/Dam || Dam/End || Dam/Rech || Acc/End || Dam/Acc/End || Dam/End/Rech || 
|-
| Scirocco's Dervish  || 20-53 || Acc/Dam || Dam/End || Dam/Rech || Acc/Rech || Dam/Acc/End ||  ||  Chance for Lethal DoT
|-
|}


:'''Group Bonuses'''
Similarly, triple-aspect IOs boost each aspect by half the normal amount, for an aggregate total of one-and-a-half times, or 50% total buff compared to a single-aspect IO. Quad-aspect IOs boost each aspect by 0.4375 times the normal amount, for an aggregate total one-and-three-quarters times as large (75% extra buff in total).


{| class="wikitable" style="text-align:center; background:SeaShell"
=== Enhancement Set Bonuses ===
! '''Group name''' !! '''With 2 slotted''' !! '''With 3 slotted''' !! '''With 4 slotted''' !! '''With 5 slotted''' !! '''With 6 slotted'''     
Once you slot a second member of a Set into a power (and it has to be a different member of the Set – you can't put two or more of the same member of a Set into a specific power), you start getting bonuses from slotting Sets! The bonuses could be extra defense or resistance or recharge or accuracy or speed or any one of many other possibilities.
|-
| Cleaving Blow
| style="color:green" | '''+ Recovery''' 
| style="color:green" | '''+ Energy Def''' 
| style="color:green" | '''+ Damage'''  ||  ||     
|-
| Multi Strike
| style="color:blue" | '''Sleep Res''' 
| style="color:blue" | '''+ Fire/Cold Res''' 
| style="color:blue" | '''Stun Res''' 
| style="color:blue" | '''+ AoE Def''' 
| style="color:blue" | '''+ Melee Def'''
|-
| Sciroccos Dervish
| style="color:orange" | '''+ Regeneration''' 
| style="color:orange" | '''+ Negative Energy Res''' 
| style="color:orange" | '''Accuracy''' 
| style="color:orange" | '''+ AoE Def''' 
| style="color:orange" | '''+ Psionic Def'''
|-
|}


=== Ranged AoE Enhancements===   
Slotting any two members of a Set gives you the first bonus of the set. Slotting any third member of the set gives you the first bonus of the set plus a second. A fourth member gives you the first two plus a third bonus and so on up to five bonuses for six members of a set. (Remember some Sets don't have a full six members – sets come in packs of 3 to 6).
{| class="wikitable" style="text-align:center"
! '''Group name''' !! '''Levels''' !! '''Option 1''' !! '''Option 2''' !! '''Option 3''' !! '''Option 4''' !! '''Option 5''' !! '''Option 6''' !! '''Procedure option'''
|-
| Air Burst  || 10-30 || Acc/Dam || Dam/End || Dam/Rech || Dam/Range ||  ||  || 
|-
| Detonation    || 20-53 || Acc/Dam || Dam/End || Dam/Rech || Dam/Range || Dam/Acc/End || Dam/End/Range || 
|-
| Positron's Blast  || 20-53 || Acc/Dam || Dam/End || Dam/Rech || Dam/Range || Dam/Acc/End ||  ||  Chance for Energy damage
|-
|}


:'''Group Bonuses'''
These Set Bonuses are always on, even if the power in which the Set is slotted isn't activated, and even if that power is greyed out due to exemplaring! However, you do start to lose the bonuses if you exemplar more than three levels under the level of the IOs in the Set. An [[attuned]] IO will adjust its level down automatically to keep set bonuses if possible, but can't go outside the set's level range.


{| class="wikitable" style="text-align:center; background:SeaShell"
Let's give an example:
! '''Group name''' !! '''With 2 slotted''' !! '''With 3 slotted''' !! '''With 4 slotted''' !! '''With 5 slotted''' !! '''With 6 slotted'''     
:Let's say you have a full set of six Set IOs in a level 40 power. Three of the Set IOs are level 30, the other three are level 20 – so, you're getting 5 Set Bonuses from the six Set IOs.
|-
| Air Burst
| style="color:green" | '''Improved Knockback''' 
| style="color:green" | '''+Health''' 
| style="color:green" | '''+ Smashing/Lethal Res'''  ||  ||     
|-
| Detonation
| style="color:blue" | '''Sleep Res''' 
| style="color:blue" | '''+ Energy Res''' 
| style="color:green" | '''Debt Prot''' 
| style="color:blue" | '''+ AoE Def''' 
| style="color:blue" | '''+ Toxic Res'''
|-
| Positrons Blast
| style="color:orange" | '''+ Recovery''' 
| style="color:orange" | '''+ Fire/Cold Res''' 
| style="color:orange" | '''Accuracy''' 
| style="color:orange" | '''- Recharge Time''' 
| style="color:orange" | '''+ Toxic Res'''
|-
|}


===Travel Enhancements===       
:Now, if you exemplar down to level 35, the power is greyed out because you're under the level of the power. However, all five bonuses are still working! Level 35 is higher than the level 30 and level 20 IOs.
{| class="wikitable" style="text-align:center"
! '''Group name''' !! '''Levels''' !! '''Slot In''' !! '''Option 1''' !! '''Option 2''' !! '''Option 3''' !!      '''Special option'''
|-
| Celerity    || 15-53 || Run || End || Run Speed  || || +Stealth 
|-
| Freebird    || 15-53 || Flight || End || Fly || || +Stealth
|-
| Jaunt    || 15-53 || Teleport || End || Range || Range/End ||     
|-
| Quickfoot    || 15-53 || Run || End || Run Speed  || Run/End ||     
|-
| Soaring    || 15-53 || Flight || End || Fly || Fly/End ||     
|-
| Springfoot    || 15-53 || Jump || End || Jump || Jump/End ||     
|-
| Time & Space Manipulation || 15-53 || Teleport || End || Range || || +Stealth
|-
| Unbounded Leap  || 15-53 || Jump || End || Jump || || +Stealth
|-
|}


:'''Group Bonuses'''
:Now, if you exemplar down to 27, you still get all 5 Set Bonuses because you are within 3 levels under the level 30's.


