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what is the story with augments

STAR WARS: The Old Republic > English > PvP
what is the story with augments

AlCorazon's Avatar


AlCorazon
06.09.2019 , 12:59 PM | #1
Hey Folks!
I came back after a years break.
Back then I had the most powerful aguments possible, but now there are some even stronger ones (can't remember the item rating 236 i think?) But those superior ones don't exist for all the stats. If I use mostly power and crit, what is the highest augment rating I can hope for?
My referral link! http://www.swtor.com/r/gBW7FL

foxmob's Avatar


foxmob
06.09.2019 , 03:14 PM | #2
there aren't any 236 or 240 overkill (power) augs anymore, but I also think they're crap for everyone but something like a VG tank?

crit and alac are very powerful for most dps and heals. You can get them in 236 and 240 (legendary) augs.

as a general rule, once you use crit and alac augs to reach your target number for your spec, you might think about mastery 236/240 b/c they come with additional power.

I believe the default bolster buff is power, which is quite crap for most ppl, b/c the stock crit/alac is quite low.
Krack

Banderal's Avatar


Banderal
06.09.2019 , 03:19 PM | #3
Default bolster is 236 versatile augs. Even if you put no augments in and don't even have aug kits, you will effectively have 236 mastery augs.

Slippery When'wet, FistFullOfCandy - SF

TrixxieTriss's Avatar


TrixxieTriss
06.09.2019 , 07:26 PM | #4
If you are mostly relying on Bolster because 252 / 258 is super grindy, then donít use 236-240 Augments unless your total gear lvl is 252 without Augments,

Why?... Iíve done extensive Bolster testing and these are my findings. If you want to save yourself a bunch of credits, donít use 236-240 Augments while you have bolstered gear.

Because all Augment slots are automatically bolstered to a 235 Mastery Augment. This is from testing them. You can take one out or put one in and no stats change.
You will also get better over all stats using 228 Augments vs 236-240 due to Bolster. Definitely donít use 228 Mastery Augments because they do nothing the same as the 236 ones,

But, once you hit 252 and above, the 236-240 Augments start to work better. Iíve had reports that 228 still works better with 252 rating (not confirmed). Which would mean the 236-240 Augments should be saved for 258 gear.

You can use 228 power ones for the most minute dps change. But honestly, you are better leaving the Augment slot empty and having it auto Bolster to 236 Mastery.
What that means for me when Iím gearing is I get my Alacrity, crit and Accuracy where I need them, then I usually leave one or two augment slots empty.

If you feel the need to test these conclusions, please do and post your results and I will test to confirm.

AlCorazon's Avatar


AlCorazon
06.10.2019 , 04:30 PM | #5
WOW! Before I went for overkill/crit augments so if I have a sniper, mer, sin dps and concealment oper i shuld go crit/alacrity?
My referral link! http://www.swtor.com/r/gBW7FL

Severith's Avatar


Severith
06.15.2019 , 09:26 PM | #6
Quote: Originally Posted by foxmob View Post
there aren't any 236 or 240 overkill (power) augs anymore, but I also think they're crap for everyone but something like a VG tank?

crit and alac are very powerful for most dps and heals. You can get them in 236 and 240 (legendary) augs.

as a general rule, once you use crit and alac augs to reach your target number for your spec, you might think about mastery 236/240 b/c they come with additional power.

I believe the default bolster buff is power, which is quite crap for most ppl, b/c the stock crit/alac is quite low.
The overkill augs were great for everyone in maxxed gear back in the day, because power in swtor doesn't get effected by DR. You'd reach the percentages of other secondary stats that you wanted, then stack power. Mastery is effected by DR, so while mastery/power amount to the same dps/hps at lower levels, power wins out when min/maxing gear.

It's a shame you can't make them for the current tiers of gear.

foxmob's Avatar


foxmob
06.16.2019 , 06:06 AM | #7
I believe the rationale for the omission of 236 and 240 overkill augs is that the defining feature of 236 and 240 augs is additional power with only modest increases in the primary stat of each aug.
Krack