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View Full Version : New Augments You'd Like to See



ranthrock
06-12-2013, 05:25 PM
I'll start:

Blue Aguments:
Stability (ML 4), Greater Stability(ML 12), Superior Stability (ML 20)

Yellow Agument:
Ghost Touch (ML 8)

Other ideas?

RyonsAlt
06-12-2013, 05:33 PM
Yellow:
Inherent Elemental Resistance 1/2/3/4/5/6
Healing amp 5% (ml16), 10% (20), 15% (24)

Blue:
Exceptional fortification 5 (ml 16), 10 (20), 15 (24)
Various guard type effects

Red:
Sonic damage augments
Various Banes
Bludgeon/slashing/piercing bypass

Cetus
06-13-2013, 03:32 PM
Blue - Stunning/Vertigo +10

fmalfeas
06-13-2013, 10:32 PM
Yellow:

Healing amp 5% (ml16), 10% (20), 15% (24)


I don't see them ever doing 5 and 15 for heal amp. You're more likely to get 10/20/30 healamp out of them, in blue slot, where it won't be so easy to get and keep them all slotted.

redspecter23
06-13-2013, 11:05 PM
Red

Keen - doubles threat range (as per the weapon effect, non stacking). level 20
Vorpal - adds vorpal effect. level 28
Various bane effects (2d6 version) - level 16
Various greater bane effects (3d6 version) - level 24
Disruption/Banishing/Smiting - level 28
Cleave (gain the cleave feat if you don't have it already) - level 12

Yellow

Healing Amp (10/20/30) - level 4/12/24
Dimension Door clickie (1/rest) - level 16 (named rare augment)
Teleport clickie (1/rest) - level 16 (named rare augment)
Bodyfeeder (your weapons gain bodyfeeder effect) - level 12

Blue

DR (1/2/3/4/5) - level 1/4/8/12/16
Ex fort (10/25) - level 16/24

Colorless

Skill (5/10/15/20) - level 8/12/20/28
Concordant Opposition (as per greensteel effect) - level 20 (named rare augment)

Munkenmo
06-13-2013, 11:40 PM
yellow - Enhanced Ki +1

Sonos
06-14-2013, 12:18 AM
Laceration


Edit: NVM, Alchemical Laceration was changed to Spell Power apparently.

Lonnbeimnech
06-14-2013, 01:37 AM
I would like to see some skill focus for colorless slots

lvl 1 +3 to various jump/swim/concentration etc, not umd
lvl 4 +5
lvl 8 +7
lvl 12 +9
lvl 16 +12
lvl 20 +15
lvl 24 +17
lvl 28 +20

RyonsAlt
06-14-2013, 04:14 AM
I would like to see some skill focus for colorless slots

lvl 1 +3 to various jump/swim/concentration etc, not umd
lvl 4 +5
lvl 8 +7
lvl 12 +9
lvl 16 +12
lvl 20 +15
lvl 24 +17
lvl 28 +20

I would enjoy this, wouldn't mind seeing this in-game.

visibleman
06-14-2013, 08:24 AM
1. Convert new Dragon Touched armors (http://ddowiki.com/page/Dragontouched_Armor) to have Augment slots and convert all the runes to Named Augments. Reaver's Reach is pretty dead atm, questing there to craft unique Named Augments (even if you use them in other gear) would really breath life into the area. (already suggested elsewhere but what the hey)

2. Add an 'Opal of Madness' to the Harbinger & Reign of Madness chains. The 'Opal of Madness' can go into any slot (opal is a multicoloured stone), the property of this Augment would simply be 'Trace of Madness'. Like the named items from these chains, you can put this augment crystal into the Altar of Insanity (http://ddowiki.com/page/Altar_of_Insanity) and add special properties to it.

CheeseMilk
06-17-2013, 07:37 PM
Red:
Seeker/Vertigo/Shatter/Stunning +2/4/6/8/10 (ML8/12/16/20/24)

Blue:
Ghostly (ML12)
Dusk (10% Blur) (ML8)

Colourless:
Exceptional Skill (Specific skill) +1/2/3 (ML8/12/16)

Yellow:
Various Lores for spellcasting

SirValentine
06-19-2013, 05:14 AM
How about fix 2 silly things at once?

1. Min-level 11 Greensteel accessories are still awesome end-game gear, because their effects (45 stacking HP, 150-300 stacking SP) cannot easily be matched anywhere else.

2. Yellow slots are almost worthless compared to blue, since the good Yellow augments from old system for some reason became Blue in new system.

Proposal:

Have the Shroud-type 10, 15, and 20 HP, and the 50 and 100 SP, be available as high-level Yellow augments. I think they should be ML 12, 16, 20, but ML 16, 20, 24 would do, too.

SirValentine
06-19-2013, 05:21 AM
I would like to see some skill focus for colorless slots

lvl 1 +3 to various jump/swim/concentration etc, not umd
lvl 4 +5
lvl 8 +7
lvl 12 +9
lvl 16 +12
lvl 20 +15
lvl 24 +17
lvl 28 +20

I like the idea, but have a slight alteration to suggest. I think top bonuses, in this case +20 to a skill, should be reserved for named gear. Similar to how we can only augment +7 or Insightful +2 to a stat; you need to have a real, non-Augment to get +8 or Insightful +3 to an ability. Or only 114 Spellpower on Augment, not 120. Etc..

So I think topping out at +15 on an ML 24 is plenty, and to +17 when level cap goes to 28.

ZeebaNeighba
06-19-2013, 05:48 PM
Efficient metamagic
(yellow)

CheeseMilk
06-27-2013, 10:34 AM
Red:
-Metallic Edges (Metalline) ML 24
-Aligned ML 24
-Exceptional Combat Mastery +1/2/3/4 ML 12/16/20/24
-Reinforced Fists (extra die step unarmed, non-stacking with other gear) ML 16

Yellow:
-Extra Action Boost +1/+2 ML 16/20 (Does not stack with other gear)
-Ambushing (Excep. Sneak Attack) +1/2/3 ML 16/20/24
-Exceptional Skill (specific stat, like green steel) +1/2/3 ML 16/20/24
-Inherent Elemental Resist (specific element) 3/5/7/10 ML 12/16/20/24

Teh_Troll
06-27-2013, 10:38 AM
Might have been said already . . .

10/20/30% healing amp as YELLOW augments.

Vellrad
06-27-2013, 10:49 AM
Yellow:
Greater false life

Blue:
Toughness

oh wait, that was removed to never come back, nvm

RyonsAlt
06-27-2013, 04:24 PM
Yellow:
Greater false life

Blue:
Toughness

oh wait, that was removed to never come back, nvm

Yup, now it's a colorless slot that drops from crucible.

Vellrad
06-29-2013, 08:09 PM
Yup, now it's a colorless slot that drops from crucible.

Extremally small drop rate from an unidentified chest in a quest is soo much better than bartering 20 tokens.

Let's be honest- they dropping in the crucible is a slap in the face, their source is DDO Store (kit+minos).

RyonsAlt
06-29-2013, 10:15 PM
Extremally small drop rate from an unidentified chest in a quest is soo much better than bartering 20 tokens.

Let's be honest- they dropping in the crucible is a slap in the face, their source is DDO Store (kit+minos).

Unverified chest? (http://ddowiki.com/page/Item:Diamond_of_Vitality_%2B20) The augment is ml 11 now as opposed to being ml 20. They've allowed players to open up their gear selection because it's now possible to get the same effects with different gear setups. I'm unfamiliar with the drop rates as to whether or not they're abysmal, but I feel that the change was a bit of a double edge there.

There's a good, and a bad, but I feel that it was for the best.