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  1. #1
    Producer Tolero's Avatar
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    Default Sneak Peek: Augment Slots!

    Today we wanted to give you a sneak peek of one of the upcoming features in Update 17: Augment Slots! This is a new system that allows further customization of your equipment. An item with an augment slot can have an Augment placed in it. A slotted Augment bestows an additional effect to the item for as long as it is slotted.

    Augment slots will be introduced on some new named items, and randomly generated items have a 5% chance of having an augment slot.

    Augment Slots will appear in one of seven different colors:

    • Colorless Augment Slots can only hold Colorless Augments. Colorless Augment Slots can be found in any type of item.
    • Red Augment Slots can hold Colorless or Red Augments. Red Augment Slots can only be found on Weapons, Shields, or other hand-held items.
    • Blue Augment Slots can hold Colorless or Blue Augments. Blue Augment Slots can only be found in Armor, Robes, Outfits, Shields, or other off-hand items.
    • Yellow Augment Slots can hold Colorless or Yellow Augments. Yellow Augment Slots can only be found on Accessory items. (Ring, Neck, Boots, Belt, Gloves, Eyewear, Helmet, Bracers, Cloak, Trinket)
    • Purple Augment Slots can hold Colorless, Blue, or Red Augments. Purple Augment Slots can only be found on named Weapons, Shields, or other hand-held items.
    • Orange Augment Slots can hold Colorless, Red, or Yellow Augments. Orange Augment Slots can only be found on named Weapons, Shields, or other hand-held items.
    • Green Augment Slots can hold Colorless, Blue, or Yellow Augments. Green Augment Slots can only be found on named Armor, Robes, Outfits, or Accessory items.

    This system will replace the two existing augment systems- Epic Augments, and Guild Augments. Existing guild augment slots and the guild augment vendors will remain, but new items won’t have guild augment slots after Update 17.

    The Mechanics of Augmentation:

    To use an Augment, double-click on it from your inventory.
    Then, a barter-shop style window specific to that augment will appear on screen.

    Place the item you want to augment (which needs to have an appropriate slot), select the slot to place the augment in, and hit the “Augment!” button. (You need to select the recipe even if there’s only one slot available.)

    Your item gains that Augment's effect.

    At any point, you can replace the augment you have slotted by placing a new one in the same slot. New augments overwrite old augments, and you don’t get the old augment back.

    Every augment has an associated level requirement to use it. The common (non-named) augments move up in increments of 4 levels at a time: 4, 8, 12, 16, 20, and 24.
    Slotting any augment also increases the slotted item’s minimum level to the level of the slotted augment for as long as that augment is slotted, unless the item’s minimum level is already equal or higher.

    Acquiring Augments

    Augments are unbound and can be found 5% of the time from treasure chests.
    Lahar the Epic Trader in the Twelve sells some augments. Their costs in Epic Dungeon and Epic Raid tokens are lower than their previous costs.

    Level 12, 16, 20, and 24 Augments will be found in the Ruins of Gianthold in exchange for Ancient Elven, Giant, and Dragon relics, and the epic versions thereof.

    Augment Slots will be found…
    • On many named items.
    • In random treasure.
    • They are compatible with Cannith Crafting.

    When found on a lootgen (random) item, the augment slot replaces some of the value that the item would have otherwise had in the power of its Enhancement Bonus, prefix, or suffix.

    5% of generated items have an Augment Slot.

    Colorless Augment Slots take +1 of the item’s total enhancement value.
    Red, Blue, and Yellow Augment Slots take +2 of the item’s total enhancement value.
    Purple, Orange, and Green Augment Slots cannot be found on random treasure. They are found on named treasure only.

    Augments and Augment Slots are fully compatible with Cannith Crafting. Augment Slots and slotted augments persist through disjunction.

    When on a Craftable item, a Colorless Augment Slot adds +1 to the item’s total enhancement value. Red, Blue and Yellow slots add +2 to the item’s total enhancement value, and a Purple, Orange, and Green Augment Slot (if at some point they are available on an item which can be made Craftable) would add +3 to the item’s total enhancement value.

    What about old Epic augments?

    We have decided the best way to make the transition to the new style of slots is to allow everyone to do it at their own pace.

    Please keep in mind that the old style Epic Augment Crystals will no longer be available after Update 17, and they do not function in the new slots.