{| class="wikitable" style="text-align:center; background:SeaShell"
:However, if you exemplar down to level 26, you've gone too low for those 3 30s, and so, it's like they don't exist. However, at level 26, you're still over the level of the three 20s, and so they still 'work' and are giving you the first two bonuses of the Set.
! '''Group name''' !! '''With 2 slotted''' !! '''With 3 slotted'''      
|-
| Celerity || Immob Res  || +Health
|-
| Freebird || + Regeneration  || +Health 
|-
| Jaunt || + Regeneration  || +Health
|-
| Quickfoot || Immob Res  || +Health
|-
| Soaring || + Recovery  || +Health
|-
| Springfoot || + SpeedJumping  || +Health
|-
| SpaceTime Manipulation || + Regeneration  || +Health
|-
| Unbounded Leap || + SpeedJumping  || +Health
|-
|}


===Heal Enhancements===           
:If instead we suppose the set is available at levels 20-50, and all the Set IOs are attuned, you would keep the set bonuses all the way down to level 17.
{| class="wikitable" style="text-align:center"
! '''Group name''' !! '''Levels''' !! '''Option 1''' !! '''Option 2''' !! '''Option 3''' !! '''Option 4''' !! '''Option 5''' !! '''Option 6''' !! '''Special option'''
|-
| Doctored Wounds  || 30-53 || End/Heal || End/Heal/Rech || End/Rech || Heal/Rech || Heal || Rech ||
|-
| Harmonized Healing  || 20-40 || End/Heal || End/Heal/Rech || End/Rech || Heal/Rech || Heal || End ||
|-
| Miracle    || 20-40 || End/Heal || End/Heal/Rech || End/Rech || Heal/Rech || Heal ||  || +Recovery (12.5%)
|-
| Numina's Convalesence  || 30-53 || End/Heal || End/Heal/Rech || End/Rech || Heal/Rech || Heal ||  || +Recovery (9.4%) and +Regeneration (15%)
|-
| Regenerative Tissue  || 10-30 || End/Heal || End/Heal/Rech || End/Rech || Heal/Rech ||  ||  || +Regeneration (20%)
|-
| Triage    || 10-30 || End/Heal || End/Heal/Rech || End/Rech || Heal/Rech ||  ||  ||
|-
|}


:'''Group Bonuses'''
For a listing of the Enhancement Sets, go to: [[Invention Origin Enhancement Sets]]. And for detailed information on the set bonuses, see [[Invention Origin Enhancement Set Bonuses]]. These two pages need to be read together to understand all the bonuses.


{| class="wikitable" style="text-align:center; background:SeaShell"
For a listing of sets broken up into categories, see [[:Category:Invention Sets|the Sets category]]. A series of sortable [[Set Bonus Comparison Tables|set bonus comparison tables]] is also available to aid in optimizing the desired set bonuses.
! '''Group name''' !! '''With 2 slotted''' !! '''With 3 slotted''' !! '''With 4 slotted''' !! '''With 5 slotted''' !! '''With 6 slotted'''     
|-
| Doctored Wounds
|| '''Fear Res '''
|| '''+ Fire/Cold Res '''
|| '''Improved Heal''' 
|| '''- Recharge Time''' 
|| '''+ Toxic/Psionic Res'''
|-
| Harmonized Healing
| style="color:blue" | '''+ Recovery''' 
| style="color:blue" | '''Confuse Res''' 
| style="color:blue" | '''Improved Heal''' 
| style="color:blue" | '''+ AoE Def''' 
| style="color:blue" | '''+ Toxic Res'''
|-
| Miracle
| style="color:orange" | '''+ Recovery''' 
| style="color:orange" | '''+Health''' 
| style="color:orange" | '''Improved Heal''' 
| style="color:blue" | '''+ AoE Def''' 
| style="color:blue" | '''+ Psionic Def'''
|-
| Numinas Convalesence
| style="color:red" | '''+ Regeneration''' 
| style="color:orange" | '''+Health''' 
| style="color:red" | '''Improved Heal''' 
| style="color:red" | '''Hold Res''' 
| style="color:red" | '''+ Ranged Def'''
|-
| Regenerative Tissue
|| '''+RunSpeed''' 
|| '''+Health''' 
|| '''Improved Heal''' 
|| '''- Recharge Time'''  ||
|-
| Triage
| style="color:green" | '''+ Regeneration''' 
| style="color:green" | '''+Health''' 
| style="color:green" | '''Improved Heal'''  ||  ||
|-
|}


===Resistance Enhancements===            
=== Set IO Categories ===
{| class="wikitable" style="text-align:center"
IO Sets are divided into about 30 categories. Individual powers are marked to allow IO Sets from only specific categories. E.g., [[Flight#Hover|Hover]] only allows IO Sets that are from the Fly, Defense, or Universal Travel Set Categories. Some powers only allow one or even no Set Categories. The powers that don't have any Set Categories will not allow you to slot any IOs from an IO Set, but will allow the use of Common IOs.
! '''Group name''' !! '''Levels''' !! '''Option 1''' !! '''Option 2''' !! '''Option 3''' !! '''Option 4''' !! '''Option 5''' !! '''Option 6''' !! '''Special option'''
|-
| Aegis    || 25-53 || End/Rech || End/Res || End/Rech/Res || Rech/Res || Res ||  || +Psionic & Mez Resist
|-
| Impervious Skin  || 10-30 || End/Rech || End/Res || End/Rech/Res || Rech/Res ||  ||  || +Mez Resist
|-
| Impervium Armor  || 15-40 || End/Rech || End/Res || End/Rech/Res || Rech/Res || Res ||  || +Psionic Resist
|-
| Reactive Armor  || 15-40 || End/Rech || End/Res || End/Rech/Res || Rech/Res || Res || End ||
|-
| Steadfast Protection  || 10-30 || End/Res || Res & +3% Def (all) ||  ||  ||  ||  || +Knockback/up Protection
|-
| Titanium Coating  || 25-53 || End/Rech || End/Res || End/Rech/Res || Rech/Res || Res || End ||
|-
|}


:'''Group Bonuses'''
=== Duplicating Sets in the Same Build ===
The same IO Set can be slotted into a character as many times as the build allows. If you have six powers that take IO Sets from the Defense Set Category, then you can slot the [[Karma]] Set six times over. However, you'll wind up running into the [[Invention Origin Enhancement Set Bonuses#The Law of Fives|Rule of Five]], and the sixth set won't give any set bonuses. However, the enhancement values themselves (the defense, endurance, and recharge of the enhancements themselves) will still function on the sixth and subsequent sets.


{| class="wikitable" style="text-align:center; background:SeaShell"
Some of the Special IOs of an IO Set are marked as Unique (see below for Special IOs), and you won't be able to slot that particular one more than once in your build (and that means not getting the last bonus of that set more than once).
! '''Group name''' !! '''With 2 slotted''' !! '''With 3 slotted''' !! '''With 4 slotted''' !! '''With 5 slotted''' !! '''With 6 slotted'''     
|-
| Aegis || +RunSpeed  || + Fire/Cold Def  || Debt Prot  || + AoE Def  || + Toxic Res     
|-
| Impervious Skin || Sleep Res  || +Health  || Debt Prot  || - Recharge Time  ||
|-
| Impervium Armor || + Recovery  || + Psionic Def  || +Endurance  || Hold Res  || + Psionic Res
|-
| Reactive Armor || Immob Res  || + Energy Def  || + Lethal Def  || + AoE Def  || + Toxic Res
|-
| Steadfast Protection || + Recovery  || +Health  ||  ||  ||
|-
| Titanium Coating || Sleep Res  || +Health  || Stun Res  || Hold Res  || + Melee Def
|-
|}


