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Augment slot on all gear 1.3

STAR WARS: The Old Republic > English > Crew Skills
Augment slot on all gear 1.3
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SpatterJack's Avatar


SpatterJack
05.10.2012 , 05:11 PM | #81
Quote: Originally Posted by DavidHunt View Post
Yes.



Crafted gear.



From a Crew Skill trainer.



Augment kits are tiered.



Not quite. Augment material drops from reverse engineering are not random. They are, however, in addition to the standard return you see now.



It's currently set to 10, so that's what you can expect to see when it first hits Public Test. As with anything that's not live, this is subject to change.

I expect that many people will not use those 10 crafts on the item they want. Instead, they'll make one copy of the item, then if it does not crit they'll make 10 cheap items that fall into the same range and provide the necessary component.
Thanks for the clarifications, David !

Can these augment kits be used on ANY item, or are they restricted to player-crafted items ? If they can only be used on crafted items, does that include ALL crafted item quality tiers, or can they only be added to orange shells (custom) ?

Will all grades of crafted items (green, blue and purple) yield augment kit components when RE'ed ?

Great to see that the augment kits are level-tiered. Will that be tiers 1 to 6 (similar to the crew skill level tiers) ? Or are they graded differently ?

I assume the components from RE will also be level-tiered ? So we'll get "Augment Material 1" from RE'ing L10-16 crafted items (e.g. belts and bracers), and "Augment Material 2" from RE'ing L17-25 items, etc. ?

When you say that the drop rate is not random, and "currently it's set to 10", does that mean we get the same amount of augment components, regardless of which item is RE'ed ? So you can RE either 10 bracers or 10 chest pieces and still only have enough components to make 1 augment kit ?

Karl-Just-Karl's Avatar


Karl-Just-Karl
05.10.2012 , 05:16 PM | #82
Quote: Originally Posted by Akella View Post
I really don't see the point in this. You mean to say you want to force people to buy their best in slot gear from crafters? What's the point of running Ops then? Sure running Ops is fun, but people also run it to get items that look different than what every Joe Schmoe can craft. As it is now Armormech and Synthweaving are very viable. You can craft the best augments. Arguably better than what Armstechs can craft when you factor in the class buffs. 1.3 will give you more things to craft so people can update their preferred gear not just some random piece of orange with an augment slot. And those augment kits are gonna come from crafters. Pretty sure no one is going to be selling those for a reasonable price either.
What I'm saying is that currently if you want BIS armor you take the mods out of raid gear and put it in player crafted gear. In 1.3 you will be able to put the mods from the raid gear in anything, side-stepping crafters. Example:

There are 379 of light armor chest pieces with slots in the game: http://db.darthhater.com/items/armor...filters=8011=6

Of those, 60 can be crafted and are thus BIS: http://db.darthhater.com/items/armor...rs=56=7;8011=6

After 1.3 all 379 will be best in slot while only 60 will be player crafted. Pre 1.3 BIS light armor chests are 100% player crafted, post 1.3 16% are player crafted. It amounts to a giant crafting nerf.

I'm not saying that anyone should be held back as far as appearances, only that it should be players should have access to the schematics and be able to contribute to an actual economy rather than simply mass producing augment kits.

rymah's Avatar


rymah
05.10.2012 , 06:00 PM | #83
Quote: Originally Posted by Karl-Just-Karl View Post
Sorry, the majority of orange soon-to-be endgame appearances are drops/loot/social compared to those that are craft-able. There might be a few niche pieces that people might prefer, but BW has taken the lion share of end-game armor production away from players. They should give us the schematics and have only player crafted items have augments slots. Post 1.3 Armormech and Synthweaving will be even more pointless than they are now.
Going to have to disagree with you there, even if we're looking only at augments that can be obtained from those 2 professions: Shielding, Absorbtion, Defense - These are essential augments for tanks, and while leveling you can gear out your companions and yourself with armor that is hard to replace until you get to endgame. Sure you can always suit up in orange shell armor and keep swapping mods but that gets to be tedious and expensive, either way I feel Armormech and Synthweaving have their place before and after 1.3.
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DarthDemens's Avatar


DarthDemens
05.10.2012 , 07:00 PM | #84
Quote: Originally Posted by DavidHunt View Post

Augment kits are tiered.
This is the one I really want some more information on. Exactly how does the tier system work? Gear level? Player level? If I add an augment slot using a level 10 kit, will I be required to use another kit to keep the slot when I reach the next tier?