    To convert an old Epic item to use the new slots, place the item you would like to convert into the Altar of Epic Rituals along with 50 Siberys Dragonshard Fragments. This performs the “Cleansing Ritual”, which updates items to the new Augment Slots.

    This converts the augment slots on the item to the new system. They retain their colors and can accept the new augments, but can no longer use Epic Augment Crystals from before Update 17. This process will remove all currently slotted Epic Augments in the item, and may also remove other modifications, such as Stone of Change recipes.

    You aren’t forced to update old Epic items. If you are happy with your current item, you do not need to use the Cleansing Ritual to update your item.

    Available Augments:

    Please note the following:
    • Most augment bonuses, unless otherwise specified, are an Enhancement Bonus.
    • Spell Power Augments are an Equipment Bonus.
    • There are also special augments found as named items and raid treasure which are not on the list below.

    The below listed Augments are implemented with the introduction of the Augment system and can be found in level-appropriate random treasure.
    Update 17 also introduces the first three “Named” Augments, which drop in specific locations inside certain quests. Named Augments can do special and wondrous things.

    New Augments will continue to be added in future updates. For example: Colorless augments that provide bonuses to Skills are currently planned as a future update to this system.
    Code:
    Colorless Augments:
    
    No Minimum Level:
    +1 Strength 
    +1 Dexterity
    +1 Constitution
    +1 Intelligence
    +1 Wisdom
    +1 Charisma
    
    Minimum Level 4:
    +2 Strength
    +2 Dexterity
    +2 Constitution
    +2 Intelligence
    +2 Wisdom
    +2 Charisma
    
    Minimum Level 8:
    +3 Strength
    +3 Dexterity
    +3 Constitution
    +3 Intelligence
    +3 Wisdom
    +3 Charisma
    
    Minimum Level 12:
    +4 Strength
    +4 Dexterity
    +4 Constitution
    +4 Intelligence
    +4 Wisdom
    +4 Charisma
    
    Minimum Level 16:
    +5 Strength
    +5 Dexterity
    +5 Constitution
    +5 Intelligence
    +5 Wisdom
    +5 Charisma
    
    Minimum Level 20:
    +6 Strength
    +6 Dexterity
    +6 Constitution
    +6 Intelligence
    +6 Wisdom
    +6 Charisma
    +1 Exceptional bonus to Strength
    +1 Exceptional bonus to Dexterity
    +1 Exceptional bonus to Constitution
    +1 Exceptional bonus to Intelligence
    +1 Exceptional bonus to Wisdom
    +1 Exceptional bonus to Charisma
    
    Minimum Level 24:
    +7 Strength
    +7 Dexterity
    +7 Constitution
    +7 Intelligence
    +7 Wisdom
    +7 Charisma
    +2 Insight bonus to Strength
    +2 Insight bonus to Dexterity
    +2 Insight bonus to Constitution
    +2 Insight bonus to Intelligence
    +2 Insight bonus to Wisdom
    +2 Insight bonus to Charisma
    
    
    Red Augments:
    
    No minimum level:
    +1 Fire Damage on Hit
    +1 Cold Damage on Hit
    +1 Acid Damage on Hit
    +1 Electric Damage on Hit
    +30 Fire Spell Power
    +30 Cold Spell Power
    +30 Acid Spell Power
    +30 Electric Spell Power
    +30 Sonic Spell Power
    +30 Force/Untyped Spell Power
    +30 Light/Alignment Spell Power
    +30 Negative Spell Power
    +30 Positive/Healing Spell Power
    +30 Repair/Rust Spell Power
    
    Minimum Level 4:
    +1d2 Fire Damage on Hit
    +1d2 Cold Damage on Hit
    +1d2 Acid Damage on Hit
    +1d2 Electric Damage on Hit
    +42 Fire Spell Power
    +42 Cold Spell Power
    +42 Acid Spell Power
    +42 Electric Spell Power
    +42 Sonic Spell Power
    +42 Force/Untyped Spell Power
    +42 Light/Alignment Spell Power
    +42 Negative Spell Power
    +42 Positive/Healing Spell Power
    +42 Repair/Rust Spell Power
    
