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UI Feedback: Amplifier and Amp Rerolls

STAR WARS: The Old Republic > English > Public Test Server
UI Feedback: Amplifier and Amp Rerolls
First BioWare Post First BioWare Post

TrixxieTriss's Avatar


TrixxieTriss
10.05.2019 , 06:22 PM | #31
Quote: Originally Posted by Darthjantom View Post
I agree with some of the previous posters that there needs to be a cap on amount of credits a re-roll costs
Why would anyone waste significant amoutn of credits on re-rolling amplifiers when such credits are needed for the proper gear?

I was re-rolling just for the heck of it and not only did many re-rolls seem quite crappy crew/crafting skill bonuses that were of no use to my char, but its kinda ridiculous that re-rolling something giving such a tiny bonus like amplifiers can increase up to millions, I stopped at 23mil re-roll cost because I ran out of credits
Some things I’ve figured out is the left side gear (ear, implants, relics) only give you crafting amps
Amoring and enhancements give combat amps (and possibly crafting, I need to confirm)
Mods give you crafting amps
Armor set pieces have a mix (need to confirm)
The “special amp” version Armor sets, aka, the ones that say that at the set bonus vendors, definitely have combat amps.
There seems to be an amp you can get from the crafting rerolls called “unlucky” and it’s a gold one. But the description is vague at best. I’ve no idea what it does.

I hope that helps anyone trying to roll amps and wondering why they only get crafting when they are looking for a combat amp on an item.

Edit: it’s a shame Bioware couldn’t have just told us that at the start instead of us spending hours rerolling.
I really hope they will explain that when it goes live.

ultimarb's Avatar


ultimarb
10.08.2019 , 03:26 PM | #32
I think we need to know exatly how those amplifiers will work asap. They have potential to be game breaking

The Life Stealing amp is not working on current pts.
The gold life stealing is 5% od the damage you do, you'll heal yourself.
Do amplifiers stack? if they stack you'll have a total of 35% of selfhealing. seriously?
And on top of that is amour penetration. 2.5% max on each barrel/hilt and armoring...asuming it stacks a total of 22.5%.

CherryFlight's Avatar


CherryFlight
10.08.2019 , 03:48 PM | #33
I like the new feel of the UI but could you possibly add a tooltip or some other indicator that you’re supposed to double-click to open rerolls? I can kind of see how the button design hints at it, but only after I already figured it out. Everything else in the game is single-click, so that was a little bizarre.

KendraP's Avatar


KendraP
10.08.2019 , 03:53 PM | #34
Quote: Originally Posted by ultimarb View Post
I think we need to know exatly how those amplifiers will work asap. They have potential to be game breaking

The Life Stealing amp is not working on current pts.
The gold life stealing is 5% od the damage you do, you'll heal yourself.
Do amplifiers stack? if they stack you'll have a total of 35% of selfhealing. seriously?
And on top of that is amour penetration. 2.5% max on each barrel/hilt and armoring...asuming it stacks a total of 22.5%.
What? The thing that's too small to be influential yet is somehow is important to min/maxing isn't a smart way to do things? Who's said anything of the sort?

...oh wait, I have.

Flying-Brian's Avatar


Flying-Brian
10.08.2019 , 04:40 PM | #35
Why were the amplifiers on the Amplified Champion's set nerfed with the last patch?

Before you were able to get up to the max rated gold amplifier per spot, now it just seems limited to a max of a blue rated amplifier.

OlBuzzard's Avatar


OlBuzzard
10.08.2019 , 04:56 PM | #36
Quote: Originally Posted by TrixxieTriss View Post
Played around with the Amps again tonight and spent around 2 billion credits.

There needs to be a cap on how much a reroll costs, even if you keep rolling to find the one you want. I would suggest 30,000 credits considering how some have little or no affect on much.