===Defense Buff Enhancements===            
=== Very Rare "Purple" Sets ===
{| class="wikitable" style="text-align:center"
:''Main Article:'' [[Very Rare IO Sets]]
! '''Group name''' !! '''Levels''' !! '''Option 1''' !! '''Option 2''' !! '''Option 3''' !! '''Option 4''' !! '''Option 5''' !! '''Option 6''' !! '''Special option'''
Each and every IO in the Very Rare Enhancement Sets (colored purple, and sometimes called "Purple Sets") is marked Unique.
|-
| Gift of the Ancients || 15-40 || Def/End || Def/End/Rech || Def/Rech || Def || End/Rech ||  || +5% Run Speed
|-
| Karma    || 10-30 || Def/End || Def/Rech ||  ||  ||  ||  || +Knockback/up Protection
|-
| Kismet    || 10-30 || Def/End || Def/End/Rech || Def/Rech || End/Rech ||  ||  || +5% Accuracy
|-
| Luck of the Gambler || 25-53 || Def/End || Def/End/Rech || Def/Rech || Def || End/Rech ||  || +5% Recharge Speed
|-
| Red Fortune  || 25-53 || Def/End || Def/End/Rech || Def/Rech || Def || End/Rech || End ||
|-
| Serendipity    || 15-40 || Def/End || Def/End/Rech || Def/Rech || Def || End/Rech || End ||
|-
|}


The Purple Sets follow their own rules:


:'''Group Bonuses'''
# The enhancements are level 50 only. Their recipes drop from Pool A (defeat of foes) very rarely whenever you would normally have a chance at level 50 drops (when fighting [[critter]]s around 47+).
# You must be level 50 to slot them.
# The Set Bonuses of Purple Sets never shut off due to exemplaring more than three levels lower than the level of the IOs (which are level 50).
# The Special IOs of the Purple Sets which are 'Procs' (see below) have a higher chance of firing (33%) and do more damage than the Procs of the other Sets.


{| class="wikitable" style="text-align:center; background:SeaShell"
=== Special IOs from Sets ===
! '''Group name''' !! '''With 2 slotted''' !! '''With 3 slotted''' !! '''With 4 slotted''' !! '''With 5 slotted''' !! '''With 6 slotted'''     
Some of the IOs from IO Sets single-handedly, all by themselves provide one or more benefits to the whole character, without requiring any of the other members of the Set to be slotted. Some of these also buff an aspect of a power (usually Defense or Resistance), but the majority provide a rather unique extra benefit or bonus which may or may not be related to the Set they come from or the power into which they are slotted.
|-
   
| Gift of the Ancients || + Recovery  || + Fire Res  || +Endurance  || Hold Res  || + Psionic Res
See [[Set Enhancements with Special Effects]] for a complete list of all the Special IOs.
|-
| Karma || Debt Prot  || +Health  || ||  ||
|-
| Kismet || + Recovery  || Confuse Res  || Debt Prot  || - Recharge Time  ||
|-
| Luck of the Gambler || + Regeneration  || +Health  || Accuracy  || Hold Res  || + Psionic Res
|-
| Red Fortune || Immob Res  || Confuse Dur  || + Damage  || - Recharge Time  || + Ranged Def
|-
| Serendipity || + Regeneration  || +Health  || Accuracy  || + AoE Def  || + Toxic Res
|-
|}


===Pet Enhancements===             
Special IOs are of two types: Special IOs that act like Set Bonuses, called '''''Globals''''', and '''''Procs'''''.
{| class="wikitable" style="text-align:center"
! '''Group name''' !! '''Levels''' !! '''Option 1''' !! '''Option 2''' !! '''Option 3''' !! '''Option 4''' !! '''Option 5''' !! '''Option 6''' !!  '''Special option'''
|-
| Blood Mandate  || 25-53 || Acc/Dam || Dam/End || Acc/End || Acc/Dam/End || Acc || Dam ||
|-
| Brilliant Leadership  || 15-40 || Acc/Dam || Dam/End || Acc/End || Acc/Dam/End || Acc || Dam ||
|-
| Commanding Presence  || 10-30 || Acc/Dam || Acc/End || Dam/End || Acc/Dam/End ||  || ||  Aura Taunt & Placate Resistance for Pets
|-
| Edict of the Master || 15-40 || Acc/Dam || Acc/End || Dam/End || Acc/Dam/End || Dam || ||  Aura 10% Defence Buff for Pets
|-
| Soveriegn Right  || 25-53 || Acc/Dam || Acc/End || Dam/End || Acc/Dam/End || Acc || ||  Aura 10% Resistance (All but Psionic) for Pets
|-
| Unquestioning Loyalty  || 10-30 || Acc/Dam || Dam/End || Acc/End || Acc/Dam/End ||  ||  ||
|-
|}


:'''Group Bonuses'''
==== Globals ====
<span style="font-size:1.1em">'''Set-Like Special IOs'''</span>


{| class="wikitable" style="text-align:center; background:SeaShell"
The first type of special IO is a "Global". A global grants a constant benefit like a [[Invention Origin Enhancement Set Bonuses|Set Bonus]] does. In fact, a Global IO grants you a set bonus that requires only itself. Thus all the rules (still works in grayed-out powers, stops working if you exemplar more than 3 levels below the enhancement's level, the "[[Invention Origin Enhancement Set Bonuses#The Law of Fives|Law of Fives]]") for set bonuses also apply to Globals.
! '''Group name''' !! '''With 2 slotted''' !! '''With 3 slotted''' !! '''With 4 slotted''' !! '''With 5 slotted''' !! '''With 6 slotted'''     
|-
| Blood Mandate || + Recovery  || + Fire/Cold Def  || Stun Res  || + AoE Def  || + Ranged Def     
|-
| Brilliant Leadership || + Regeneration  || Confuse Dur  || Debt Prot  || + Movement Speed || + Toxic/Psionic Res     
|-
| Commanding Presence || + Recovery  || +Health  || +Endurance  || + AoE Def  ||     
|-
| Edict of the Master || + SpeedJumping  || +Health  || + Lethal Res  || Hold Res  || + Toxic/Psionic Res
|-
| Sovereign Right || Sleep Res  || Confuse Res  || Stun Res  || Hold Res  || + Melee Def
|-
| Unquestioning Loyalty || Immob Res  || +Health  || +Endurance  ||  ||
|-
|}