    
    Minimum Level 8:
    +1d3 Fire Damage on Hit
    +1d3 Cold Damage on Hit
    +1d3 Acid Damage on Hit
    +1d3 Electric Damage on Hit
    Byeshk Damage Flag
    Law Damage Flag
    Chaos Damage Flag
    Evil Damage Flag
    +54 Fire Spell Power
    +54 Cold Spell Power
    +54 Acid Spell Power
    +54 Electric Spell Power
    +54 Sonic Spell Power
    +54 Force/Untyped Spell Power
    +54 Light/Alignment Spell Power
    +54 Negative Spell Power
    +54 Positive/Healing Spell Power
    +54 Repair/Rust Spell Power
    
    
    Minimum Level 12:
    +1d4 Fire Damage on Hit
    +1d4 Cold Damage on Hit
    +1d4 Acid Damage on Hit
    +1d4 Electric Damage on Hit
    Good Damage Flag
    Adamantine Damage Flag
    +66 Fire Spell Power
    +66 Cold Spell Power
    +66 Acid Spell Power
    +66 Electric Spell Power
    +66 Sonic Spell Power
    +66 Force/Untyped Spell Power
    +66 Light/Alignment Spell Power
    +66 Negative Spell Power
    +66 Positive/Healing Spell Power
    +66 Repair/Rust Spell Power
    
    
    Minimum Level 16:
    +1d6 Fire Damage on Hit
    +1d6 Cold Damage on Hit
    +1d6 Acid Damage on Hit
    +1d6 Electric Damage on Hit
    Cold Iron Damage Flag
    Alchemical Silver Damage Flag
    +78 Fire Spell Power
    +78 Cold Spell Power
    +78 Acid Spell Power
    +78 Electric Spell Power
    +78 Sonic Spell Power
    +78 Force/Untyped Spell Power
    +78 Light/Alignment Spell Power
    +78 Negative Spell Power
    +78 Positive/Healing Spell Power
    +78 Repair/Rust Spell Power
    
    
    Minimum Level 20:
    +1d8 Fire Damage on Hit
    +1d8 Cold Damage on Hit
    +1d8 Acid Damage on Hit
    +1d8 Electric Damage on Hit
    +90 Fire Spell Power
    +90 Cold Spell Power
    +90 Acid Spell Power
    +90 Electric Spell Power
    +90 Sonic Spell Power
    +90 Force/Untyped Spell Power
    +90 Light/Alignment Spell Power
    +90 Negative Spell Power
    +90 Positive/Healing Spell Power
    +90 Repair/Rust Spell Power
    
    
    Minimum Level 24:
    +1d10 Fire Damage on Hit
    +1d10 Cold Damage on Hit
    +1d10 Acid Damage on Hit
    +1d10 Electric Damage on Hit
    +114 Fire Spell Power
    +114 Cold Spell Power
    +114 Acid Spell Power
    +114 Electric Spell Power
    +114 Sonic Spell Power
    +114 Force/Untyped Spell Power
    +114 Light/Alignment Spell Power
    +114 Negative Spell Power
    +114 Positive/Healing Spell Power
    +114 Repair/Rust Spell Power
    
    
    Blue Augments:
    
    No minimum level:
    +1 Natural Armor
    +1 Protection
    +1 Resistance
    +2 Physical Resistance Rating
    Light Fortification
    +5 Hit Points
    
    Minimum Level 4:
    +2 Natural Armor
    +2 Protection
    +2 Resistance
    +4 Physical Resistance Rating
    Moderate Fortification
    +10 Hit Points
    
    Minimum Level 8:
    +3 Natural Armor
    +3 Protection
    +3 Resistance
    +6 Physical Resistance Rating
    Heavy Fortification
    +15 Hit Points
    
    Minimum Level 12:
    +4 Natural Armor
    +4 Protection
    +4 Resistance
    +8 Physical Resistance Rating
    Good Luck +1
    +1 Armor Max Dex Bonus
    -5% Arcane Spell Failure
    +20 Hit Points
    
    Minimum Level 16:
    +5 Natural Armor
    +5 Protection
    +5 Resistance
    +10 Physical Resistance Rating
    -10% Arcane Spell Failure
    +25 Hit Points
    
    Minimum Level 20:
    +6 Natural Armor
    +6 Protection
    +6 Resistance
    +12 Physical Resistance Rating
    Good Luck +2
    -15% Arcane Spell Failure
    +2 Armor Max Dex Bonus
    +30 Hit Points
    
