it’s a basic utility, you only get a certain range of percentages on each “perk” on an item.
From what I’ve seen (and forgive me if I’m a little off, I’m at work and my memory is horrible) but it seems to be that the items follow the same pathing indications:
White items only have one perk.
Green has two unrelated perks, one with an activation requirement.
Blue has two unrelated perks without an activation.
Purple has two of the same perks with an an activation.
Orange has three perks, two without an activation, and one with.
Really you’re paying for the number of perks, and whether they’re always on, or triggered, a negative perk acts against the price more than anything, but not the perk behavior on the item.
Always like to think about these while I’m playing… So, for those guys running two oranges and a shard generator, if they were to switch to a purple/blue three way setup, they would essentially be giving up nothing but the shard generator perk in exchange for the same number of perks spread across multiple items, they could even potentially have more “always on” items than they would while running oranges since they’re not stuck with an activation perk.
Now, if you go with 3 oranges though, you’re obviously stacked up with 9 perks, but it’s going to take you an eternity to get there.
The benefit to an orange isn’t the percentages on it, it’s the amount of perks.