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  1. #1
    FreeDeeOh PsychoBlonde's Avatar
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    Default Augment Re-scaling, Sooner better than Later

    So, it's nice that there's new epic gear sub 29 and old heroic gear is getting revamped slowly. But you know what simple change would have a BROAD value to make gear across ALL levels more useful?

    Re-scaling the augments!

    Almost all named gear has augment slots, and many of those are USELESS because of the TERRIBLE, OUT OF DATE scaling on augments! If the augment slots were actually valuable, a whole ton of merely okay named loot would be, if not fabulous, at least reasonably valuable.
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  2. #2
    Community Member kmoustakas's Avatar
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    I agree. What would have been great is if red augments would scale with weapon level. That would also reduce the clutter of augments we currently have.
    Bought my first dungeon master's guide in 1992. My favourite part of ddo is coffee and slayers

  3. #3
    Community Member AsburyParker's Avatar
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    Having all scalable augments automatically scale with slotted item level would be even better.

  4. #4
    Community Member btolson's Avatar
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    It would be nice if augments worked similar to Cannith Crafting Shards, but there's a hitch to that. There would only be a single e.g. Dexterity Augment, and expect it to get an appropriate value based on the item's Enchantment Level (preferably not its ML, consider the 30 (34) CC shards). That would allow named 28/29 gear to get more powerful augments than crafted/lootgen 30 gear.

    But the hitch comes in when you want an augment to be better than the item's level alone indicates. Maybe I want one of my Epic Ring of the Stalkers (ML20) to have a Level 28 version of, say, Sheltering (ignore for the moment that current L28 sheltering augments suck, think in terms of an alternate revamp). For as long as augments remain stratified with their own level, you can do that, and simply have the ML on your item go up (from 20 to 28 in this case). But if the augment inherits from the item, then you can't do it anymore.

    I guess what I'd like to see is
    1) augments work like CC shards
    2) but with the ability to manually specify the ML of the augment before slotting it through some interface, so that
    3) when you slot it, the augment's power, as well as the ML of the item, is set to the higher of [your manually set ML on the augment] and [the item's ML]

  5. #5
    Community Member Requiro's Avatar
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    Quote Originally Posted by kmoustakas View Post
    I agree. What would have been great is if red augments would scale with weapon level. That would also reduce the clutter of augments we currently have.
    Yes!

    Quote Originally Posted by AsburyParker View Post
    Having all scalable augments automatically scale with slotted item level would be even better.
    Perfect!

    But...

    Never happen.

    To the OP: Yes, that will bring new life to some items. And made Augment slots more valuable.
    But leave at least one augment in each color, that is better than CC or Random.

    Some suggestion:


    • Colorless
    • New: Exept. stat and Ins. stat: 2 on level 1 nad +1 on each level up
    • Same as CC: Ability (except ML:1)
    • Better then CC: Skill points: 1 point higher then CC


    Effect ML:1 ML:4 ML:8 ML:12 ML:16 ML:20 ML:24 ML:28 ML:32
    Ability 2 3 5 6 8 9 11 12 14
    Skill Stat 4 7 11 15 17 18 19 20 22
    Exept.stat 2 3 4 5 6 7 8 9 10
    Ins.stat 2 3 4 5 6 7 8 9 10


    • Red
    • New: Elemental damage improvement and add other damage types, like bane.
    • New: Some static effects and spell critical chance based on CC
    • Better then CC: Spell power higher then CC


    Effect ML:1 ML:4 ML:8 ML:12 ML:16 ML:20 ML:24 ML:28 ML:32
    Spell power 40 60 75 85 100 115 130 140 155
    Additional damage 1d6 2d4 2d6 2d8 3d6 4d6 5d6 6d6 7d6
    Spell Critical 6 8 10 12 14 16 18 20 22
    Static effects None None Metalline Aligned None Vorpal Vampirism None Greater Vorpal

    • Blue
    • New: Add Sheltering instead PRR and some static effects
    • Same as CC: Most effect
    • Better then CC: Fortification and a HP (just a little)


    Effect ML:1 ML:4 ML:8 ML:12 ML:16 ML:20 ML:24 ML:28 ML:32
    Natural AC 2 3 5 6 8 9 11 12 14
    Protect/Resistance 2 3 4 5 6 8 9 10 11
    Sheltering 3 8 12 16 20 24 28 32 36
    Good luck / Static effect Sacred Eternal Faith Invulnerability GL:1 Toughness (feat) GL:2 Mithril GL:3 GL:4
    HP 5 10 20 25 30 35 40 45 50
    Armor max dex bonus 1 2 3 4 5 6 7 8 9
    Fortification / Arcane spell Failure F: 25 F: 75 F: 100 ASF: -5% ASF: -10% ASF: -15% F: 125 ASF: -20% F: 150