    Minimum Level 24:
    +7 Natural Armor
    +7 Protection
    +7 Resistance
    +14 Physical Resistance Rating
    +35 Hit Points
    
    
    Yellow Augments:
    
    No minimum level:
    +5 Fire Resistance 
    +5 Cold Resistance 
    +5 Acid Resistance
    +5 Electric Resistance 
    +5 Sonic Resistance 
    +10 Spell Points
    Striding 5%
    
    Minimum Level 4:
    +10 Fire Resistance
    +10 Cold Resistance
    +10 Acid Resistance
    +10 Electric Resistance
    +10 Sonic Resistance
    +25 Spell Points
    Underwater Action
    Feather Falling
    Proof Against Poison +2
    Proof Against Disease +2
    Striding 10%
    
    Minimum Level 8:
    +15 Fire Resistance
    +15 Cold Resistance
    +15 Acid Resistance
    +15 Electric Resistance
    +15 Sonic Resistance
    +50 Spell Points
    Proof Against Poison +4
    Proof Against Disease +4
    Blindness Immunity
    Fear Immunity
    Striding 15%
    
    
    Minimum Level 12:
    +20 Fire Resistance
    +20 Cold Resistance
    +20 Acid Resistance
    +20 Electric Resistance
    +20 Sonic Resistance
    +75 Spell Points
    Proof Against Poison +6
    Proof Against Disease +6
    Deathblock
    Striding 20%
    
    Minimum Level 16:
    +25 Fire Resistance
    +25 Cold Resistance
    +25 Acid Resistance
    +25 Electric Resistance
    +25 Sonic Resistance
    +100 Spell Points
    Spell Focus: Evocation
    Spell Focus: Illusion
    Spell Focus: Necromancy
    Spell Focus: Abjuration
    Spell Focus: Enchantment
    Spell Focus: Transmutation
    Spell Focus: Conjuration
    Proof Against Poison +8
    Proof Against Disease +8
    Striding 25%
    
    Minimum Level 20:
    +30 Fire Resistance
    +30 Cold Resistance
    +30 Acid Resistance
    +30 Electric Resistance
    +30 Sonic Resistance
    +150 Spell Points
    Proof Against Poison +10
    Proof Against Disease +10
    Striding 30%
    
    Minimum Level 24:
    +35 Fire Resistance
    +35 Cold Resistance
    +35 Acid Resistance
    +35 Electric Resistance
    +35 Sonic Resistance
    +200 Spell Points
    Greater Spell Focus: Evocation
    Greater Spell Focus: Illusion
    Greater Spell Focus: Necromancy
    Greater Spell Focus: Abjuration
    Greater Spell Focus: Enchantment
    Greater Spell Focus: Transmutation
    Greater Spell Focus: Conjuration

  2. #2
    Community Member Devilteck's Avatar
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    This looks to be a great new feature to the game tyvm for the time invested in this. No sarcasm btw.

    Esit: and by sneak peak as in this post or is this on lamm?


    The sleeper has awakened

    Krakonos The Ancient One Guild leader of Guardians of the Game Khyber

    KrakenHeads(L20 WF THF) Ftr, KrakenSkulzz(L20 WF TWF), KrakenKills(L24 Drow Assisin), Spydraxis, KrakenSouls(L25 Human Fvs), KrakenHealz(L24 Human Cleric), KrakenTunes(L18 Drow Bard/Crafter A150/D150/E150)

  3. #3
    Community Member Hendrik's Avatar
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    /sock


    That is all.


    Quote Originally Posted by hsinclair
    I heard the devs hate all wizards, bards, clerics, fighters, and fuzzy bunnies and only want us to play halfling barbarian/paladin shuriken specialists!

    It's totally true, I have a reliable source. You better reroll now.
    Adventurer, Bug Reporter, Mournlander.

  4. #4
    Founder Alavatar's Avatar
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    Are the "+X Hit Points" considered the same as either the Toughness enchantment or the False Life line?

    In other words, will the the +X Hit Points Augments stack with either Toughness or False Life? Or the "Large Guild Augment of Health" should we choose to retain it?

  5. #5
    Hero Phoenix-daBard's Avatar
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    Overall this looks good but please, when U17 hits please send an in game mail about the quote below to every character who is level 20 or higher or has true reincarnated. Otherwise the non-forum goers will be raging when they cleanse their items without realizing the cost of the change.

