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  1. #121
    Community Member bradleyforrest's Avatar
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    Quote Originally Posted by HalfORCastrator View Post
    The most significant difference with this system is that it makes the alignment slots at level 8 and 12(I assume that's what's meant by "flag"). Not so good when the important dr breaking happens at 16+. There needs to be alignment bypass augments possible with 20+ augments.

    Epic Sword of Shadow, for instance, loses a lot of wind out of its sails when it can't bypass good.
    Uh, you CAN slot Good bypass in an ESoS under this system. The minimum level for a Good Aligned augment is 12. Why would you think you won't be able to it in an ESoS?

  2. #122
    Founder Raiderone's Avatar
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    Quote Originally Posted by Feather_of_Sun View Post
    As noted in the original post, they are Enhancement bonuses. As bonuses of the same type do not stack, they will not stack with other Enhancement bonuses.




    Unfortunately, the Auction House technology in DDO does not currently support the ability to search for specific mutations (effects) on an item. While we would like to enable this feature someday, it is not happening in the immediate future.
    What happens with the Blue Augment Toughness slot? One of my favorite Blue slots.

    Are the new HP's considered similar to FL, IFL, GFL and SFL? 40 would've been nicer!
    Last edited by Raiderone; 01-14-2013 at 05:51 PM.

  3. #123
    Community Member Dolphious's Avatar
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    Quote Originally Posted by Feather_of_Sun View Post
    The goal is to provide you with more options to help you slot bonuses that you were unable to fit on your gear, not to provide stacking bonuses that become the new must-haves. We'd prefer to avoid stacking bonuses for this reason.
    I think that's completely the right way to go!

    Thus:
    1. The PRR bonuses from blue slots are too high. There's no gear that offers a +14 PRR, so that's going to be a new "must have" property that can only come from a slot.

    2. There's still a bunch of random stuff missing that could be added to yellow slots: melee alacrity, blurry, incorporeal, tactics DCs, seeker, exceptional fort (I realize "exceptional" doesn't really jive with "backup slots," but exceptional fort is just so necessary in EE that I think it falls in the same category).

    3. Additionally, could HP be either yellow or yellow and blue? False life is a property commonly available on accessories, and could be slotted in old yellow slots.
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  4. #124
    Community Member Cetus's Avatar
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    Quote Originally Posted by Feather_of_Sun View Post
    The goal is to provide you with more options to help you slot bonuses that you were unable to fit on your gear, not to provide stacking bonuses that become the new must-haves. We'd prefer to avoid stacking bonuses for this reason.
    Feather...they're called GUILD bonuses for a reason.

    To stack. They aren't the *new* must haves, they already *are* the must-haves. You are effectively giving us a

    Effective Bonus of New system = Augment bonus - Previously equipped Guild bonus.
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  5. #125
    Community Member Dolphious's Avatar
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    Quote Originally Posted by Durnak View Post
    Here's another question:

    Why are guild slots even an issue?

    Just apply your augment system the way it is, minus the guild system removal.

    So someone can get the super rare yellow slot AND large slot item with interesting affects, but so what? Is it that gamebreaking if a really hot item like that falls into someones lap? Consider that an extra couple months of sub money because that person is now really turned on by this game.

    It seems trivial to me to just let the guild system remain, and adds a little more incentive (as it does now) to reaching higher guild levels, and doesn't remove the bling from my prized large slot items (for some of which I invested quite significant resources to acquire).
    I hear you, but I think it just adds to the already byzantine systems this game uses. The guild slot system was always so tacked on and incomplete. Occasionally you have to cut something if the game isn't going to become a total mess.

    I have piles of times with guilds slots, and I say just cut it out and replace it with this more comprehensive and elegant system.
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  6. #126
    Community Member bradleyforrest's Avatar
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    Quote Originally Posted by Dolphious View Post
    I hear you, but I think it just adds to the already byzantine systems this game uses. The guild slot system was always so tacked on and incomplete. Occasionally you have to cut something if the game isn't going to become a total mess.

    I have piles of times with guilds slots, and I say just cut it out and replace it with this more comprehensive and elegant system.
    You do realize that the Guild Augment system isn't going away completely, right? No new guild augment slots will be dropping but the ones you have will stay in place

  7. #127
    Community Member Shmuel's Avatar
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    suggestion: add red slots to t3 mystical alchemical weapons, and make a way for the ones in existence to have the slot put on them. now that you can add sp to red slots, it seriously changes the balance of the mystical/martial tiers of these weapons.

  8. #128
    Hatchery Hero Sonos's Avatar
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    As Carpone mentioned, some things are missing. Does this mean that these days are our last chance to make this axe into a +7?