I can not emphasis this enough, you need to make sure the rolls don’t start going backwards in quality. If I roll a +1 potent alacrity and then a +4 potent alacrity and I’m trying for a +6, the last thing I want to see is another +1 potent alacrity. Especially when I’m up to 100,000 credits,

I would also suggest that the costs be refunded if you choose not to upgrade, If you are looking for a specific amp and it’s just not rolling, you shouldn’t have to pay for each roll if you end up keeping the one you’ve got.
It’s too much like gambling on a slot machine and I found myself mesmerised while I was rerolling. Next thing I’d spent half a billion credits because I wasn’t too focused on getting the “spin” I wanted,

That’s definitely not a good feeling and I think it really is borderline gambling more than RNG. “Which will get you into trouble” with certain countries definitions of what gambling is vs RNG loot boxes. I know Australia is currently investigating the whole RNG loot box gambling influence on people, especially children (even free Loot boxes and RNG systems). I would hate to see them restrict swtor in our region because of it,

Quote: Originally Posted by OlBuzzard View Post
I swore that with the reactions to all of the "input" we've been offering that I was done even talking (like it really matters one way or the other !! )

1. Trixx … you're right. And I would like to add:
2. Here's my assessment thus far:
Between the RNG stuff ... and not knowing what you're going to get with a "re-roll" …(not to mention the expense of the re-roll) … makes working toward specific stats just about as big of a guess as it gets.

So what is the point of doing re-rolls. For the record I know what the point SHOULD be. But from what I can see there is no way to tell what to re-roll OR what to expect from doing the re-roll.

Does re-rolling improve stats? It should BUT IMO the simple fact is that unless you get a group of either 3 or 4 players on each team with specific stats... have them re-roll to "adjust" those stats … then see what happens the end results are open ended and ambiguous at best. In other words only an experiment under a wider range of controlled specific conditions would reveal specific results.

Frankly as it is … re-rolling is simply a waste of resources (namely credits) unless you have several hundred million to throw at the chance of getting it right.... maybe !

This is not a rant. I'm simply trying to express the difficulties of stating specific results without having specific controlled testing.

3. Also: What happens if we re-roll and wish we had the original back ? Then what ? IMO... Something tells me that once you hit that "magic button to re-roll" there's no turning back. At least that seems to be what I've found thus far.
note: After doing this for a while now … I can honestly say that this is more disappointing now than it was earlier
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TrixxieTriss's Avatar


TrixxieTriss
10.08.2019 , 11:31 PM | #37
Quote: Originally Posted by OlBuzzard View Post
note: After doing this for a while now … I can honestly say that this is more disappointing now than it was earlier
Have they capped the reroll costs yet?

I can’t bring myself to testing this again.

OlBuzzard's Avatar


OlBuzzard
10.09.2019 , 05:54 AM | #38
Quote: Originally Posted by TrixxieTriss View Post
Have they capped the reroll costs yet?

I can’t bring myself to testing this again.
Not so much... Just could not get the specs I wanted. I almost there was a reset switch that would take us back to the starting point that a particular piece of gear was at before we re-rolled it (even if it cost more credits) …

Why? (You might ask) … Because some of the re-rolls were in worse shape than what the individual piece started out !!


I hope this makes sense.
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Estelindis's Avatar


Estelindis
10.09.2019 , 07:12 AM | #39
Quote: Originally Posted by OlBuzzard View Post
Why? (You might ask) … Because some of the re-rolls were in worse shape than what the individual piece started out !! .
Hi Buzzard, I bumped into you yesterday on Mek-Sha!

Perhaps it's not obvious, but the re-rolls only get applied when we actively choose to update the item. We can keep an original amplifier as long as we want, only changing it when we apply a new roll that we actively prefer. Now we can't revert to the original after that, but I think that's better than having no option to retain the original at all.
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DarthYun's Avatar


DarthYun
10.09.2019 , 08:40 AM | #40
Scrap them is my only thought. GL balancing.

Other than that:

Implement upper limit for rerolls or let us just pay for whatever we want after a certain threshold cause this is rediculous. Why the huge costs if you can just get another mod (that drop in droves from Hammer Station btw) or rip it out of useless armor that drops and reroll on that for like 10 times each till you have what you want? The system is flawed, over complicated and super boring.

Make us do stuff to actually improve our amplifiers instead of the amazing gameplay mechanic of click, no i dont want this, click, no i dont want this, click, no i dont want this, click, no i dont want this, click, no i dont want this, click, no i dont want this, click, no i dont want this, click, no i dont want this, click, no i dont want this, click, no i dont want this, click, no i dont want this, click, no i dont want this, click, no i dont want this, click, no i dont want this, click, no i dont want this, click, no i dont want this, click, no i dont want this, click, no i dont want this.
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