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Can we talk about Amplifiers?

STAR WARS: The Old Republic > English > Public Test Server
Can we talk about Amplifiers?

TerraStomper's Avatar


TerraStomper
08.19.2019 , 09:32 PM | #61
Quote: Originally Posted by ottffsse View Post
stacking 5% life steal on every enhancement or even the 1% of total health regen on every enhancement (like 9x total enhancements) is just stupid. as in broken. bioware please delete those two amplifiers or cap them at 5%/1% if you know what's best for wz sanity.
That or perhaps Amplifiers simply won't do anything (except maybe one that amps Valor points earned) in PvP or Master Modes (like increased looting).

Toraak's Avatar


Toraak
08.19.2019 , 09:53 PM | #62
Quote: Originally Posted by fire-breath View Post
Do you really play SWTOR?

Step 1 - buy cartel coins
Step 2 - buy packs with coins (or anything else that sells well)
Step 3 - sell the stuff you bought
Step 4 - use the gains to roll for your amps

There you go. Fixed it for you mate. P2W explained. Glad to be of service :P

Please note I'm not saying anything about my opinion on this matter. Just stating the fact of how you can turn cash into credits and use that same money to buy power (in other words, to win).
That isn't pay to win.

P2W= Pay BW $ (No CC's allowed) BW sends you BiS gear. That is the only way to get said gear.
If you can get gear in game without paying directly it's not P2W.
Referral Link: www.swtor.com/r/Q4Tp3P

ottffsse's Avatar


ottffsse
08.19.2019 , 10:07 PM | #63
Quote: Originally Posted by Toraak View Post
That isn't pay to win.

P2W= Pay BW $ (No CC's allowed) BW sends you BiS gear. That is the only way to get said gear.
If you can get gear in game without paying directly it's not P2W.
CC cartel coin=for all intensive purposes $$ in game. it's semantics that it requires a few in between steps to go from buying cartel coins to getting in game credits to buy amps or bis augments or whatever.
ref http://www.swtor.com/r/gFbhFZ Melisen / Sage Zrella / Sorc

Toraak's Avatar


Toraak
08.19.2019 , 10:48 PM | #64
Quote: Originally Posted by ottffsse View Post
CC cartel coin=for all intensive purposes $$ in game. it's semantics that it requires a few in between steps to go from buying cartel coins to getting in game credits to buy amps or bis augments or whatever.
Your forgetting that we can buy the same items without paying 1 cent. The fact I can get gear without spending any real life money is what makes it not pay to win. For Pay to win, you wouldn't be able to use credits or get the gear in game at all. The only way to get it would be direct purchase. The fact your using credits completely nullifies the P2W idea since credits can and are gotten in game for free.

I know I made millions of credits selling stuff on the GTN, and never needed to spend real life money to make those credits.
Referral Link: www.swtor.com/r/Q4Tp3P

Jepac's Avatar


Jepac
10.27.2019 , 03:46 AM | #65
My main confusion right now is that amplifiers are for different situations. Some help crafting, some flashpoints, some PvP... Am I supposed to keep my inventory filled with gear with different amplifiers and change gesr whenever i switch from PvE to crafting to PvP? If so I desperately want something like the outfit designer where I can change from one set to the other at a click, and without keeping my inventory full of otherwise identical gear.

ottffsse's Avatar


ottffsse
10.27.2019 , 09:09 AM | #66
Quote: Originally Posted by Jepac View Post
My main confusion right now is that amplifiers are for different situations. Some help crafting, some flashpoints, some PvP... Am I supposed to keep my inventory filled with gear with different amplifiers and change gesr whenever i switch from PvE to crafting to PvP? If so I desperately want something like the outfit designer where I can change from one set to the other at a click, and without keeping my inventory full of otherwise identical gear.
Most amps are such small percentage increases that they really don't matter...ie vanity credit sinks.
The ones you worry about are on the armoring and weapon hilts / barrels - those with the right amp give extra damage or healing based on the type of damage or healing you do to your class.
The other ones on the mods and armor shells ... well just set the armor shells to give you something skillwise usefull to whatever crew skills you do. On the mods I think reducing repair costs make most sense long term to save some credits.
ref http://www.swtor.com/r/gFbhFZ Melisen / Sage Zrella / Sorc

EpikHunt's Avatar


EpikHunt
12.25.2019 , 02:04 PM | #67
Devs, Would like to make a suggestion in the interest of RNG control, and the fact that i do not like credit sinks in game play. The RNG for Armors/Barrels/Hilts should be based on your Loot Discipline. Example, Tanks will only have available Defensive Amplifiers like Fortuitous Redoubt, Reinforced Armor, etc.. Healers like Bodyguard Mercenaries have a chance to get "Medtech" and all of the other healing amps except "Force Harmonization", likewise, Jedi Sentinels can only roll for DPS amps except Tech Wizardry. Change loot discipline, and you change the available amps you can roll on.

Manicblades's Avatar


Manicblades
12.28.2019 , 06:57 PM | #68
Some of the questions as I see on amps that might come up is about drops and the amps on it from what ever source crates daily weekly etc... Looking at the amps That we receive also apply to alts in our legacy. Say we level a character in our legacy that uses alpha strike and aural command at .20% and use it on another character as well. Does the exp we get from quests taking out mobs while using these amps adds to the next drop in % percentage to go up say .25% or more, do to the use of that amp till we get a crate or a drop. Also this may only drop from an alt in legacy but not the character that has been using those amps and basically leveling the amps it self?
The next part is also for our classes as we see npc mobs out there that have the same skills or profession as our character. By taking them out does it give any sort of xp or % to our skill or even amps. So basically level our gear/amps, skills. Which may also be called power leveling gear. Some mmo's you have to take out certain mobs to level your weapon or armor to get better stats or unlock the special ability. Is this the case here with amps? I have seen on drop that most of the time it goes great for an alt, never for the toon or rarely for the toon I'm xping/questing with. Seams that way to get ppls to spend credits on rerolls for the amps. Is it like the slot machine for drops and amps 60 to 2 chance to get your amps you want? I have received some random amps. So when we use the particular amps the random stops? does it key more on the leveling of the amps or is it straight up slot machine mechanics?
Can we get an answer from our DEV's? Is this where your going to lead into leveling gear/amps? Say a stepping stone? Going on quest to level gear/amps/weapons/armor. Maybe our content creators input?
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