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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
First BioWare Post First BioWare Post

Elear's Avatar


Elear
05.16.2012 , 03:51 PM | #131
Quote: Originally Posted by Lugosi View Post
-"Our goal with the modification system has always been to allow players to use any gear they choose and have it function at maximum statistical efficiency."
-"For items made after 1.3, the crit augment slot matches the level of the item. That means that lower level items won’t get as much inherent value from crits as higher level items."

-"Q: So, that means if I craft a level 39 custom piece and it crits, its augment slot will only be able to accept augments up to whatever tier corresponds with that item level?"
-"Correct"

Am I missing something here? So much for any gear having maximum statistical efficiency.
Probably. It only means that lvl 20 item will come with lvl20 aug slot in case of crit. In order to insert lvl50 augment you'll have to crit lvl50 piece, or use lvl50 augment kit to make slot in lvl 20 item. So crit on lvl50 item is worth more, and crit on lvl 20 item is quite worthless for lvl50 char.

NasherUK's Avatar


NasherUK
05.16.2012 , 04:46 PM | #132
They will probably make it ridiculously expensive, like everything else. They need to start by massively reducing the cost of modding (and capping it), or by making it free at mod stations. Most people just aren't bothering because once you get rakata+gear it's just to expensive and not worth it. The market for aug gear has already pretty much dried up :/

aeterno's Avatar


aeterno
05.16.2012 , 05:43 PM | #133
Quote: Originally Posted by Jica View Post
With all the hype about augment slot kits, I bet in the end it will turn out to only work on crafted items and not on looted/rewarded items (making it yet another joke), lol.
Don't even joke about that. Seriosuly, don't.

Malinok's Avatar


Malinok
05.17.2012 , 10:13 AM | #134
Quote: Originally Posted by Seront View Post
I think you've probably hit the nail on the head honestly. I suspect if you use such a thing on an orange piece of gear (low level with a lower augmentation kit), it will limit the mods and enhancements you can put in it, or perhaps just the level of the augment.

Anyway, people have to remember that the game is balanced for people not having augments, so Bioware has two choices. They can either rebalance with the assumption that everyone has augment slots (easy to do if you just nerf stat benefits per point by a fixed percentage), or they can retain the expensive nature of getting augments in certain slots.
In my opinion they already did this, when 1.2 hit, Augmented Orange was a hot ticket item......and notice how the augments went from having just 1 Primary stat to a lowered amount of that stat plus endurance? The balance was right there, they knew augments would be a long term and widespread gear goal for all players, thus they lowered the amount of the primary stat (Strength, Willpower, Power, Crit, Endurance) by 10 for all augments and added the 11 endurance.
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Thanatus's Avatar


Thanatus
05.17.2012 , 10:16 AM | #135
Quote: Originally Posted by Projawa View Post
They could design it so that for example, the process of adding an augment slot to a lightsaber requires an augment kit that only artificers can make.
^^ this

That would make complete sense, but I'm reading here that kits can be acquired only through Armstech, Armormech and Synthweaving. Why? Doesn't that give a huge advantage to those? I mean, everyone will be after augment kits so the idea that you can make an augment kit only for the type of gear producible by your craft skill makes much more sense.
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Wulffion's Avatar


Wulffion
05.17.2012 , 10:24 AM | #136
In this interview they say, that any 49+ crit crafted item comes with a MK-6 slot ("Augmentation Slot MK-6 49+"), but the level 49 augments need a MK-7 slot. So apparently you need a MK-7 augment kit in ANY case. That would make crit crafting completely useless...

GnatB's Avatar


GnatB
05.17.2012 , 11:06 AM | #137
Quote: Originally Posted by NasherUK View Post
They will probably make it ridiculously expensive, like everything else. They need to start by massively reducing the cost of modding (and capping it), or by making it free at mod stations. Most people just aren't bothering because once you get rakata+gear it's just to expensive and not worth it. The market for aug gear has already pretty much dried up :/
I think they did say in one of those articles that (currently) the price for adding a lvl 50 augment slot is 50k. I believe they also said in the same article that they were, in fact, reducing the cost of extracting mods.

Shockazilla's Avatar


Shockazilla
05.17.2012 , 11:07 AM | #138
Quote: Originally Posted by Mancer View Post
If the market is flooded with augmented gear wouldnt the price go down? Or did I miss your point?

/sarcasm off
Yes. He's point is demand. You understand supply. Both are different.

Karl-Just-Karl's Avatar


Karl-Just-Karl
05.17.2012 , 11:58 AM | #139
"Q: So, that means if I craft a level 39 custom piece and it crits, its augment slot will only be able to accept augments up to whatever tier corresponds with that item level?

Correct."

/boggle

DavidHunt's Avatar


DavidHunt
05.18.2012 , 10:37 AM | #140 Click here to go to the next staff post in this thread. Next  
Quote: Originally Posted by SpatterJack View Post
Can these augment kits be used on ANY item, or are they restricted to player-crafted items ?
Any item.

Quote: Originally Posted by SpatterJack View Post
Will all grades of crafted items (green, blue and purple) yield augment kit components when RE'ed ?
Yes.

Quote: Originally Posted by SpatterJack View Post
Great to see that the augment kits are level-tiered. Will that be tiers 1 to 6 (similar to the crew skill level tiers) ?
Similar progression to crafting.

Quote: Originally Posted by SpatterJack View Post
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. ?
Yes.