===Ranged Enhancements===             
:So, for example, a level 20 [[Karma: Knockback Protection|Karma Knockback Protection]] Global slotted in a level 49 power will still work if the character is exemplared to level 17 and the level 49 power is greyed out. But Karma's Knockback Protection will stop working when exemplared to level 16 – more than three levels under the Special IO itself. If that level 20 Karma was put into Hover which was picked up at level 6, then the Karma would still stop working if exemplared to level 16, even though Hover is still working.
{| class="wikitable" style="text-align:center"
! '''Group name''' !! '''Levels''' !! '''Option 1''' !! '''Option 2''' !! '''Option 3''' !! '''Option 4''' !! '''Option 5''' !! '''Option 6''' !! '''Procedure option'''
|-
| Decimation    || 25-40 || Acc/Dam || Dam/End || Dam/Rech || Dam/End/Rech || Acc/Dam/End ||  ||  Chance for Buildup
|-
| Devastation    || 30-53 || Acc/Dam || Dam/End || Dam/Rech || Acc/Dam/End/Rech || Acc/End/Rech ||  ||  Chance to Hold
|-
| Entropic Chaos  || 20-35 || Acc/Dam || Dam/End || Dam/Rech || Dam/End/Rech ||  ||  ||   Chance to Heal
|-
| Far Strike  || 10-30 || Acc/End || Dam/Range || Dam/Rech ||  ||  ||  || 
|-
| Maelstrom's Fury  || 20-35 || Acc/Dam || Dam/End || Dam/Rech || Dam/End/Rech ||  ||  || 
|-
| Ruin    || 25-40 || Acc/Dam || Dam/End || Dam/Rech || Acc/End/Rech || Acc/Dam/Rech ||  || 
|-
| Salvo    || 10-30 || Acc/Dam || Acc/Dam/End/Range || Dam/End/Rech ||  ||  ||  || 
|-
| Tempest    || 15-30 || Acc/Dam || Dam/End || Dam/Rech ||  ||  ||  ||  Chance of End Drain
|-
| Thunderstrike    || 30-53 || Acc/Dam || Dam/End || Dam/Rech || Dam/End/Rech || Acc/Dam/Rech || Acc/Dam/End || 
|-
| Volley Fire  || 15-30 || Acc/Dam || Dam/End || Dam/Rech ||  ||  ||  || 
|-
|}


:'''Group Bonuses'''
There are two (currently, maybe more to come) Global PvP Special IOs that are excepted from the under-exemplaring rule. If it's a PvP Special IO, it will never turn off from exemplaring.


{| class="wikitable" style="text-align:center; background:SeaShell"
One special IO, the [[Preventive_Medicine:_Absorb_Proc|Preventative Medicine Absorb Proc]], grants a benefit in the same way that a Global IO does (regardless of the state or usage of the power it is slotted in); the benefit is itself triggered under certain circumstances, but where an ordinary Proc IO (discussed below) is triggered by the power it's in, the Absorb Proc's benefit is triggered by having low health.
! '''Group name''' !! '''With 2 slotted''' !! '''With 3 slotted''' !! '''With 4 slotted''' !! '''With 5 slotted''' !! '''With 6 slotted'''     
|-
| Decimation
| style="color:orange" | '''Immob Res''' 
| style="color:blue" | '''+Health''' 
| style="color:orange" | '''+Endurance''' 
| style="color:orange" | '''- Recharge Time''' 
| style="color:orange" | '''+ Toxic/Psionic Res'''
|-
| Devastation
| style="color:red" | '''+ Regeneration''' 
| style="color:red" | '''+Health''' 
| style="color:red" | '''+ Damage''' 
| style="color:red" | '''Hold Res''' 
| style="color:red" | '''+ Psionic Def'''
|-
| Entropic Chaos
| style="color:orange" | '''+ Regeneration''' 
| style="color:orange" | '''Confuse Res''' 
| style="color:orange" | '''+Endurance''' 
| style="color:orange" | '''- Recharge Time'''  ||
|-
| Far Strike
| style="color:green" | '''Fear Res''' 
| style="color:green" | '''+Health'''  ||  ||  ||
|-
| Maelstroms Fury
| style="color:blue" | '''+RunSpeed''' 
| style="color:blue" | '''+ Cold Def''' 
| style="color:blue" | '''Stun Res'''  ||  ||
|-
| Ruin
| style="color:blue" | '''Fear Res''' 
| style="color:blue" | '''+Health''' 
| style="color:green" | '''Debt Prot''' 
| style="color:blue" | '''+ AoE Def'''  ||
|-
| Salvo
|| '''Sleep Res''' 
|| '''+ Fire/Cold Res'''  ||  ||  ||
|-
| Tempest
|| '''Sleep Res''' 
| style="color:green" | '''+ Positive/Negative Energy Res''' 
|| '''+ Damage'''  ||  ||
|-
| Thunderstrike
|| '''+ Recovery''' 
|| '''+ Energy Def''' 
|| '''Accuracy''' 
|| '''+ Movement Speed'''
|| '''+ Ranged Def'''
|-
| Volley Fire
| style="color:green" | '''+ Regeneration''' 
| style="color:green" | '''+Health'''  ||  ||  ||
|-
|}


=== Melee Enhancements===            
==== Procs ====
{| class="wikitable" style="text-align:center"
All the other Special IOs are called 'Procs.' The term comes from Positron:
! '''Group name''' !! '''Levels''' !! '''Option 1''' !! '''Option 2''' !! '''Option 3''' !! '''Option 4''' !! '''Option 5''' !! '''Option 6''' !! '''Procedure option'''
:''I'll talk about the Enhancements. The last one in the list is a Proc, meaning a procedure that has a chance of happening. Every time you fire your sniper power with the Toxic DoT Proc Enhancement slotted in it, there is a chance your target gets hit with a Toxic Damage over Time effect as well as the normal damage and effect of your Sniper attack.''
|-
| Bone Snap  || 10-25 || Acc/Dam || Dam/End || Acc/Rech ||  ||  ||  ||
|-
| Bruising Blow  || 15-30 || Acc/Dam || Dam/End || Dam/Rech ||  ||  ||  ||
|-
| Crushing Impact  || 30-53 || Acc/Dam || Dam/End || Dam/Rech || Acc/Dam/Rech || Acc/Dam/End || Dam/End/Rech ||
|-
| Focused Smite  || 25-40 || Acc/Dam || Dam/End || Dam/Rech || Acc/End/Rech || Acc/Dam/Rech ||  ||
|-
| Kinetic Combat  || 20-35 || Acc/Dam || Dam/End || Dam/Rech || Dam/End/Rech ||  || ||  Chance to Knockdown
|-
| Mako's Bite  || 30-53 || Acc/Dam || Dam/End || Dam/Rech || Acc/Dam/End/Rech || Acc/End/Rech || ||  Chance for Lethal Damage
|-
| Pounding Slugfest  || 15-30 || Acc/Dam || Dam/End || Dam/Rech ||  ||  || ||  Chance to Disorient
|-
| Pulverising Fisticuffs  || 10-25 || Acc/Dam || Acc/Dam/End/Rech || Acc/Dam/Rech ||  ||  ||  ||
|-
| Smashing Haymaker  || 20-35 || Acc/Dam || Dam/End || Dam/Rech || Dam/End/Rech ||  ||  ||
|-
| Touch of Death  || 25-40 || Acc/Dam || Dam/End || Dam/Rech || Acc/Dam/End || Dam/End/Rech || ||  Chance of NE Damage
|-
|}


:'''Group Bonuses'''
The term Proc originally came from the days of some of the MUDs which used the term 'spec_proc' or 'special procedure' to denote game events the player could possibly trigger. The term was popularized by EverQuest as 'procs.' Those who come from the World of Warcraft have given the 'proc' the [http://en.wikipedia.org/wiki/Backronym backronym] "Programmed Random OCcurrence." But since Positron and CoH preceded WoW, we use the term and definition our Developers use.