    • Yellow
    • New: more static ability, Spell focus line reworked, Speed instead Striding
    • Same as CC: most other effects
    • Better then CC: Spell points and a little bit Elemental resistance


    Effect ML:1 ML:4 ML:8 ML:12 ML:16 ML:20 ML:24 ML:28 ML:32
    Elemental resistance 5 15 20 25 30 40 45 50 55
    Extra SP 15 30 50 75 100 150 200 250 300
    Spell focus line None 1 None 2 3 4 5 None 6
    Speed II III V VI VIII IX XI XII XIV
    Static abilities FF Underwater action Fear, Blindness immunity Deathblock Silver Flame True Sight Regeneration None None
    Proof against poison / disease 1 2 4 6 8 10 11 12 13
    Last edited by Requiro; 08-27-2018 at 09:43 AM.
    -------------------------------------------------------------
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  6. #6
    Cosmetic Guru Aelonwy's Avatar
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    Quote Originally Posted by Requiro View Post
    Yes!*snip* All Great Ideas!*snip*
    I wish you were a dev and we could get this done!
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  7. #7
    Community Member C-Dog's Avatar
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    I'm not sure augments should do any of that, and I know if they did it would be a huge power jump.

    It's an "augmentation", not an equivalent-level enchantment. They do not duplicate the power of something else at that level, they just make the item "a little better". You want to add Repair Spell power? well, either get a real item, or accept that the ruby is "meh", but a lot better than nothing at all.

    And it's customizable - that's the benefit.

    Just one way to look at it. <shrug>

  8. #8
    Community Member raclaw's Avatar
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    Quote Originally Posted by Requiro View Post
    Yes!



    Perfect!

    But...

    Never happen.

    To the OP: Yes, that will bring new life to some items. And made Augment slots more valuable.
    But leave at least one augment in each color, that is better than CC or Random.

    [/tr]
    [/table]
    No Healing/Repair Amplification?

  9. #9
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    Updating augment bonuses is a good idea that I'd like to see happen. It would probably lead to an increase in sales from the store too, even if the only work done was for regular and insightful ability score bonuses.

    I agree that the bonus should stop short of BiS values, maybe even be just below what is available from Cannith Crafting (like +14/+6). If the augments scaled by item level I'd want to see how that worked for items at ML 28 and 29 before supporting that idea; it would be useful for people who play at cap if the top bonus was available at ML 28.

    Thanks.

  10. #10
    Community Member Dulcimerist's Avatar
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    Quote Originally Posted by AsburyParker View Post
    Having all scalable augments automatically scale with slotted item level would be even better.
    /Signed
    Awesome idea!
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  11. #11
    Barbarbarian Sam-u-r-eye's Avatar
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    Quote Originally Posted by PsychoBlonde View Post
    So, it's nice that there's new epic gear sub 29 and old heroic gear is getting revamped slowly. But you know what simple change would have a BROAD value to make gear across ALL levels more useful?

    Re-scaling the augments!

    Almost all named gear has augment slots, and many of those are USELESS because of the TERRIBLE, OUT OF DATE scaling on augments! If the augment slots were actually valuable, a whole ton of merely okay named loot would be, if not fabulous, at least reasonably valuable.
    On both my caster and melee, all my augments are filled with USEFUL stuff. I agree with your general point though that we could use more and better augments.

    I know there is a significant Tech issue with them....

    I'm not sure they should scale like a regular item. Cheers
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  12. #12
    FreeDeeOh PsychoBlonde's Avatar
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    I don't really care if they scale with item level, but I think having +8's at level 28 when we have +19 gear is ludicrous.
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  13. #13
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    Currently, the items are given slots with clear intent that the effects you can get from those slots be weaker than what you could get from a full-fledged item effect.

    Any revamp should take this into account.

    I'd love some kind of scaling for all kinds of augments, but not to the Cannith Crafting levels. Just below that, maybe 3 item levels below the item you slot them into - just 1 if you slot them into unique items.
    That way, if I don't have room to put Spot anywhere on my gear at level 18, I can slot one of my crafted stat items with one that'll hand me 1 less Spot than usual, which is a tradeoff I'm willing to make.
    Same goes with many effects my character would LIKE to have, but does not NEED to have. I wouldn't want anything but Best-In-Slot for my caster's DCs or spell power, but I could reasonably trade a point of Spellcraft if that means I don't have to slot it anywhere else.

