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  1. #381
    The Hatchery Karadon_II's Avatar
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    Quote Originally Posted by redoubt View Post
    Next, what do we do with epic tokens under the new system?
    The same as you have been doing all along.

    Quote Originally Posted by redoubt View Post
    Do they still drop in dungeons?
    Yes but they'll be called Tokens of the Twelve. Same great taste just in new packaging.

    Quote Originally Posted by redoubt View Post
    Can we buy the new augments with them?
    Some augments will be available in exchange Tokens of the Twelve and they'll generally be cheaper than the old Epic augment crystals.
    Karadon, Paladin [5] Mar - Jul 2006 - Aureon [EU]
    Karadon, Paladin [20] Feb 2010 - June 2012 - Orien
    Karadon, Paladin [20] June 2012 - July 2013 - Orien [TR1]
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  2. #382
    The Hatchery karl_k0ch's Avatar
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    Quote Originally Posted by Karadon_II View Post
    Some augments will be available in exchange Tokens of the Twelve and they'll generally be cheaper than the old Epic augment crystals.
    But not much, actually.
    Toons on Orien: Meinir // Flodur // Twiddler // Thorkar // Impetor // Juliacantor // Minor all Soko Irrlicht
    Quote Originally Posted by Vargouille View Post
    We may or may not intentionally insert in red herrings, purple mackerels, or horses of different colors. Void where prohibited. Not available in all planes of existence.

  3. #383
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    Angry PrE's?

    So now that these new augments are out when are you guys going to finish the PrE's? You kind of promised to have them done since before Menace of the Underdark. It's just I'm a little frustrated that this system hasn't been updated in a long while especially when you said you would revamp the wholr enhancement system.

  4. #384
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    Quote Originally Posted by Karadon_II View Post
    they'll generally be cheaper than the old Epic augment crystals.
    They don't really seem to be cheaper.

    I don't really have much to say about this new system except for the following:

    Please go through all existing items and update the text to indicate what type of bonus the item provides so we dont' waste resources trying to slot something that doesn't stack. For example, on the +13 Intimidate & Greater False Life ring my guy is wearing, under GFL, all it says is "This item grants the wearer +30 maximum health". That makes it seem like an untyped bonus, but apparently that it not the case. On a spell point ring I have, it doesn't indicate what type of bonus the spell point bonus is, but I learned (by blowing resources I worked hard on ) that the spell point augment does not stack with it.

    You really need to address this. Most people are not going to come here to wade through a boatload of posts to see what stacks and doesn't. And you really should have addressed this before the update went live.

  5. #385
    Community Member cave_diver's Avatar
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    All I can say is: why couldn't the devs have augment crystals go into green bag?
    Quote Originally Posted by moomooprincess View Post
    I ran Where there is Smoke ELITE on a level 4, first life 28 hit point rogue, never TRd, no guild buffs, using a hireling cleric. One shotted two times at the first dog area.
    Quote Originally Posted by Tesrali View Post
    Go munt your grandma while wearing my freeway mitt!
    Main toons on G-land: IronMunter, Iamhal, Mehhh, Dahh

  6. #386
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    Red face I only post when the server's down

    I saw a few of the new slotted items and one crystal to slot in when running Necro1 last night. Nothing very exiting so far. It will be interesting to see a full list of what's available.

    The old guild-slotted items passing is a shame. It will only effect new players and they might get a twinsey bit upset when they see level 1 tr sorcerors with 400sp :-p

  7. #387
    Community Member diasho2's Avatar
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    When I saw they were changing the aug slots I figured there would be good and bad as with most roll outs. I hoped we would get something on the line of guild augments that didn't expire, but knew I was kidding myself there. As I have looked and and now tried a few of the aug abilities it brings me to think what is the point?

    With the exception of damage, and dr breaking the rest of the bonuses are min leveled out of usefulness.