{| class="wikitable" style="text-align:center; background:SeaShell"
Unlike the Globals, Procs depend on the power they are slotted in to be activated in order to work. If the power isn't activated, then no benefit from the Proc. Consequently, exemplaring lower than the level of the power means the power is greyed out and can't be used (even passive powers follow that rule), which means the Proc won't work. However, the upside of Procs is that if the power is active, the Proc always works, even if you exemplar way below the level of the Proc. Procs don't follow the -3 level rule that Globals and Set Bonuses do.
! '''Group name''' !! '''With 2 slotted''' !! '''With 3 slotted''' !! '''With 4 slotted''' !! '''With 5 slotted''' !! '''With 6 slotted'''     
:So, e.g., if you slot a level 50 [[Celerity: Stealth|Run Stealth]] in Sprint (a level 1 power) and then exemplar down to level 15, you will still get the Stealth bonus when you turn on Sprint even though you're 35 levels lower than the level of that Special IO.
|-
| Bonesnap
| style="color:green" | '''Immob Res''' 
| style="color:green" | '''+Health'''  ||  ||  ||     
|-
| Bruising Blow
| style="color:green" | '''+ Recovery''' 
| style="color:green" | '''+Health'''  ||  ||  ||     
|-
| Crushing Impact
|| '''Immob Res''' 
| style="color:blue" | '''+Health''' 
|| '''Accuracy''' 
|| '''- Recharge Time''' 
|| '''+ Psionic Res'''     
|-
| Focused Smite
| style="color:blue" | '''Immob Res''' 
| style="color:blue" | '''Confuse Res''' 
| style="color:blue" | '''Debt Prot''' 
| style="color:blue" | '''+ Movement Speed''' ||
|-
| Kinetic Combat
| style="color:orange" | '''Immob Res''' 
|| '''+Health''' 
| style="color:red" | '''+ Smashing Def''' 
| style="color:orange" | '''+ Movement Speed''' ||
|-
| Makos Bite
| style="color:red" | '''Immob Res''' 
|| '''+Health''' 
| style="color:red" | '''+ Damage''' 
| style="color:red" | '''Hold Res''' 
| style="color:red" | '''+ Ranged Def'''
|-
| Pounding Slugfest
|| '''+ Regeneration''' 
| style="color:green" | '''+ Positive/Negative Energy Def''' 
|| '''+ Damage'''  ||  ||
|-
| Pulverizing Fisticuffs
|| '''Sleep Res''' 
| style="color:green" | '''+ Positive/Negative Energy Def'''  ||  ||  ||
|-
| Smashing Haymaker
|| '''Immob Res''' 
| style="color:blue" | '''+Health''' 
| style="color:blue" | '''+ Smashing Def'''  ||  ||
|-
| Touch of Death
| style="color:orange" | '''Immob Res''' 
|| '''+Health''' 
| style="color:orange" | '''+ Damage''' 
| style="color:orange" | '''Hold Res''' 
| style="color:orange" | '''+ Melee Def'''
|-
|}


== Hard Numbers ==
Since Procs work when the power is activated, then they continuously work when slotted in a Passive Power or in a Toggle that's turned on. This is also true when they work in certain pseudopets like 'rains' or 'patches' that have an enduring effect. If slotted in a click power, Procs activate just once for the duration of their effect. Additionally, [[Procs Per Minute]] governs the maximum frequency with which a given proc can be triggered.


Here are some numbers and percentages that have been leaked:
Most Procs have an effect that is immediate (like the chance to damage Procs) or last a few seconds (like the mez Procs). Some Procs that provide a self buff have a duration of 120 seconds and will last a full two minutes past when the power is clicked.


Procs that have a chance to do damage, do so based on the level of the character and not the level of the Proc. The damage is not modified by Archetype. See [[Invention Origin Enhancement Proc Damage Scaling|Table of Proc Damage]] for specifics.


:+ Stealth (From Travel sets): 389 feet in PvP, 35 feet in PvE
==== Terminology ====
<span style="font-size:1.1em">'''Special IOs, Globals, Procs, and Uniques'''</span>


:- Knockup (Karma): -4 Magnatude
The fact that some Procs give a global buff to a character and are continuously on if slotted in a passive power makes calling the other type of Special IOs 'Globals' somewhat of a misnomer, but since the Devs never gave us terms to distinguish these Special IOs from each other, the players have struggled to find agreed upon terminology that isn't misleading.
:- Knockup/Knockback (Steadfast): -4 Magnatude


:+ Recovery (Miracle): +12.5% to base recovery
At one time, all Special IOs were called Globals, or Procs, or even 'Unique IOs' ('unique' meaning only one of its kind can be slotted in a build). The fact is that some Globals are unique and some are not. Some Procs are unique and some are not. Some unique enhancements are neither Globals nor Procs.
:+ Recovery/+Regeneration (Numina's Convalescence): + 15% to base regeneration, + 9.4% to base recovery
:+ Regeneration (Regenerative Tissue): +20% to base regeneration


:Chance of Self Heal (Call of the Sandman): 10% chance to heal 5% of your HP
The only official name we've been given is 'proc' meaning 'procedure with a chance to happen' and that certainly doesn't apply to Globals which are always on, nor even to some of the Procs which always go off when the power is used (unless one wants to argue that 100% is a chance...which is indeed argued). Due to the fact that these proc-like globals all grant an effect lasting 120 seconds from activation, some call them 120s, Proc120s, or Proc-Like 120s. So, be aware that there will be differences in terms players use for Special IOs.
:Chance of Buildup (Decimation): 5% chance for Build Up


:Travel sets calculate percentages differently from all other sets.  Instead of using the system described [[#Calculating IO enhancement percentages|below]], multi-aspec travel IOs give 100% of the power of single aspect IOs on each aspect, instead of giving lower percentages for the multiple-aspec enhancements.
In addition to the Special IOs which are Unique – only one of its kind per build, the Stealth Procs are Exclusively Unique, in that if you have one Stealth slotted, you can't slot another Stealth, even if it comes from a different Special IO.


=== Calculating IO enhancement percentages ===
A note about Uniques : The code that enforces the "Unique" status will delete any extras that manage to get slotted into a build. Normally, this would not matter, as you cannot slot more than one of an IO marked unique to the system. However, as happened with the [[Gaussian's Synchronized Fire-Control: Chance for Build Up|Gaussian's Proc]], if a power that is not marked unique to the system is then marked Unique it will delete extra copies.
Invention origin Enhancement bonuses are calculated by multiplying the number form the table below, based on the enhancement level and the schedule of the effected aspect, with the multiplier for the number of aspecs in the enhancements (1/0.625/0.5/0.4375 for Single/Dual/Tri/Quad-aspect enhancments).