    Other than the question of missing augments, I do like the customization that this new system provides. Thanks for that.
    Last edited by Sonos; 01-14-2013 at 04:56 PM.

  9. #129
    Community Member Mad_Leo's Avatar
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    Looks good - the only thing that looks odd to me is changing hit point enhancements from yellow to blue slot. No-one currently uses the +4 res or +4 prot yellow enhancements (or at least only as a last resort) so moving these to blue and providing better versions will work. Moving the HP enhancement however will cause problems for many, especially as yellow slots are much more common. The best solution imo would be to keep toughness available for blue, and move the HP enhancements to yellow; the process of converting characters to the new system would then be so much smoother. SP enhancements are staying in yellow, I don't see the reasoning for moving the HP enhancement - perhaps someone could enlighten me.

    (OFC the above assumes that the HP enhancement is a False Life type of enhancement, if it isn't and it stacks with False Life then a big legacy item problem will be created - as has already been stated).
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  10. #130
    Community Member Artos_Fabril's Avatar
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    Quote Originally Posted by sirgog View Post
    All in all, looks very interesting.

    Questions:

    1) What does the new augment HP bonus stack with and what does it not stack with? Edit: This has been answered, treated as a false life effect.
    2) You mention that augment slots have a +1 to +2 itemization cost. How does that work with caster stat sticks? Does that mean that if you would have got a +6 implement +120 element greater mastery stick, you instead get a +5/114/regular mastery/red slot, or a +4/120/greater/redslot? Will it be possible to find Meteoric/Mangling/Obscenity etc items with red slots or are we just not getting high enough loot levels to?
    3) Am I right in thinking we are going to be utterly flooded with augment crystals? Do they fit into ingredients bags?


    And a comment. Please don't grandfather in advantages like stacking HP augments. Don't make newer players get stuck forever 20hp behind someone that's been playing as long as me. Either the 'guild' stacking 20hp is too powerful, in which case remove it from everyone, or it's not a problem, in which case make it available to old players and new players alike. (There's a precedent - this game did not grandfather in the benefits of the old stacking tomes but just gave everyone that had +3 or higher inherent bonuses from quaffing multiple +1 tomes a +2 bonus).
    So it looks like there are up to +35 HP augments in the list, but no Toughness augments. Will we be seeing those added back in, or is toughness no longer going to be a mod-able property?


    Quote Originally Posted by sirgog View Post
    2) You mention that augment slots have a +1 to +2 itemization cost. How does that work with caster stat sticks? Does that mean that if you would have got a +6 implement +120 element greater mastery stick, you instead get a +5/114/regular mastery/red slot, or a +4/120/greater/redslot?
    Sirgog, Based on the way the Festival Glaciation operates, I would expect that an augment slot would not have an impact on caster sticks. The description of why Festival Glaciation caused min levels to rise (as well as the effect of the artificer's "Enchant Weapons" spell), implies that the strength of the effect is entirely dependent on the min level of the item. I'm less certain about the mastery bonuses, but wouldn't expect them to be effected either.

  11. #131
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    Striding 30 on something other than a ring or boots (or an impossible to get raid item) is a dream come true for most of my builds. Please don't make the drop rates like yellow dopant. This needs to be something that actually works in a practical sense for it to be useful.

  12. #132
    Community Member Hendrik's Avatar
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    Quote Originally Posted by Dolphious View Post
    I should add that I'm not too keen on the whole "they drop randomly from chests." Just have a vendor where we trade tokens, plat, or whatever for them. I get that you're pushing for people to buy bags, but come on, there's not to be a less obnoxious way for you to nickel and dime us than flooding us with random junk to sort though.
    Re-read the OP.

    Pay attention to Aquiring Augments.

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  13. #133
    Community Member Dolphious's Avatar
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    Quote Originally Posted by Hendrik View Post
    Re-read the OP.

    Pay attention to Aquiring Augments.
    You mean the part where it says that "some" (implying "not all") augments can be traded for with epic tokes?

    Yup, read that, maybe you should check the dictionary for the meaning of "some."
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  14. #134
    Community Member Cetus's Avatar
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    Quote Originally Posted by Dolphious View Post
    I hear you, but I think it just adds to the already byzantine systems this game uses. The guild slot system was always so tacked on and incomplete. Occasionally you have to cut something if the game isn't going to become a total mess.

    I have piles of times with guilds slots, and I say just cut it out and replace it with this more comprehensive and elegant system.
    Ehh, but is it really that complicated? You get a certain guild level, and you can get added customizability. If its too complicated for a player, then they can just stay away from it while enjoying an otherwise comprehensive non-guild related system.