    Quote Originally Posted by Tolero View Post
    What about old Epic augments?

    We have decided the best way to make the transition to the new style of slots is to allow everyone to do it at their own pace.

    Please keep in mind that the old style Epic Augment Crystals will no longer be available after Update 17, and they do not function in the new slots.

    To convert an old Epic item to use the new slots, place the item you would like to convert into the Altar of Epic Rituals along with 50 Siberys Dragonshard Fragments. This performs the “Cleansing Ritual”, which updates items to the new Augment Slots.

    This converts the augment slots on the item to the new system. They retain their colors and can accept the new augments, but can no longer use Epic Augment Crystals from before Update 17. This process will remove all currently slotted Epic Augments in the item, and may also remove other modifications, such as Stone of Change recipes.

    You aren’t forced to update old Epic items. If you are happy with your current item, you do not need to use the Cleansing Ritual to update your item.

  6. #6
    Hero Phoenix-daBard's Avatar
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    edit: I was talking out of the wrong orfice.
    Last edited by Phoenix-daBard; 01-14-2013 at 01:51 PM.

  7. #7
    Community Member jakeelala's Avatar
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    so basically you're just combining guild augments and epic augments and adding more of what used to be "crystal of devils ruin" that do stuff in more than just red slots.

    It's cool. It's not the revelation it might have been, and I think adding to the enhancement level and therefore lowering the quality of lootgen that has it is a HUGE mistake.

    Lootgen now in some rare cases is on par with some of the better raid loot. Making it so there's a 5% of that exceptionally rare lootgen generating the same as now but with an augment slot is awesome, but not what you're planning.

    I would beg you to NOT do that, and just make the augment slot a really lucky pull on the right piece of loot. It makes looting chests fun and worthwhile which keeps people running content.
    good at business

  8. #8
    Founder Alavatar's Avatar
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    Quote Originally Posted by Phoenix-daBard View Post
    Tolero stated they are enhancement unless otherwise noted so they would be false life. With that in mind I am keeping my guild items to complement this.
    False Life is an Enhancement Bonus? First I heard of that. Was testing done?

  9. #9
    The Hatchery dejafu's Avatar
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    Raever of Madness * Stormraver * Fireraver * Dreamraver * Skyraver * Solraver * Technoraver * Raverlution * Foraver
    Ghallanda ReRolled
    Quote Originally Posted by Feather_of_Sun View Post
    Turning Ghostbane into a meme is, in my book, the best thing to happen to DDO in awhile.

  10. #10
    The Hatchery Scraap's Avatar
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    Quote Originally Posted by Tolero View Post
    This system will replace the two existing augment systems- Epic Augments, and Guild Augments. Existing guild augment slots and the guild augment vendors will remain, but new items won’t have guild augment slots after Update 17.
    For clarity, will those be colorless, or auto-converted by item type?

    Quote Originally Posted by Tolero View Post
    Every augment has an associated level requirement to use it. The common (non-named) augments move up in increments of 4 levels at a time: 4, 8, 12, 16, 20, and 24.
    Slotting any augment also increases the slotted item’s minimum level to the level of the slotted augment for as long as that augment is slotted, unless the item’s minimum level is already equal or higher.
    ...
    When on a Craftable item, a Colorless Augment Slot adds +1 to the item’s total enhancement value. Red, Blue and Yellow slots add +2 to the item’s total enhancement value, and a Purple, Orange, and Green Augment Slot (if at some point they are available on an item which can be made Craftable) would add +3 to the item’s total enhancement value.
    That'd translate to +2, +4, and +6(eventually) levels under present rules. Are ML or max potential calcs being revisited to bring things to parity, or should we expect the same system to remain? (If not, I see quite a few folks dropping say, the + entirely off a weapon if it has a red slot, so not all necessarily bad, by any means, but could lead to some wonkiness when it comes to y'all figuring out where our relative power-levels should be at when designing/tweaking content.)

    EDIT: Er.. wait... you removed the +7 mutation, or was that an oversight in the listing?

    Quote Originally Posted by Tolero View Post
    5% of generated items have an Augment Slot.
    ...
    Purple, Orange, and Green Augment Slots cannot be found on random treasure. They are found on named treasure only.
    Will named items have a percentage chance, or be fixed? (I could see either way working, though if it is random, I'd likely bump that up to say, 25% just to keep the grind for 'perfect' vs 'good enough' within most folks OCD levels.)
    Last edited by Scraap; 01-14-2013 at 01:54 PM.