--------------------------------------------------------------------------------
See [[Set Enhancements with Special Effects]] for a list of Special IOs that are Unique and is sortable by type, range, pool, and Set Category.


{| class="wikitable" style="text-align:center"
! Level !! [[Enhancements#Schedule B|Schedule B]] !! [[Enhancements#Schedule A|Schedule A]] !! [[Enhancements#Schedule C|Schedule C]] !! [[Enhancements#Schedule D|Schedule D]]
|-
| 10 || 0.05 || 0.0833 || 0.1 || 0.15
|-
| 11 || 0.06 || 0.0999 || 0.12 || 0.18
|-
| 12 || 0.07 || 0.1166 || 0.14 || 0.21
|-
| 13 || 0.08 || 0.1332 || 0.16 || 0.24
|-
| 14 || 0.09 || 0.1499 || 0.18 || 0.27
|-
| 15 || 0.1 || 0.1665 || 0.2 || 0.3
|-
| 16 || 0.1077 || 0.1793 || 0.2154 || 0.3231
|-
| 17 || 0.1154 || 0.1921 || 0.2308 || 0.3462
|-
| 18 || 0.1231 || 0.2049 || 0.2462 || 0.3692
|-
| 19 || 0.1308 || 0.2177 || 0.2615 || 0.3923
|-
| 20 || 0.1385 || 0.2305 || 0.2769 || 0.4154
|-
| 21 || 0.1462 || 0.2433 || 0.2923 || 0.4385
|-
| 22 || 0.1538 || 0.2562 || 0.3077 || 0.4615
|-
| 23 || 0.1615 || 0.269 || 0.3231 || 0.4846
|-
| 24 || 0.1692 || 0.2818 || 0.3385 || 0.5077
|-
| 25 || 0.1769 || 0.2946 || 0.3538 || 0.5308
|-
| 26 || 0.1846 || 0.3074 || 0.3692 || 0.5538
|-
| 27 || 0.1923 || 0.3202 || 0.3846 || 0.5769
|-
| 28 || 0.2 || 0.333 || 0.4 || 0.6
|-
| 29 || 0.2014 || 0.3353 || 0.4027 || 0.6041
|-
| 30 || 0.2027 || 0.3375 || 0.4055 || 0.6082
|-
| 31 || 0.2041 || 0.3398 || 0.4082 || 0.6123
|-
| 32 || 0.2055 || 0.3421 || 0.4109 || 0.6164
|-
| 33 || 0.2068 || 0.3444 || 0.4136 || 0.6205
|-
| 34 || 0.2082 || 0.3466 || 0.4164 || 0.6245
|-
| 35 || 0.2095 || 0.3489 || 0.4191 || 0.6286
|-
| 36 || 0.2109 || 0.3512 || 0.4218 || 0.6327
|-
| 37 || 0.2123 || 0.3534 || 0.4245 || 0.6368
|-
| 38 || 0.2136 || 0.3557 || 0.4273 || 0.6409
|-
| 39 || 0.215 || 0.358 || 0.43 || 0.645
|-
| 40 || 0.2164 || 0.3602 || 0.4327 || 0.6491
|-
| 41 || 0.2177 || 0.3625 || 0.4355 || 0.6532
|-
| 42 || 0.2191 || 0.3648 || 0.4382 || 0.6573
|-
| 43 || 0.2205 || 0.3671 || 0.4409 || 0.6614
|-
| 44 || 0.2218 || 0.3693 || 0.4436 || 0.6655
|-
| 45 || 0.2232 || 0.3716 || 0.4464 || 0.6695
|-
| 46 || 0.2245 || 0.3739 || 0.4491 || 0.6736
|-
| 47 || 0.2259 || 0.3761 || 0.4518 || 0.6777
|-
| 48 || 0.2273 || 0.3784 || 0.4545 || 0.6818
|-
| 49 || 0.2286 || 0.3807 || 0.4573 || 0.6859
|-
| 50 || 0.23 || 0.3829 || 0.46 || 0.69
|-
|}


<div class="notice metadata" id="spoiler">'''Invention Enhancements Spoilers End Here'''''</div>
== See Also ==
* [[Enhancement Sets]]
* [[Enhancement Set Bonuses]]
* [[Set Bonus Comparison Tables]]
* [[Set Enhancements with Special Effects]]
* [[:Category:Invention Sets|Invention Sets]]
* [[Archetype Enhancements]]


[[Category:Invention System]]
[[Category:Invention System]]
[[Category:Enhancements]]
[[Category:Enhancements]]

Latest revision as of 01:51, 25 January 2024

Overview

Invention Origin Enhancements (IOs) are Enhancements that are crafted from a recipe—thus the 'Invention' part of their title. Whereas regular enhancements would drop as usable enhancements (if they were of the right level or origin for your character) from the defeat of a foe or from the end of a mission or could be bought from a contact or store; Invention Origin Enhancements, on the other hand, drop as loot as recipes or the recipes are bought from a Merit Vendor. The player must then craft the recipe into an enhancement (using Invention Salvage and paying Influence or Infamy) in order to slot it.

Since Dual Origin and Single Origin Enhancements got nicknamed DOs and SOs, Invention Origin Enhancements are regularly called IOs.

IO recipes have levels based on the level of the enemy or mission that awarded them, and the Enhancements built from them will have the same level as the recipe. Both Invention Recipes and Invention Enhancements can be bought and sold at the Markets or traded with other players. Stores won't buy crafted IOs, however.

IO recipes start at level 10 and can go to level 50. They start dropping from critter defeats and other means around level 7. There is a tutorial for using and crafting IOs at the Universities in Steel Canyon and Cap au Diable.

There are two major types of IOs: Common IOs and Set IOs.

IO Examples


Common IOs

Like regular SO or DO enhancements, Common IOs buff a single aspect of a power that they are slotted into: aspects such as Damage, Recharge Reduction, Accuracy, Range, etc…. However, there are differences between a regular enhancement (SO, DO, or TO) and an IO:

  1. Regular enhancements can only be slotted if they're within 3 levels higher or lower of the level of the character; Common IOs can be slotted if they're within 3 levels higher than the character – there is no lower limit. A level 40 character can slot a level 20 IO.
  2. The amount of buff that regular enhancements give to a particular aspect (range, damage, etc…) varies by its relative level to the character. A +3 regular enhancement provides more buff than a -3 enhancement. Not so with IOs – their buff is constant and does not change with the level of the character, only with the level of the IO. A level 40 IO will give more buff than a level 20 IO, but the amount of that buff will remain the same whether the player is level 40 or level 50.
  3. Regular enhancements stop working if you out level them by more than 3 levels – they 'turn red.' IOs don't stop giving their aspect buff ever – you can't out level them. If you are 10 levels higher than the IO, it will still provide the same aspect buff it did when you were the same level as that IO. If you exemplar below the level of the IO, however, the strength of its aspect buff will scale down. See the page on Exemplar Effects on Enhancements to see what exemplaring will do to the strength of an IO's aspect buff.
  4. Regular enhancements of a certain type always give the same amount of buff for its relative level – an even level SO will give a damage buff of 33% if it's level 30 or if it's level 50. The strength of the aspect buff of IOs, on the other hand, increases with its level. A level 30 Damage IO is not as strong as a level 50 Damage IO. See the page on Invention Origin Enhancement Scaling to find out level of the aspect buff of IOs and how they compare to DOs, SOs, and TOs (Training Enhancements), and this comparison of IOs with the other enhancements.

