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View Full Version : Augment Crystals. What stacks?



stefferweffer
02-25-2013, 08:49 AM
I'm still trying to figure out this new augment system. I ran Sorrowdusk with my monk and got the Robe at the end that adds + 25% run speed and + 10% melee attack speed. It also has a blue augment slot, which I have not used yet (I haven't used ANY of the new augments yet).

I read on the wiki that one of the options for blue is a + hp item? Do those additional hp "stack" with "Tough" and "False Life" hp? If they don't then I obviously won't go that route. Likewise I assume that things like + Resistance crystals do not stack with my + Resistance cloak, for example?

Thanks for your help.

AZgreentea
02-25-2013, 08:52 AM
The augments are considered an enhancement bonus. So, for example, if you have two items granting false life, they would not stack because they are both enhancements.

I have been thinking of the augments as a way to slot the normal item bonuses (like false life) the way I want to on an item that is close, instead of trying to make or loot exactly the right item.

Gkar
02-25-2013, 08:54 AM
I'm still trying to figure out this new augment system. I ran Sorrowdusk with my monk and got the Robe at the end that adds + 25% run speed and + 10% melee attack speed. It also has a blue augment slot, which I have not used yet (I haven't used ANY of the new augments yet).

I read on the wiki that one of the options for blue is a + hp item? Do those additional hp "stack" with "Tough" and "False Life" hp? If they don't then I obviously won't go that route. Likewise I assume that things like + Resistance crystals do not stack with my + Resistance cloak, for example?

Thanks for your help.

The spell power augments are equipment bonus.

Most of the other new augments are "enhancement bonus", which means False Life and the new HP items don't stack.

Matuse
02-25-2013, 09:16 AM
Blue Slot = False Life.

Yellow Slot = Power/Wizardry/Magi

stefferweffer
02-25-2013, 09:29 AM
Well, this for an 11 (soon to be 12) monk. I figure I would wait till 12 since you get a better crystal.

Would + Protection be of any use at all, or is AC a joke now?

psykopeta
02-25-2013, 09:46 AM
augment slots are for toons with low cannith crafting
at heroic lvls cannith + guild slots are far better than random gen + augment slot(haven't found an interesting named + slot sorry)
at epic lvls MAY be useful, only for the named versions

CheeseMilk
02-25-2013, 12:03 PM
Think of the augments as being just like the enchantments you would find on normal equipment. Augment of +30 hp = Greater False Life item, and so on. Their best use is gear consolidation.


Well, this for an 11 (soon to be 12) monk. I figure I would wait till 12 since you get a better crystal.

Would + Protection be of any use at all, or is AC a joke now?

AC matter, but a small bonus matters less the higher your AC already is. For example, a +5 protection item makes very little difference in miss % chance to a 100 AC character, but makes a much bigger difference to someone with 25 AC. Getting to a high AC value usually means stacking as many bonuses as you can. You're never going to be able to make something that can only be hit on a 20, but AC works when you combine it with other defensive measures, like concealment, DR and PRR.

stefferweffer
02-25-2013, 02:59 PM
Think of the augments as being just like the enchantments you would find on normal equipment. Augment of +30 hp = Greater False Life item, and so on. Their best use is gear consolidation.



AC matter, but a small bonus matters less the higher your AC already is. For example, a +5 protection item makes very little difference in miss % chance to a 100 AC character, but makes a much bigger difference to someone with 25 AC. Getting to a high AC value usually means stacking as many bonuses as you can. You're never going to be able to make something that can only be hit on a 20, but AC works when you combine it with other defensive measures, like concealment, DR and PRR.
Thanks. Right now my monk is something like AC 35, so another 4 AC might actually help, especially since in Mountain stance it increases my AC by a set percentage. That might be the route I go with this one, at least to try it out.

CheeseMilk
02-25-2013, 03:13 PM
Something to think about, also, is PRR. It works on a similar diminishing returns system as AC (the higher it is, the less difference more makes). Monks have a harder time raising their PRR, since they can't wear armour, so the augment bonus is a great thing for them. However, since PRR is a percentage-based damage reduction, it isn't as valuable at low levels (10% of a 20-damage hit isn't great, but 10% of a 100-damage shot is) so consider switching your protection crystal for PRR once enemies start hitting harder. Like I said, it's all about finding a balance of defensive abilities now, rather than shooting for specific numbers.

stefferweffer
02-25-2013, 04:51 PM
So is PRR different from the Damage Resistance that Earth Stance comes with?

I'm assuming they are different, but I'm not certain how.

CheeseMilk
02-25-2013, 07:57 PM
Sorry, PRR= Physical Resistance Rating. It's shown on your character sheet in the bottom right, in the row of elemental resistances, mouseover it to see the % damage is reduced by.