  11. #11
    Hero JOTMON's Avatar
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    Not trying to be cynical but..So far reads like a failure of the system.
    I hope I am reading this wrong and you havent just completely screwed the guild slot system.
    Will have to come back and reread your post... started feeling doom sickness after reading this post.. also double checking calendar to make sure it isnt April 1st.


    Guild slots were stacking bonusses with no min level increase.
    Now..Guild slots for a unique guild added bonus will cease to exist to be replaced by augments that will add to the min level and be enhancement bonusses that dont stack?
    Augment slots like guild slots were desired because they were a different bonus and stacked, turning these into enhancments screws that entire benefit.
    Stuff like stacking HP, SP, Intimidate,search,disable,haggle...etc....


    Increasing the minimum level of these items by adding a slot makes most of them worthless.
    A augment slot is supposed to be desirable (hence the low droprate)and better than something at the same level, not amputated then given a upgradable prosthetic that makes it almost as good as an original equivilent.

    All the low level stuff you have listed is mostly pointless and will never be used.. where are the skill boosters, SP boosts
    Is there any point to having these slot crafted items?
    No minimum level:
    +1 Natural Armor
    +1 Protection
    +1 Resistance
    +2 Physical Resistance Rating
    ^ all pointless unless they stack, why would you even bother...
    +5 Hitpoints.. are these stacking like the guild ones?
    no Dodge bonusses???


    A random drop min level 25 item with an augment slot becomes useless? are you neutering the min level 25 item to be a level 23 item with an augment slot in which case it would be a ..ahh man if this didn't have a augment slot it would have been a +7implement instead of +5...off to the Cannith deconstructor...

    MECHANICS/
    ~To use an Augment, double-click on it from your inventory.~
    ~Then, a barter-shop style window specific to that augment will appear on screen~
    OG I hope you are joking... in quest clicking on a item that has a clickie and.... crafting barter window opens blocking my active combat view.. can I slot stuff while I am being killed? or better yet finish slotting when I am dead? Will this also open the DDO store to the rez cake section? Perhaps a audience with the crafting queen so I cant be harmed while midquest augment slotting.

    Slottable Augments/
    Too short a list... Anything currently Cannith Craftible should be slottable.
    Is this the tip of the iceberg with lots more to come... or the sorry kid all you see on the display shelf is all we have.

    Level 20+ Epic worthy augments are lacking, give us more choices that will make us want to shelve greensteel...
    Where are all the worthy augments to replace Greensteel tier goodies, Greensteel tier 2 clickies, Draconic like runes,....
    Greensteel already has resistance 30 on min level 12 stuff...(my level 11 wand does 30 resist)..
    I even have crafted greensteel that gives+45resist(30+stacking10+stacking5)..
    At epic20 we should be seeing...Superior Resistances(40's),.. Elemental absorptions, dodge5%, Superior False Life, etc......,

    At level24 I should be seeing some great stuff... permanent slotting for devils ruin, vampirism, vorpal, smiting, banishing??
    .. augments that make you want to throw away the greensteels we have coveted for 4 years and get augmented up....
    Stackable Elemental absorpton is much more desirable at higher levels over resistances which everyone has by this point.
    Who cares about 35 resistance when you are getting hit for 600+ point fireballs. Epic24 should be resist50 or stackable+20...besides...
    At the epic levels we are looking to mitigate epic damage, with epic worthy gear.. not slots to replace parts of level 12 gear/level 11 spells.. it doesnt cut it.


    Random drop augments? If you do decided you have to drop these at lease dont have these as bound.. at all.. period...
    Grow the list, everything cannith craftible should be augmentable, all the exisiting guild augments should be slottable.
    Dont give us 6 choices per slot and say thats all we could do in time for the release.. but we might add stuff later ... off to the next project...



    /rant off.
    Time to stockpile guild augment slot items

    Would have liked to have seen random drop augment slots accept everything available to Cannith Crafting.
    Should have been able to deconstruct augment slots and put them onto crafted gear...
    Such as.. Have a nice piece of armour that you like the look of.. craft it up and add an augment slot to it.