From Positron:

Lower level IO's are strengthened around that of Training Enhancements, mid level IO's are about the power of Dual Origin Enhancements, and IO's level 25 and above have about the same punch as current Single Origin Enhancements. Of course the power of the Enhancement is better with level, so high level invented Enhancements are slightly more powerful than the equivalent SO.

IOs do not improve at a constant rate as their levels increase. They improve less per level after 26 than they do before.

Recipes for Common IO Enhancements can be purchased for a standard price from an Invention Worktable, or from other players through the Auction House. Common IO Enhancement recipes also drop from defeating enemies. Common IOs exist only at multiples of 5 levels.

Set IOs

Set IOs in General

Set IOs work like Common IOs in that they can buff one (or more!) aspects of a power into which they are slotted, but they differ from Common IOs in these important ways:

  1. The Common IOs mentioned above have generic names – they're named after the aspect they buff, e.g., the Common IO that buffs Accuracy is called Invention: Accuracy. Set IOs, on the other hand, are a group of three to six IOs that have a colorful name for their grouping, e.g., Positron's Blast or Luck of the Gambler.
  2. Common IOs buff one aspect of a power into which they are slotted. Set IOs may buff one to four aspects of a power.
  3. Set IOs provide an additional benefit beyond what the aspect buffs do; this is called the Set Bonus. Set Bonuses start when you have two or more Set IOs from the same Set slotted in the same power.
  4. Some Set IOs provide a benefit all by themselves! It sort of runs counter to the idea of bonuses from a 'set', but that's the way it was set up. These singly-acting Set IOs are called Special IOs (previously they all were called 'Globals' or 'Uniques', but those are now the names of subcategories of some of the Special IOs, see below).
  5. Set IO Enhancement recipes belong to four 'Pools' which determine from where they drop as loot: Pool A recipes have a chance to drop from the defeat of foes; Pool B from mission completes; Pool C from Task or Strike Forces; and Pool D from Trials or Raids. In Issue 13, the drops for Pools C and D were replaced by Merit Rewards which can be used to buy a chance for a drop from one of those pools, or, more expensively, buy a specific recipe in a specific level range from an NPC Merit Vendor. Arc Completion, Ouroboros Flashback 'Task Forces', and Giant Monster defeats also give Merit drops and, thus, are a source of IO Set Recipes. Set IOs and their recipes can also be bought from, sold to, or traded with players and at the Markets.
  6. Set IO recipes can occur at any level in the set's range rather than just multiples of 5, and each set's range is usually only a portion of the full 10-50 range.
  7. Common IOs' recipes have a drop rate of 'common' (white). Set IOs have drops rates that can be 'uncommon' (yellow), 'rare' (red), or 'very rare' (purple).

Multi-Aspect Buffing IOs from Sets

Both Common and Set IOs that boost a single Schedule A aspect are set to give a 11.7% bonus at level 10, up to a maximum of a 42.4% bonus at level 50. Single-aspect Schedule B IOs go from 7.0% at level 10 up to 25.5% at level 50. Schedules C and D are twice and three times as strong as Schedule B, respectively, just as they are with non-crafted, regular Enhancements.

For Set IOs that boost two aspects, each aspect gets 5/8ths the normal bonus – which is more than 1/2 as would be expected, which means a dual-aspect IO gives 5/8 + 5/8 = 10/8ths or 5/4ths or 25% more of a buff in total. Though each individual aspect gets less boost than a single-aspect IO would give, the total combined bonus is one-and-a-quarter times as large.

Similarly, triple-aspect IOs boost each aspect by half the normal amount, for an aggregate total of one-and-a-half times, or 50% total buff compared to a single-aspect IO. Quad-aspect IOs boost each aspect by 0.4375 times the normal amount, for an aggregate total one-and-three-quarters times as large (75% extra buff in total).

Enhancement Set Bonuses

Once you slot a second member of a Set into a power (and it has to be a different member of the Set – you can't put two or more of the same member of a Set into a specific power), you start getting bonuses from slotting Sets! The bonuses could be extra defense or resistance or recharge or accuracy or speed or any one of many other possibilities.

Slotting any two members of a Set gives you the first bonus of the set. Slotting any third member of the set gives you the first bonus of the set plus a second. A fourth member gives you the first two plus a third bonus and so on up to five bonuses for six members of a set. (Remember some Sets don't have a full six members – sets come in packs of 3 to 6).

These Set Bonuses are always on, even if the power in which the Set is slotted isn't activated, and even if that power is greyed out due to exemplaring! However, you do start to lose the bonuses if you exemplar more than three levels under the level of the IOs in the Set. An attuned IO will adjust its level down automatically to keep set bonuses if possible, but can't go outside the set's level range.

Let's give an example:

Let's say you have a full set of six Set IOs in a level 40 power. Three of the Set IOs are level 30, the other three are level 20 – so, you're getting 5 Set Bonuses from the six Set IOs.
Now, if you exemplar down to level 35, the power is greyed out because you're under the level of the power. However, all five bonuses are still working! Level 35 is higher than the level 30 and level 20 IOs.
Now, if you exemplar down to 27, you still get all 5 Set Bonuses because you are within 3 levels under the level 30's.
However, if you exemplar down to level 26, you've gone too low for those 3 30s, and so, it's like they don't exist. However, at level 26, you're still over the level of the three 20s, and so they still 'work' and are giving you the first two bonuses of the Set.
If instead we suppose the set is available at levels 20-50, and all the Set IOs are attuned, you would keep the set bonuses all the way down to level 17.

For a listing of the Enhancement Sets, go to: Invention Origin Enhancement Sets. And for detailed information on the set bonuses, see Invention Origin Enhancement Set Bonuses. These two pages need to be read together to understand all the bonuses.

For a listing of sets broken up into categories, see the Sets category. A series of sortable set bonus comparison tables is also available to aid in optimizing the desired set bonuses.

Set IO Categories

IO Sets are divided into about 30 categories. Individual powers are marked to allow IO Sets from only specific categories. E.g., Hover only allows IO Sets that are from the Fly, Defense, or Universal Travel Set Categories. Some powers only allow one or even no Set Categories. The powers that don't have any Set Categories will not allow you to slot any IOs from an IO Set, but will allow the use of Common IOs.