The Physical Resistance you get from Earth Stance (3/8/12/15 by tier) is PRR, but stacks with items/augments.

stefferweffer
02-26-2013, 08:31 AM
I can't decide what is better, but it seems that the AC (from Protection + 4) would help the most at level 12. My AC right now is 36. Another 4 AC would take it to an even 40. Greater Mountain Stance at 12 will take that to 46. 8 PRR, on the other hand, seems to just reduce the damage from blows by about 5-6%.

With this in mind, isn't it better to try and not get hit at all rather than slightly reduce the amount I take if I get hit? Greater Mountain Stance already comes with 12 PRR of its own anyway.

But then again I could be totally wrong on this.

Karavek
02-26-2013, 08:40 AM
the one im curious about is red slots on weapons. For example I saw the new version of i believe it was the vulkoorim giant slaying dagger had a red and purple slot, so could take two red gems. COuld you do two of the same type of dmg? Say I wanted to put 2 ice in and make a serious fire giant gutter etc.
anyone tried that yet?

Matuse
02-26-2013, 08:59 AM
Two of the same damage augment sounds like something that won't work. I'd definitely pick something else; acid probably. No giants resist that.

Gremmlynn
02-26-2013, 03:01 PM
augment slots are for toons with low cannith crafting
at heroic lvls cannith + guild slots are far better than random gen + augment slot(haven't found an interesting named + slot sorry)
at epic lvls MAY be useful, only for the named versionsSo, what is wrong with Cannith+augment slot. Seems like having 3 stats on a crafted item would be better than having 2.

EllisDee37
02-27-2013, 05:47 PM
Two of the same damage augment sounds like something that won't work. I'd definitely pick something else; acid probably. No giants resist that.Agreed, but worth testing!

Also agreed that acid is best for a giant-killer.

AbyssalMage
02-27-2013, 06:59 PM
I can't decide what is better, but it seems that the AC (from Protection + 4) would help the most at level 12. My AC right now is 36. Another 4 AC would take it to an even 40. Greater Mountain Stance at 12 will take that to 46. 8 PRR, on the other hand, seems to just reduce the damage from blows by about 5-6%.
I personally would go the 8 PRR route. But the easy answer is to do some math.

5-6% of what?

And...

36 AC miss chance vs. 40 AC miss chance = ? (I Would find an at level quest to calculate this. Not the slide over they provide.)

Then you can effectively compare the two.


With this in mind, isn't it better to try and not get hit at all rather than slightly reduce the amount I take if I get hit? Greater Mountain Stance already comes with 12 PRR of its own anyway.

But then again I could be totally wrong on this.
Your answer is above. Now you have to find the answer.

Daemoneyes
02-27-2013, 10:06 PM
So, what is wrong with Cannith+augment slot. Seems like having 3 stats on a crafted item would be better than having 2.

Augment slots raise the Minlvl
while Guild slots do not

So when you make Gloves with Augslot and +6str it will not be minlvl 11 (9with mark) [depending on slot it will be +2 to +4 minlvl higher]
Which makes Augs useless for cannith crafting till you get to higher levels (12+ but most likely more like 16+).
And that makes them niche at best because will you really bother to make another item for 16+ when you already made a item with the same crafted on it for lvl9? also dont forget that you then would most likely wear that item for 4lvl max.
Because at 20 the commendation gear already waits but most likely you will already have switched it out for named gear that is better and has a slot.

Also Guild slot hp/sp stack while Aug hp/sp count as enchantment and do not.

So all in all Guild slot is superior by a large margin and the few new augs you may want to slot (not much useful after all, DB seems like the best) will fit in your named items (which are anyway superior to crafted because we miss so much recipes)

And yepp, new Augs are a nice kick in the balls of cannith crafting

Todkaninchen
02-28-2013, 01:14 PM
augment slots are for toons with low cannith crafting
at heroic lvls cannith + guild slots are far better than random gen + augment slot(haven't found an interesting named + slot sorry)
at epic lvls MAY be useful, only for the named versions

Check out the updated Luck Blade...

Min level 8 short sword with Good Luck +1 and a Red, Orange, and Purple slot...

If you are a bard or a ranger or something else that casts spells and has (partial) martial weapon proficiency, you can throw 3 red crystals on there or you can make it an off-hand caster booster (say devotion, with a ranger) that also does damage...

My bard has one with resonance and devotion on it, haven't filled the last slot yet, still deciding. I'm running Elfcrafted light armor with arcane lore and will switch up to blue dragon with arcane lore in a level or two.

Todkaninchen
02-28-2013, 02:16 PM
the one im curious about is red slots on weapons. For example I saw the new version of i believe it was the vulkoorim giant slaying dagger had a red and purple slot, so could take two red gems. COuld you do two of the same type of dmg? Say I wanted to put 2 ice in and make a serious fire giant gutter etc.
anyone tried that yet?

Tried it out with a cheap set of Rubies of Flame on a Luck Blade. Yes, all 3 showed up when attacking the training dummy.

(The other I got off AH cheap went to my bard for a caster stick...)