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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

Kalli's Avatar


Kalli
05.18.2012 , 03:19 PM | #161
So since augment kits can't be made by artifice does that mean we just have to try over and over to get an orange saber or will we be able to add an augment to a looted saber or one gotten from quests?

Alxandria's Avatar


Alxandria
05.18.2012 , 03:25 PM | #162
Augment Kits can be used on it seems ANY item. So while an Artificer cannot make the kits, you can still use it on any saber you want of green quality+

DavidHunt's Avatar


DavidHunt
05.18.2012 , 04:26 PM | #163 Click here to go to the next staff post in this thread. Next  
Quote: Originally Posted by Felioats View Post
When you say "expected power level," what type of content are you talking about?
New endgame tier content. I can't give you exact specifics as it's not defined yet. However, it's probably safe to say that by the time you're one or two sets past Campaign and we release a new set, the content for the new set will expect your Campaign +1/+2 gear to be augmented.

Quote: Originally Posted by MorgothPl View Post
That brings other question - any lev 400 armstech thing will do? FOr example, will the reverse engineering of barrel 22, give same mats, as for example RE the "elegant assault cannon" lev 50 moddable orange?
Anything that could crit craft and get an augment. So you can't get the component from a stim or a mod.

dragonzay's Avatar


dragonzay
05.18.2012 , 11:00 PM | #164
Quote: Originally Posted by DavidHunt View Post
Your gear will have MK-6 slots. Here's how it works.

Existing augments will update to require a specific augment slot MK#. Any augmented item will have the greater of these two applied:

1) The crafted item's natural augment MK
2) The inserted augment's required MK

If you have level 10 items with level 50 augments, they will have MK-6 augment slots. If you have the same item without an augment inserted, it will have a MK-1 augment slot (same as if you crafted it after the patch).
wow that is just stupid
with new schematic like elegant, custom-build and other orange...
YOU want that everyone CAN wear ANYTHING, ANYTIME, ANYWHERE they want
now with this update i cant wear good looking lvl 23 helmet because i cant insert my lvl 49 augment
once again you force us to wear your ugly design lvl 50 gear
well done sir, well done

Lady_Alyria's Avatar


Lady_Alyria
05.19.2012 , 01:21 AM | #165
Quote: Originally Posted by dragonzay View Post
wow that is just stupid
with new schematic like elegant, custom-build and other orange...
YOU want that everyone CAN wear ANYTHING, ANYTIME, ANYWHERE they want
now with this update i cant wear good looking lvl 23 helmet because i cant insert my lvl 49 augment
once again you force us to wear your ugly design lvl 50 gear
well done sir, well done
You misunderstand. You can wear the 23 helm AND get a 49 augment into it, you just need to have a crafter make you a MK6 kit and taking it to the table and paying 50k to have the slot "upgraded" to hold MK6 augments.

Kaisernick's Avatar


Kaisernick
05.19.2012 , 02:17 AM | #166
Quote: Originally Posted by Lymain View Post
If it costs 5 million credits to add the augment slot for each peice of gear, crafters will still be useful

We have no way of knowing how the change will play out, yet.
plz tell me your joking?

this game is slowly becoming the black hole of credit sink.

Jica's Avatar


Jica
05.21.2012 , 02:05 AM | #167
Good answers, David, thanks!

It is looking more promising than we expected, it seems
Ecca : (Section One) on "The Fatman"

Ancaglon's Avatar


Ancaglon
05.22.2012 , 05:18 AM | #168
Quote: Originally Posted by Glzmo View Post
A 50000 credit credit sink for the highest tier sounds a tad too expensive, especially for casual players that don't want to spend their limited online time grinding credits and instead do something fun instead. How much will getting an augment slot for a piece of cool appearance gear cost in the end? 50000 credits + cost of the kit + cost of the augment? That's may be well over 200000 credits per item on many servers. Considering many players struggle to even have that amount of credits, it seems way overpriced.
Methinks you protest too much. In my view, the proposed way that the slots change are a good way of "grandfathering in" existing end-game use of augments, while not creating artificial stockpiles of pre-augmented gear.

As for cash, for level 50 players, even those in high-40s greens and blues, 20-25 minutes is all it takes to do the Corellia dailies excepting the heroic, and that nets at least 65k in mission rewards, plus cash and grey drops, a bunch of greens and a couple of blues/oranges. The Belsavis non-heroics take about 45 minutes, and give another 120-160k. Similarly, the Ilum dailies give about 75k for about 30 minutes. Even for a casual player, that's in excess of 200k per day for 1-1.5 hours casual play. If you have gathering skills, you can pick up a fair bit of materials while doing these, and your inactive companions can be doing crew missions too.

On a server with an active economy (which, granted, will require the server mergers), the crafting materials, the blues and even some of the greens will sell well. In the grand scheme of things, the cost of putting in an end-game augment is pretty small.

Sambril's Avatar


Sambril
05.22.2012 , 05:26 AM | #169
Quote: Originally Posted by DavidHunt View Post
Anything that could crit craft and get an augment. So you can't get the component from a stim or a mod.
Given this why can't biochem and artifice also make augment kits as they can make items that grant an augment slot on a crit? (I apologize if this has already been addressed elsewhere.)

Freor's Avatar


Freor
05.22.2012 , 05:52 AM | #170
Seems that the implementation will be like I feared: Every crafter (that can make the kits) will be crafting the exact same "augment adder", as every item uses the same kit (excluding making lower level kits). So instead of individual crafters having the chance to make, or at least slightly specialize in making certain augmented pieces, we'll all be making the same item now. Can't say I'm too excited about that. Critted oranges will likely become pretty obsolote, as people will want to pick the exact look they want - which itself is a good thing, don't get me wrong. I just wish the implementation for them to do that would have involved crafters in a bit more interesting way, say making specific augmenters for different items, or better, by allowing crafters to learn the recipes and distributing the augmented versions that way.

Can only hope BW gives us some new, good looking (=people want to buy it) gear to craft soon to give some variety.