    This solution solves every issue that arises with grandfathering in items on both fronts, the old and the new player.
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  15. #135
    Hatchery Hero Sonos's Avatar
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    Quote Originally Posted by Durnak View Post
    Ehh, but is it really that complicated? You get a certain guild level, and you can get added customizability. If its too complicated for a player, then they can just stay away from it while enjoying an otherwise comprehensive non-guild related system.

    This solution solves every issue that arises with grandfathering in items on both fronts, the old and the new player.
    Indeed. Lowbie runs to guild vendor, lowbie runs back to ship and puts stacking HP and/or SP. Lowbie happy.

  16. #136
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    Quote Originally Posted by bradleyforrest View Post
    Uh, you CAN slot Good bypass in an ESoS under this system. The minimum level for a Good Aligned augment is 12. Why would you think you won't be able to it in an ESoS?
    I assumed augments only fitted matching level slots. So lvl20 augments only go in lvl20 slots. I take it by your post I could be wrong, but it doesn't specifically say so in the OP.


    Quote Originally Posted by Sonos View Post
    As Carpone mentioned, some things are missing. Does this mean that these days are our last chance to make this axe into a +7?
    Who cares about that when you get get 1d8(4.5avg) elemental damage?
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  17. #137
    Community Member Hendrik's Avatar
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    Quote Originally Posted by Dolphious View Post
    You mean the part where it says that "some" (implying "not all") augments can be traded for with epic tokes?

    Yup, read that, maybe you should check the dictionary for the meaning of "some."
    Then learn to be far more clear when you post something other then 'there should be a vendor for these', when the OP states there IS a vendor for them. People can only read what you type.

    Tin foil hat conspiracy theroies are funny though, please post more of those.

    Quote Originally Posted by hsinclair
    I heard the devs hate all wizards, bards, clerics, fighters, and fuzzy bunnies and only want us to play halfling barbarian/paladin shuriken specialists!

    It's totally true, I have a reliable source. You better reroll now.
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  18. #138
    Community Member Jacobius's Avatar
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    Quote Originally Posted by jakeelala View Post
    please explain to me how this jives with feather saying they want to eliminate stacking bonuses??!1?!111
    Where did feather say eliminate stacking bonuses????

    Quote Originally Posted by Feather_of_Sun View Post
    The goal is to provide you with more options to help you slot bonuses that you were unable to fit on your gear, not to provide stacking bonuses that become the new must-haves. We'd prefer to avoid stacking bonuses for this reason.
    Do people not read or just see what they want. This is intended to give you more options where to slot things NOT add and stack to items. It is for flexability in gear selection which is a great thing they are giving us and people now crying it doesn't stack and make it more complicated to get optimal gear set ups??? Man people will find anything to whine about.

  19. #139
    The Hatchery dejafu's Avatar
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    Quote Originally Posted by Dolphious View Post
    You mean the part where it says that "some" (implying "not all") augments can be traded for with epic tokes?

    Yup, read that, maybe you should check the dictionary for the meaning of "some."
    Sounds like the rest can be paid for with Relics (regular and Epic) from Gianthold. With the exception of the 3 special named augment crystals, it seems pretty clear that the augments listed will be available for trade from in-game vendors.
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    Turning Ghostbane into a meme is, in my book, the best thing to happen to DDO in awhile.

  20. #140
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    Quote Originally Posted by Feather_of_Sun View Post
    New versions of these couldn't make it into the initial launch of the system, due to time constraints.
    We wanted to remove anything that is temporary- as we've decided to change that aspect of the old system's design.

    While these won't be in initially with Update 17, we do intend to add new versions of these augments in the future as named treasure, and without the temporary duration.
    So will Guild Augment Crystal Vendors be removed completely?
    (if not now at some point later?)
    Or will just be the timer removed?

    I sit on Large and Med slot items worth several Millions, which makes my skin itch now that you say "We wanted to remove anything that is temporary"

    Also how could this new system be a change in the right direction?
    We loose
    all twinkability +20hp as minlvl16? and it adds to cannith?...
    Cannith Crafting gets nerfed (as if it wasnt the stepchild already)
    we will have tons of different crystals that fill our bags
    none of those crystals under 16 will be worth more then a copper
    we get even more useless slotted items (really, who does craft a new armor at 4,8,12? one at lvl1 and one at 12 thats it..)

    Gets AH at least a search option?
    Do we get increased Item limit for AH? (really i would even pay monthly if you would just get rid of that stupid limit)
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