If I run Black Talon at level 10 and get the orange chest, can I augment it using the level 10 kit and keep it through 50?

if I run Black Talon at 50 and get the orange chest, can I augment it using the level 10 kit and keep that augment through lvl 50?

What if I swap in level 50 mods first? The item now requires level 50. Do I need to use a level 50 kit, or will the level 10 still work since the shell item level is 10?

Does using a kit bind the item, or will I be able to augment orange world drops and sell them on the GTN? If it's based on player level instead of gear level, would that mean I could send it to a lower level alt to use a 'cheaper' kit?
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Sithhelmet's Avatar


Sithhelmet
05.10.2012 , 07:08 PM | #85
I figure the easiest way to level restrict the augment kits is to have them include the augment in them. As players level and want a better augment they can buy another kit instead of an augment. Also it would make it impossible to cheese the system by buying an augment for a level 11 item and put a level 49 augment in it.

Further, it will not burden crafters by requiring them to list both the augment and the kit. Since we're still limited by 50 listings at a time, which is a major roadblock in the crafting world, it will have less of an impact if it's an integrated system.

SkybladeDarkstar's Avatar


SkybladeDarkstar
05.11.2012 , 12:16 AM | #86
Which crafters can make which augment kits? Do each only make augment kits for the gear they produce? Would BioChemists be able to make them for Implants, while Synthweavers make them for Jedi Armor?

Or can all professions craft them equally, they are just level tiered?

Magnusheart's Avatar


Magnusheart
05.11.2012 , 01:13 AM | #87
Quote: Originally Posted by DavidHunt View Post
Yes.



Crafted gear.



From a Crew Skill trainer.



Augment kits are tiered.



Not quite. Augment material drops from reverse engineering are not random. They are, however, in addition to the standard return you see now.



It's currently set to 10, so that's what you can expect to see when it first hits Public Test. As with anything that's not live, this is subject to change.

I expect that many people will not use those 10 crafts on the item they want. Instead, they'll make one copy of the item, then if it does not crit they'll make 10 cheap items that fall into the same range and provide the necessary component.



But how much will it cost credits wise?

SpatterJack's Avatar


SpatterJack
05.11.2012 , 01:36 AM | #88
Quote: Originally Posted by Magnusheart View Post
But how much will it cost credits wise?
Of course, crafting the augment kit and selling it is only half the story

The catch is what price will be charged to use the augment kit at the Modification Table, because this "NPC price regulator" will tend to determine the price cap on both augment-slot kits and indirectly on critted armour with an augment slot.

It will be difficult to sell a crit-crafted item (with augment slot) for more than the average price of buying an augment kit and using it at the Modification Table. Hopefully the fee that is charged for applying the augment kit will not be too high, otherwise it will limit sales of the kits...

Beef_Cake's Avatar


Beef_Cake
05.11.2012 , 02:40 AM | #89
Quote: Originally Posted by Kanana View Post
In order to make crafting viable BW has to stop elevating loot above all. Crafted stuff should always be around second/third best, not dead last in the gear progression. I'd suggest that whenever BW introduces a new tier of gear, the oldest tier gets added to the crafting schems. So we'd be crafting collumni-quality armor, mods and weapons when people start gearing up with campaign gear.
As a Cybertech, I can craft Columi grade mods now due to schematic drops from HM Operations such a KP and EV. However, I'm not going to grind my *** off for months at a time and try to RE the new Tier of gear such a Campaign Gear. But they don't sell at all, as everyone wants Rakata or better. So what's the point of doing it that way.

I already grinded my *** off for Blackhole Comms only to RE 11 Ear Pieces to get jack all from it. So no thanks BW, you can stick that system you know where. They need to put in schematics for the new tier of mods and gear. As I refuse to waste anymore time on trying to learn new schematics from RE'ing the new Blackhole and Campaign gear, only to have weeks of grinding and have nothing to show for it.

But I will say this, Cybertech crafters are getting more and more shafted with each new improvement to crafting skills. Artifice as well. big whoop we get to sell grenade that no one buys, ship part are probably our best thing to sell. And now we can sell augment kits for earpieces. Mods are a joke since ger progression and every damn vendor in the game sells better mod s than we can craft and sell them a lot cheaper than we can craft them for due to prices on the mats. If mats were to be cut in half for the mods we can craft it would work out for us a little better as we could make some money from crafting mods as people would buy them from us.

Glower's Avatar


Glower
05.11.2012 , 03:48 AM | #90
Quote: Originally Posted by DavidHunt View Post
Yes.



Crafted gear.
Augment slots for weapons, they will also be in 1.3? Please!