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View Full Version : Idea for future augment pass



ramzes7asit4
11-06-2016, 05:08 AM
About augment:
Current: 150 TP - Jeweler's Tool Kit (base item) - unslot an Augment from an item, returning it to your inventory.

My suggestion:
225 TP - Cannith Jeweler's Tool Kit - remove 1 random item effect from crafted or random items, and make augment with this effect. (Reaper reward 1+ skull (with some chance).)
Example: Item: Belt (Con 15/ Parrying 7/Ins Con 7). Use Cannith Jeweler's Tool Kit and get augment (Con 15 or Parrying 7 or Ins Con 7). ML of augment determine with cannith effect scaling for CC.
300 TP - Cannith Master Jeweler's Tool Kit - remove 1 selected item effect from crafted or random items, and make augment with this effect. (Reaper reward 3+ skull (with some chance).)
Example: Item: Belt (Con 15/ Parrying 7/Ins Con 7). Use Cannith Jeweler's Tool Kit and get augment with selected effect and power. ML of augment determine with cannith effect scaling for CC.

Augment color for CC effect:
Use effect group from wiki and CCplanner (http://ccplanner.byethost14.com/gear_master.html).

Non scaling:

If remove from weapon/shiled - red.
Else - green.

Scaling:

If remove from weapon - red. (Bane, Damage, Stat damage, Spellpower, Ins Spellpower, Spell critical...)
Else:

Colorless: Ability, Ins Ability, Skill, Ins Skill.
Blue: Misc, Defense, Guard, Absorption.
Yellow: Spellcasting, Ins Spellcasting, Efficient Metamagic, Resist, Ins Resist, Save.
Green: Spellpower, Ins Spellpower, Spell Critical, Offense, Tactical.




450 TP - Superior Jeweler's Tool Kit - remove 1 random effect from named item, and make augment with this effect. (Reaper reward 6+ skull (with some chance).)
650 TP - Superior Jeweler's Tool Kit of the Master - remove 1 selected effect from named item, and make augment with this effect. (Reaper reward 9+ skull (with some chance).)

Augment colour for this:

If effect from CC - use rule for CC. (ML of augment = ML of base item)
Else:

Weapon or shield: Purple for defense effect, Orange for offense effect. (ML of augment = ML of base item)
Else: Green. (ML of augment = ML of base item)



About ritual:
Make legendary version of the current rituals.
Add scaling with Melee/Range Power of Spellpower Critical and Damage ritual.

New ritual:

New Critical and Damage ritual (Aligment, Elements...).
Add version of Critical and Damage ritual for spellcasters.
Augment color change ((Blue <-> Yellow), (Purple <-> Orange)) (once for slot) (Rare collectables for T5 and/or T6)
Augment color upgrade ((Colorless -> Blue, Yellow, Red), (Blue, Yellow -> Green), (Red -> Orange, Purple)) (once for item) (Rare collectables for T5 and/or T6)
Item effect cleaner: remove all effect from item, make it blank for CC crafting. (Rare collectables for T5 and/or T6)
Critical range ritual: add bonus to base weapon crit range +1. (Rare collectables for T5 and/or T6)
Critical multiplyer ritual: add bonus to base weapon crit mult +1. (Rare collectables for T5 and/or T6)

karatemack
11-06-2016, 07:28 AM
I don't like random. If I'm going to invest, especially if it is real money/TP, then I want to know exactly what I'm buying... not purchase a chance to get something I actually want.

Personally, I think they would have done much better (when they revamped CC) to simply allow us to craft custom augments. Introduce new color slots for the CC gear while adding in recipes for the existing colors for us to craft.

ColdBrewer
11-07-2016, 10:44 PM
I don't like random. If I'm going to invest, especially if it is real money/TP, then I want to know exactly what I'm buying... not purchase a chance to get something I actually want.

Personally, I think they would have done much better (when they revamped CC) to simply allow us to craft custom augments. Introduce new color slots for the CC gear while adding in recipes for the existing colors for us to craft.

I concur Karatemack, I would be happy to invest a hefty amount of TPs in new/evolved Augments IF these rituals acted as recipes and yielded guaranteed results.