(or there is gold in the uncommon drops)
Mister Wales the invention specialist enters the room and dodges a flying coloured brick.
Greetings Class,
in front of you are a set of lego bricks in different colours. Yellows represent accuracy, reds damage, brown the recharge and blue the endurance reduction.
Please each of you put six bricks down in order to indicate how you would choose to enhance an attack.
Mr Monsterrat, please hold up your bricks. You have 1 yellow, 1 red, 2 brown and 2 blue. Interesting choice, trying to ensure that you get a good amount of gauntlet running without draining your endurance too much I see. Lets see how we can improve that in an easy manner.
Look at this special brick I have, half yellow, half red, but as a whole a little bigger than the standard bricks. Pick up your yellow and red, and let me put two of these down. Individually they have less yellow and red, but by swapping out two, you get more yellow and red overall.
When faced with two aspects you wish to improve slightly, you can always slot two dual inventions (from different sets) that reinforce both aspects and get better. Replace in pairs and you always get better.
Slotting two dual aspect IO gives an extra half a slot
A different example, look at this set of bricks in three colours. Yellow/red/brown, yellow/red/blue and a red/blue/brown. Im pulling out the original yellow and one blue and one brown. I slot these in their place. I have the same amount of yellow as before, the same amount of brown as before, the same amount of blue as before, but look at all this extra red we have gained as if from nowhere.
slotting triples gives an extra half slot effectively for each triple slotted.
The simple premise of the use of the building blocks is to use similar portions of different sets to really boost your performance. The fact that Inventions are more powerful than traditional enhancements is just an extra payoff.
[/rpoff]
Math begins:
Given that most people are comfortable with SO, all math will be reduced to the SO- equivalents
At level 26
A Single power IO (such as Celerity Run Speed) is 1.0 SO equivalents
A dual power IO (such as acc/dam) is 1.25 SO equivalents
A Triple IO (such as acc/end/recharge) is 1.5 SO equivalents
At level 50
A single IO is 1.27 SO equivalents
A dual IO is 1.59 SO equivalents
A triple IO is 1.90 SO equivalents
A dual HO is 2 SO equivalents
A triple HO is 3 SO equivalents
(the multipliers for intermediate levels are 26=1, 30=1.05, 40=1.16, 50 =1.27)
Looking Specifically at powers.
Melee damage
Typical SO slotting 1 acc 3 dam 1 endrec 1 recharge
Diverse slotting
Crushing Impact set (30-53) (+immobres + health)
Acc/dam/rech
Acc/dam/End
Dam/End/Rech
Focused Smite (25-40) (+immob res)
Acc/dam/recharge
Dam/end/recharge
+ 1 extra slot to transfer or use for flavour. Pulling a dual from Crushing impact would give +accuracy set bonus
Net effect at level:
26: 1.5acc 2.5dam 1.5endrec 2.0recharge
40: 1.74acc 2.9dam 1.74endrec 2.32recharge
All from uncommon Pool A drops.
The same can be done for ranged attacks using
Thunderstrike (for the CI) and Ruin (for the FS) Giving Fear res, +recovery +energy def
The AOE sets Targeted and PBAOE with only 3 sets don’t have much room for mixing and matching. In most cases the set bonuses outweigh the gains available.
Hold
Typical SO slotting
2 acc 2 hold 2 recharge
Mix and match from each of the 4 sets
Acc/hold/recharge (2 Pool A and 2 TF drops)
Giving 2 acc 2 hold an 2 recharge total in only 4 slots
Then add 2 damage or other enhancements to taste.
Heal.
Well Doctored Wounds is my preferred set, the bonuses are sweet and the balance is good. Each of the 6 heal sets however has a End/Heal/Recharge triple IO. Slot diversely and get the equivalent of 3 heals 3 endrec and 3 recharges. 2 sets cap at 30 2 at 40 and 2 at 50 so it takes some juggling to get there but makes for the best possible heal slotting. An alternative is 3 golgi (heal/end) and then 3 recharge IO, which gets to the same effects at level 47-50.
Defense Toggle
Key features are def and endrec. (recharge matters less)
Standard SO slotting 1 endrec 3 defbuff
But take the 4 of the def/endrec from Luck of the gambler, red fortune (25-50) and Gift of the Ancients, Serendipity (15-40) to get 2.5 SO for each equivalents at 26 and 2.9 SO equivalents for each at 40. That is halving the endurance cost of the toggle, in the same 4 slots.
Similarly the damres toggles can be dualed out like that using the four different damres/endrec