    IE what self respecting character of any type will accept a +4 to any stat at lvl 12 when at 11 you can have +6 to any stat and every stat you need with a little planning.

    What is the point of lvl 16 25 resistance to a specific element when again at lvl 11 you can get 30 resistance items and almost every party can give 30 elemental resist starting at lvl 1


    Slots that come in rare named loot that boost the value are about as useful as ..... on a nun because there is nothing to put in the slots that anyone that knows what they are doing should not have had covered several levels before the min lvl lets them use it. If min lvls were removed the lvl 16 crystals would be useful below lvl 11 and the 20's from 11 to about 15/16 in some cases, less if the toon is a tr with GS, VON, DQ, and Abbot gear.

    How many hours was put into this system just to have everyone turn crystals into vendor trash because at a lvl 9 toon with good eq has no need of of most of the lvl 16 crystals.

    By lvl 11 depending on past lives the lvl 20 stuff is pointless. Even most of the lvl 24 slots since they don't stack are pointless since once again since there is gear that does all of the above and more. I understand the point is that you can add that to an existing item but when you have gear that gives you a higher bonus your not going to take it off so you can slot a +1 exceptional___ or get the 200 of the 350 sp that you had on a gs item since lvl 12.

    The bottom line unless something changes, ie bonuses are made stacking, abilities, real ones that compete with GS, at mid lvl and blow it away at epic lvl.

    As is I have one way to describe augment crystals and anything with aug slots.

    VENDOR TRASH

  8. #388
    Community Member griffin_230's Avatar
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    May 2010
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    Quote Originally Posted by Tolero View Post
    To convert an old Epic item to use the new slots, place the item you would like to convert into the Altar of Epic Rituals along with 50 Siberys Dragonshard Fragments. This performs the “Cleansing Ritual”, which updates items to the new Augment Slots.
    It seems you can use the Stone of Change as well as the Altar of Epic Rituals to convert items with old slots. I accidentally put the fully upgraded Epic Ornamented Dagger (from Crystal Cove) into a Stone of Change and it converted the old slots into the new ones.

  9. #389
    Community Member TedSandyman's Avatar
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    Default Four levels added to any item with a yellow slot.

    Seems like were getting a double whammy. It sets the minimum level when you put in an augment, but it also adds AT LEAST four levels to the item if you use a yellow augment (and probably red and blue, but I didn't check those).

    Since a deconstructed item with a yellow augment slot has a ml 3, when you add a prefix or suffix, you have to use the bigger number. For example, spot +13 has +12 minumum level (+11 if the item doesn't already have a minimum level.) SO you have to use the +12 when calculating.

    So a strength +4 augment in a yellow slot is automatically going to up the level to 12, but on top of that it is going to add three to whatever you already have on the item AND its going to add an extra 1 because it forces you to use the bigger number for the prefix or suffix you added.

    I take it back, that's a triple whammy.

    Time and time again they add something to the game. Spend countless hours programming the new feature. Then gimp it to the point of making it nearly useless. Essentially they just added another slot. Now you have prefix, suffix, augment. All add to the items minumum level, so more than likely if you add an augment, your going to have to do without a prefix or suffix. They could have saved a lot of time by just adding the augment items to the crafting items.

  10. #390

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    Augment slots add enchantment level to a crafted item as follows:

    +1 Colorless
    +2 Primary color (yellow, blue, red)
    +3 Secondary color (green, purple, orange) <= Not currently possible on random lootgen

    The actual augments, as opposed to the slots, imbue the item with an AML whenever you slot an augment, based on the slotted augment's ML.

    So, for example, if you craft Health +6 on a belt with a yellow augment and slot deathblock:

    Base item enchantment level (potential) = 6 + 2 = 8 (+6 health +2 yellow)
    Apply masterful to drop it down to 7 enchantment, item now ML13
    Slot deathblock, which adds an AML12 to the item. Since it's already higher than that, the item stays ML13.

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