    Epic Augments should be able to slot cannith crafting(at least+5) as well as the exisiting epic augments without level increase.

    and remember ~Epic Slots for Epic worthy augments~
    Epic 24 augments need to have... the oh yeah i gotta get that factor...not the meh I'll just use my level 11 wand...
    I should be saying screw litany/Torc/Greensteel thats level 12-20 pre-Epic stuff.. Epic24 is the gotta have grind worthy stuff.
    Last edited by JOTMON; 01-16-2013 at 01:23 PM.
    Argo: Degenerate Matter - 200
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  12. #12
    Community Member barabel's Avatar
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    A couple of questions:

    Named Items - Is there going to be a stone of change ritual to convert old named items to new named items w/slots? (i.e. similar to Epic Weapons)

    If so, can we assume that things like Festival recipe and Eldritch Rituals will be wiped from them as well?

    Crafting - The way I'm reading this newly crafted items with these slots will be Higher ML than existing items with Guild Augment slots. Is that correct? (For example: What would the ML be for a Cloak of Charisma +2 with a Medium Guild Slot vs a similar Cloak with a new Augment slot - Clear, Red, etc.)

    --Barabel


  13. #13
    Community Member Snapdragoon's Avatar
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    what is the spell point bonus considered?
    wondering what it will stack with/replace as we have many diiferent versions of spell point +
    GS
    Wizardry
    cove trinket
    planar bonus from Citw
    etc
    etc
    etc

  14. #14
    Hero Phoenix-daBard's Avatar
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    Red face

    Quote Originally Posted by Alavatar View Post
    False Life is an Enhancement Bonus? First I heard of that. Was testing done?
    Oops! My bad. I got enhancement and enchantment mixed up. My offending post has been edited.

  15. #15
    Community Member Contrex's Avatar
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    Could we get Spell Power on something other than red augments? That'd go a long way towards fixing what you did to melee divines.
    Rognac / Oesel / Zaegroenhali / Maloich / Eriaolys / Voidmind / Pastacide / Orangewing / Veraya / Sisutu / Peletis / Lacrimis / Clipped / Somniloquy / Hypnagogic / Othafa

    Khyber / The Hand of the Black Tower

  16. #16
    Community Member barabel's Avatar
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    Quote Originally Posted by JOTMON View Post
    A random drop min level 25 item with an augment slot becomes useless? cant equip a min level 27 item.. now can we...
    The way I'm reading that, if the loot generator creates an item which has an augment slot, it probably would have normally been a ML 22 to ML 24 item.

    It sounds like the higher level items would get watered down with these augments.

    Not sure If this is what they mean, but that's how it's coming across to me.


  17. #17
    Community Member Tiamas's Avatar
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    Quote Originally Posted by Scraap View Post
    Will named items have a percentage chance, or be fixed? (I could see either way working, though if it is random, I'd likely bump that up to say, 25% just to keep the grind for 'perfect' vs 'good enough' within most folks ODC levels.)
    So like only 25% of all eSoS' will have a red slot? Sounds fun
    Bruyak ~ Razahe ~ Duzzared ~ Marwachine ~ Hukwaller
    Mitis Mors|Thelanis

  18. #18
    The Hatchery danotmano1998's Avatar
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    Please tell me the dropped Augments are NOT BTC unless they are raid quality.
    <-Curelite Bottling Company->

    Quote Originally Posted by Chilldude
    Dude, did you see they way that guy just pressed button 1? It was amazing! A display of skill unseen since the 1984 World Games where in the men's room, between events, a man washed his hands with such unbridled majesty that people were claiming the faucet he used was OP.

  19. #19
    Developer Feather_of_Sun's Avatar
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    Quote Originally Posted by Tiamas View Post
    So like only 25% of all eSoS' will have a red slot? Sounds fun
    If a named item has one or more augment slots, it always has those augment slots.

    Only randomly generated items (lootgen items) have a chance to have a slot.

  20. #20

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    Usually I am the first one to shake my head and go , "Really?"

    In this case I think there is a lot of potential, especially for characters outside of the current min max builds to really fill some whole in their build.

    That all depends on what Augments can go out what rare/raid items and if things like green steel will get augments ...

    In the end lots of potential.

    The Twilight Avengers are always recruiting - http://twilightavengersofeberron.yuku.com/topic/655

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