Quote: Originally Posted by SpatterJack View Post
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 ?
Yes. This is how the RE system functions in this scenario. There's a chance we may explore something scaled by different item types in the future, but it is not currently possible for the augment component.

Quote: Originally Posted by DarthDemens View Post
This is the one I really want some more information on. Exactly how does the tier system work?
  1. You can apply any augment kit to any equippable green+ item. (ie: not junk loot)
  2. When you view any augment, the tooltip will say what level of augment slot it requires.
  3. As long as the item you want to put the augment in has that level of slot or greater, then you can apply the augment.
  4. All other modding rules are followed (such as passing requirements down to the original item).
So for your level 10 item, if you know you will use it until 50, then you should apply the highest level kit and replace the augment as you level. If you use a lower tier kit and reach a point where you want to place augments higher than the kit originally used on the item, you will need to upgrade the augment slot using a new kit.

Does this adequately cover the questions about how the tiers function?


Quote: Originally Posted by Magnusheart View Post
But how much will it cost credits wise?
4.5k-50k depending on tier.

Quote: Originally Posted by MonikaTSarn View Post
Which items/slots will these augment kits work for ?
All items. Head/chest/legs/hands/feet/waist/wrist/implant/earpiece/mainhand/offhand/relic/droid slots. And if I missed something, that too

Quote: Originally Posted by xenofire View Post
It's 44k per enhancement/mod/armoring to pull out ilvl 61s. That's 132k per piece. Moving all my stuff to crit crafted variants was very expensive.
~31k/93k in 1.3. In terms of static credits for this case, it costs a little bit more to extract + augment in 1.3 than it does to just extract in 1.2.

Quote: Originally Posted by MorgothPl View Post
So, lets talk specifics. Lets say, I've made the orange, lev 400 blaster - Two Finger's Revenge. It took me some durasteel / zal alloy, along with 10 blue mats from lev 49-50 missions, and 3 lev 7 exotic crafting mats - biometric cell.

Of course, it was not critical hit, so no augments. To get the augment slot, I need to RE 10 items. But, the question is, any lev 400 armstech weapon be sufficient, or do I need to craft 10x orange lev 400 weapons, to get an augment hit.

If it's the latter case, then the crafting system will be pointless, becasue, if I make 10 orange blasters, there is a nice change, especially with armstech crit companion, that I'll get augmented weapon before I get an augment.
You need to craft 10x equippable items from any skill in the same augment tier. In this case, that means any level 400 armstech weapon should suffice. In future tiers, it may be difficult to find cheap recipes. With the introduction of augment tables, all existing level 49+ gear is in the MK-6 augment category. At some point we'll introduce new augments levels that require MK-7, and at that time there probably won't be as large of a selection of items to RE to get them. As we introduce more items and tiers, the density of items you can RE to get MK-7 will increase, and MK-8 will eventually appear and continue along that cadence.

Quote: Originally Posted by MadHobbit View Post
As one of those players who has a char running around in bikini costume,since i ws able to get it from the social vendor,as far as i can tell I will NOT be able to augment it.:-(
This is not correct. You will be able to augment it. This specific outfit is also set to adaptive weight in 1.3.

Quote: Originally Posted by Lugosi View Post
-"Our goal with the modification system has always been to allow players to use any gear they choose and have it function at maximum statistical efficiency."
-"For items made after 1.3, the crit augment slot matches the level of the item. That means that lower level items won’t get as much inherent value from crits as higher level items."

-"Q: So, that means if I craft a level 39 custom piece and it crits, its augment slot will only be able to accept augments up to whatever tier corresponds with that item level?"
-"Correct"

Am I missing something here? So much for any gear having maximum statistical efficiency.
Augment slots can be upgraded. It's substantially more valuable to crit a level 50 crafted orange because it gets the high tier augment, and you're spending the higher tier materials on that item. Crit crafting lower level items does not provide as much of a bonus, because you'll want to upgrade the slot if you use it at higher level. It's also cheap to create the lower level items.

Quote: Originally Posted by Malinok View Post
In my opinion they already did this, when 1.2 hit, Augmented Orange was a hot ticket item......and notice how the augments went from having just 1 Primary stat to a lowered amount of that stat plus endurance? The balance was right there, they knew augments would be a long term and widespread gear goal for all players, thus they lowered the amount of the primary stat (Strength, Willpower, Power, Crit, Endurance) by 10 for all augments and added the 11 endurance.
Augment stat distribution was indeed changed with the long-term expectation of gradually making them part of your expected power level.

Quote: Originally Posted by Wulffion View Post
In this interview they say, that any 49+ crit crafted item comes with a MK-6 slot ("Augmentation Slot MK-6 49+"), but the level 49 augments need a MK-7 slot. So apparently you need a MK-7 augment kit in ANY case. That would make crit crafting completely useless...
Sorry for the confusion - this is a timing issue. When I responded to the first questions in the interview, augments went up to MK-7 and that was included in the screenshot. By the time the follow-up was complete augments had changed to end at MK-6, and thus that's reflected in the table. I didn't notice until after the interview was live, so the screenshot is dated. Augments range from MK-1 to MK-6, the 22 augments require MK-6, and the highest crafted items get an MK-6 augment slot.

Quote: Originally Posted by GnatB View Post
I think they did say in one of those articles that (currently) the price for adding a lvl 50 augment slot is 50k. I believe they also said in the same article that they were, in fact, reducing the cost of extracting mods.
Although it can be derived from one of my answers above: the reduction to extraction costs is 30%. Extraction and augment costs will be continue to be evaluated based on the economic data we get from 1.3.