  14. #14
    Cosmetic Guru Aelonwy's Avatar
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    Honestly, I wouldn't care if the augments were one or even two steps behind current Cannith Crafting levels the problem is most are far behind the curve because they were implemented years before the current CC. They need to be re-scaled. But more importantly we would like more possible augments such as dodge, tactics, seeker, accuracy, Spell Lore, and new named augments such as Elemental Victory perhaps (matches helm from ToEE) and we've been repeatedly told they will not make new augments until the system has been over-hauled.

    So please over-haul it already so we can see some new effects and improvements to old very poorly scaled effects.

    Thanks.
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  15. #15
    FreeDeeOh PsychoBlonde's Avatar
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    I think the biggest limiting factor is probably the complexity of changing the various augment turn-ins (collectibles traders, the twelve, Gianthold traders) and then creating some sort of vendor system so that we can turn old augments in for new ones. Plus they'd have to add all the new augments to the DDO store and remove all the old ones.

    I don't think there's any hope whatsoever of an update-in-place that just changes existing augments into new ones.
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  16. #16
    Community Member MerryOldSoul's Avatar
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    Great idea and needed by PB.

  17. #17

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    It is true that they are mostly outdated and that one might expect some kind of revamp. However, I do not want any more powercreep so not sure what to do here.

    How about if augments were created that were unique and also had cosmetic effects on the weapons and armor? That could be fun. Make the effects minor but have cool cosmetic results...just thinking out loud.
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  18. #18
    Community Member Questdoer's Avatar
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    /Signed

    Either that or make the augment bonuses be small but stacking things.
    If someone wants say... dexterity in their build then they just going to get a real dex item and not an objectively inferior bonus.

  19. #19
    Community Member Mglaxix's Avatar
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    Quote Originally Posted by Requiro View Post
    Yes!



    Perfect!

    But...

    Never happen.

    To the OP: Yes, that will bring new life to some items. And made Augment slots more valuable.
    But leave at least one augment in each color, that is better than CC or Random.

    Some suggestion:


    • Colorless
    • New: Exept. stat and Ins. stat: 2 on level 1 nad +1 on each level up
    • Same as CC: Ability (except ML:1)
    • Better then CC: Skill points: 1 point higher then CC


    Effect ML:1 ML:4 ML:8 ML:12 ML:16 ML:20 ML:24 ML:28 ML:32
    Ability 2 3 5 6 8 9 11 12 14
    Skill Stat 4 7 11 15 17 18 19 20 22
    Exept.stat 2 3 4 5 6 7 8 9 10
    Ins.stat 2 3 4 5 6 7 8 9 10
    I see some stat inflation in this table that is way outta line some of those are better than Level 26 Greensteel and considerably lower.

    I think this table strikes a balance lower than CC and without any undue power creep.


    • Colorless


    Effect ML:1 ML:4 ML:8 ML:10 ML:12 ML:16 ML:20 ML:22 ML:24 ML:25 ML:28 ML:30 ( 34 )
    Ability 1 2 4 5 7 9 10 11 12
    Ins.stat 1 2 3 4 6
    Exept.stat 1 2
    Festive stat +2 Any Stat 2
    Globe of Imperial Blood +1 Insighful All 2
    Globe of True Imperial Blood +1 Exceptional All 2
    Skill Stat 2 4 8 10 12 14 15 16 17 18
    Vitality 3 5 10 15 20 25 30 35 40







    Quote Originally Posted by Requiro View Post

    • Red
      New: Elemental damage improvement and add other damage types, like bane.
      New: Some static effects and spell critical chance based on CC
      Better then CC: Spell power higher then CC


    Effect ML:1 ML:4 ML:8 ML:12 ML:16 ML:20 ML:24 ML:28 ML:32
    Spell power 40 60 75 85 100 115 130 140 155
    Additional damage 1d6 2d4 2d6 2d8 3d6 4d6 5d6 6d6 7d6
    Spell Critical 6 8 10 12 14 16 18 20 22
    Static effects None None Metalline Aligned None Vorpal Vampirism None Greater Vorpal


    • Red


    Effect ML:1 ML:4 ML:8 ML:12 ML:16 ML:20 ML:24 ML:28 ML:30 ( 34 )
    Spell power 35 50 65 80 90 100 120 138 144
    Additional damage 1d4 2d4 3d4 4d4 5d4 6d4 7d4 8d4 9d4
    Spell Lore 2 3 5 6 7 9 10
    Damage Reduction Bypass Byeshk, Law, Chaos, Evil, Good Adamantine, Cold Iron, Silver