Duplicating Sets in the Same Build

The same IO Set can be slotted into a character as many times as the build allows. If you have six powers that take IO Sets from the Defense Set Category, then you can slot the Karma Set six times over. However, you'll wind up running into the Rule of Five, and the sixth set won't give any set bonuses. However, the enhancement values themselves (the defense, endurance, and recharge of the enhancements themselves) will still function on the sixth and subsequent sets.

Some of the Special IOs of an IO Set are marked as Unique (see below for Special IOs), and you won't be able to slot that particular one more than once in your build (and that means not getting the last bonus of that set more than once).

Very Rare "Purple" Sets

Main Article: Very Rare IO Sets

Each and every IO in the Very Rare Enhancement Sets (colored purple, and sometimes called "Purple Sets") is marked Unique.

The Purple Sets follow their own rules:

  1. The enhancements are level 50 only. Their recipes drop from Pool A (defeat of foes) very rarely whenever you would normally have a chance at level 50 drops (when fighting critters around 47+).
  2. You must be level 50 to slot them.
  3. The Set Bonuses of Purple Sets never shut off due to exemplaring more than three levels lower than the level of the IOs (which are level 50).
  4. The Special IOs of the Purple Sets which are 'Procs' (see below) have a higher chance of firing (33%) and do more damage than the Procs of the other Sets.

Special IOs from Sets

Some of the IOs from IO Sets single-handedly, all by themselves provide one or more benefits to the whole character, without requiring any of the other members of the Set to be slotted. Some of these also buff an aspect of a power (usually Defense or Resistance), but the majority provide a rather unique extra benefit or bonus which may or may not be related to the Set they come from or the power into which they are slotted.

See Set Enhancements with Special Effects for a complete list of all the Special IOs.

Special IOs are of two types: Special IOs that act like Set Bonuses, called Globals, and Procs.

Globals

Set-Like Special IOs

The first type of special IO is a "Global". A global grants a constant benefit like a Set Bonus does. In fact, a Global IO grants you a set bonus that requires only itself. Thus all the rules (still works in grayed-out powers, stops working if you exemplar more than 3 levels below the enhancement's level, the "Law of Fives") for set bonuses also apply to Globals.

So, for example, a level 20 Karma Knockback Protection Global slotted in a level 49 power will still work if the character is exemplared to level 17 and the level 49 power is greyed out. But Karma's Knockback Protection will stop working when exemplared to level 16 – more than three levels under the Special IO itself. If that level 20 Karma was put into Hover which was picked up at level 6, then the Karma would still stop working if exemplared to level 16, even though Hover is still working.

There are two (currently, maybe more to come) Global PvP Special IOs that are excepted from the under-exemplaring rule. If it's a PvP Special IO, it will never turn off from exemplaring.

One special IO, the Preventative Medicine Absorb Proc, grants a benefit in the same way that a Global IO does (regardless of the state or usage of the power it is slotted in); the benefit is itself triggered under certain circumstances, but where an ordinary Proc IO (discussed below) is triggered by the power it's in, the Absorb Proc's benefit is triggered by having low health.

Procs

All the other Special IOs are called 'Procs.' The term comes from Positron:

I'll talk about the Enhancements. The last one in the list is a Proc, meaning a procedure that has a chance of happening. Every time you fire your sniper power with the Toxic DoT Proc Enhancement slotted in it, there is a chance your target gets hit with a Toxic Damage over Time effect as well as the normal damage and effect of your Sniper attack.

The term Proc originally came from the days of some of the MUDs which used the term 'spec_proc' or 'special procedure' to denote game events the player could possibly trigger. The term was popularized by EverQuest as 'procs.' Those who come from the World of Warcraft have given the 'proc' the backronym "Programmed Random OCcurrence." But since Positron and CoH preceded WoW, we use the term and definition our Developers use.

Unlike the Globals, Procs depend on the power they are slotted in to be activated in order to work. If the power isn't activated, then no benefit from the Proc. Consequently, exemplaring lower than the level of the power means the power is greyed out and can't be used (even passive powers follow that rule), which means the Proc won't work. However, the upside of Procs is that if the power is active, the Proc always works, even if you exemplar way below the level of the Proc. Procs don't follow the -3 level rule that Globals and Set Bonuses do.

So, e.g., if you slot a level 50 Run Stealth in Sprint (a level 1 power) and then exemplar down to level 15, you will still get the Stealth bonus when you turn on Sprint even though you're 35 levels lower than the level of that Special IO.

Since Procs work when the power is activated, then they continuously work when slotted in a Passive Power or in a Toggle that's turned on. This is also true when they work in certain pseudopets like 'rains' or 'patches' that have an enduring effect. If slotted in a click power, Procs activate just once for the duration of their effect. Additionally, Procs Per Minute governs the maximum frequency with which a given proc can be triggered.

Most Procs have an effect that is immediate (like the chance to damage Procs) or last a few seconds (like the mez Procs). Some Procs that provide a self buff have a duration of 120 seconds and will last a full two minutes past when the power is clicked.

Procs that have a chance to do damage, do so based on the level of the character and not the level of the Proc. The damage is not modified by Archetype. See Table of Proc Damage for specifics.

Terminology

Special IOs, Globals, Procs, and Uniques

The fact that some Procs give a global buff to a character and are continuously on if slotted in a passive power makes calling the other type of Special IOs 'Globals' somewhat of a misnomer, but since the Devs never gave us terms to distinguish these Special IOs from each other, the players have struggled to find agreed upon terminology that isn't misleading.

At one time, all Special IOs were called Globals, or Procs, or even 'Unique IOs' ('unique' meaning only one of its kind can be slotted in a build). The fact is that some Globals are unique and some are not. Some Procs are unique and some are not. Some unique enhancements are neither Globals nor Procs.

The only official name we've been given is 'proc' meaning 'procedure with a chance to happen' and that certainly doesn't apply to Globals which are always on, nor even to some of the Procs which always go off when the power is used (unless one wants to argue that 100% is a chance...which is indeed argued). Due to the fact that these proc-like globals all grant an effect lasting 120 seconds from activation, some call them 120s, Proc120s, or Proc-Like 120s. So, be aware that there will be differences in terms players use for Special IOs.

In addition to the Special IOs which are Unique – only one of its kind per build, the Stealth Procs are Exclusively Unique, in that if you have one Stealth slotted, you can't slot another Stealth, even if it comes from a different Special IO.

A note about Uniques : The code that enforces the "Unique" status will delete any extras that manage to get slotted into a build. Normally, this would not matter, as you cannot slot more than one of an IO marked unique to the system. However, as happened with the Gaussian's Proc, if a power that is not marked unique to the system is then marked Unique it will delete extra copies.

See Set Enhancements with Special Effects for a list of Special IOs that are Unique and is sortable by type, range, pool, and Set Category.


See Also