    If we can't craft it we can't augment it. Whats next Banishing, Smiting, Paralyzing, and who knows what else.
    I think Metalline and Aligned Augments would not be adviseable

    Static effects None None Metalline Aligned None Vorpal Vampirism None Greater Vorpal












    Quote Originally Posted by Requiro View Post
    • Blue
    • New: Add Sheltering instead PRR and some static effects
    • Same as CC: Most effect
    • Better then CC: Fortification and a HP (just a little)


    Effect ML:1 ML:4 ML:8 ML:12 ML:16 ML:20 ML:24 ML:28 ML:32
    Natural AC 2 3 5 6 8 9 11 12 14
    Protect/Resistance 2 3 4 5 6 8 9 10 11
    Sheltering 3 8 12 16 20 24 28 32 36
    Good luck / Static effect Sacred Eternal Faith Invulnerability GL:1 Toughness (feat) GL:2 Mithril GL:3 GL:4
    HP 5 10 20 25 30 35 40 45 50
    Armor max dex bonus 1 2 3 4 5 6 7 8 9
    Fortification / Arcane spell Failure F: 25 F: 75 F: 100 ASF: -5% ASF: -10% ASF: -15% F: 125 ASF: -20% F: 150


    • Blue


    Effect ML:1 ML:4 ML:8 ML:12 ML:16 ML:20 ML:24 ML:28 ML:30 ( 34 )
    Natural AC 1 2 4 5 6 7 8 10 12
    Protect/Resistance 1 2 4 5 6 7 8 10 12
    Sheltering 2 4 8 10 12 16 20 24 30
    Good luck GL:1 GL:2 GL:3
    HP 3 5 10 20 25 30 35 40 45
    Armor max dex bonus 1 2 3
    Fortification / Arcane spell Failure F: 25 F: 75 F: 100 ASF: -5% ASF: -10% ASF: -15% F: 125 ASF: -20% F: 150











    Quote Originally Posted by Requiro View Post
    • Yellow
    • New: more static ability, Spell focus line reworked, Speed instead Striding
    • Same as CC: most other effects
    • Better then CC: Spell points and a little bit Elemental resistance


    Effect ML:1 ML:4 ML:8 ML:12 ML:16 ML:20 ML:24 ML:28 ML:32
    Elemental resistance 5 15 20 25 30 40 45 50 55
    Extra SP 15 30 50 75 100 150 200 250 300
    Spell focus None 1 None 2 3 4 5 None 6
    Speed II III V VI VIII IX XI XII XIV
    Static abilities FF Underwater action Fear, Blindness immunity Deathblock Silver Flame True Sight Regeneration None None
    Proof against poison / disease 1 2 4 6 8 10 11 12 13










    • Yellow


    Effect ML:1 ML:4 ML:8 ML:12 ML:16 ML:20 ML:24 ML:28 ML:30 ( 34 )
    Elemental resistance 5 10 15 20 25 30 35 40
    Draconic Soul Gem 10 Fire, Acid, Cold, Electric 20 Fire, Acid, Cold, Electric 30 Fire, Acid, Cold, Electric
    Extra SP 15 30 50 75 100 150 200 250 300
    Spell focus line 1 2 3 4
    Static abilities FF, Underwater action Fear, Blindness immunity Deathblock, True Seeing
    Proof against poison / Disease 2 4 6 8 10 12 14



    I think an augment trader like what was utilized in Crystal Cove would be more than sufficient to make updating augments to the new system SSG put together.

    I read somewhere where Lynnabel I believe, stated that SSG would like to use a similar system to Filigree and Green Steel Augmenting system.

    I do not feel the Augment system should be more powerful than the current CC system in place but slightly less so and certainly less powerful than Named Loot and Raid Loot.

  20. #20
    FreeDeeOh PsychoBlonde's Avatar
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    Top end for stats should be at least +13 enhancement and +5 insightful. +2 insightful at level 30 when cannith crafting is +7 and named loot is +9 is silly. Yeah, there's older named loot with +4 at that level, but a that stuff got out-dated by gear level re-scaling. The point is to bring the augments in line with the NEW system. If they want to update the outdated named loot to the new system later, that's fine, but doing augments first would be more valuable simply because it's a broad system. Updating the gear of a single pack doesn't have anything like the oomph of updating a system that affects every single named loot system in the game aside from MOTU loot.
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