Well I've posted this in other threads, but if this is the thread of record:
Yellow slots should get HP back (either instead of or in addition to blue), and should get additional miscellaneous attributes, such as: Blurry, incorporeal, melee alacrity, parrying, skill bonuses, and maybe healing amp.
Blue: the PRR bonuses from blue are too high. The best sheltering bonus on named loot right now is +12, therefore I would recommend maxing out blue slot PRR at +9 or +10. Also add exceptional fort 10% to lvl 20 or 24. Bring back toughness.
Red: add tactical bonuses (stun/trip/sunder/tendon slice) topping out at +8. Also consider adding universal potency and implement bonuses to spellpower.
 I hadn't read Feather's posts when I wrote that, but now that I have I still think toughness in blue is fine. Maybe at lvl 20 cap toughness was a "tier 1" must-slot attribute, but I really don't think that's the case any more. There are lots of ways to pick up HP now, and 20 stacking HP isn't the big deal it was. I believe my epic toons do all have toughness right now, but that's certainly hasn't always been true since u14 came out. I've run without toughness in endgame content without any sense of missing out an an essential attribute. So I've got 810 rather than 830 HP... It just doesn't matter all that much compared to serious defenses like saves/incorporeal/blurry/PRR.
Last edited by Dolphious; 01-17-2013 at 04:02 PM.
Gildus, Yhvain, Sabathiel, Einion
Be Chill, have fun
Also, Feather, could you answer this: If you slot a Red augment crystal of ______ spellpower onto a weapon that does not already have a spellpower booster, will it get an implement bonus? (ex. Slotting the Force SP crystal on a fully upgraded Needle.) And if not, why not? Getting an implement bonus on an Artificer is a terrible pain in the rear.
Things that if Turbine went all EXTREME PREJUDICE™ on, would actually make the game fun again.:
- Giving us the racial PrE’s we were promised, before rolling out DDOStore™ Enhancement Trees.
- One loot system to rule them all. (Including Cannith Crafting, and Named Loot.)
- Fixing the Cannith Challenges so that they can be 6 starred without incredible luck or store bought items.
- Adjusting Challenge XP so that they're worth running more than once.
Thank you Feather for clearing up Toughness. Now when is update 18?
Also can you comment on the possibility of moving HP back to Yellow? Most of the initial feedback supports this move.
Arrael - Tempest/Kensai; Alyesia - Exploiter Build; Porksoda - WF FvS; Kaealla - Paladin; Arodeth - Envoker FvS
Just managed to finally check, and I can confirm adding a spellpower augment to a weapon adds the appropriate implement bonus!
Added a low-level corrosion (66, purchased in Gianthold) to a cleansed Epic Timeblade and it gained Implement +18 (as expected for a +6 weapon).
Kind of makes me sad Celestia got a green slot not an orange or purple one, as +24 implement bonus and 114 radiance would have definitely boosted my FvS.
Last edited by Dolphious; 01-17-2013 at 04:13 PM.
Gildus, Yhvain, Sabathiel, Einion
Be Chill, have fun
Yellow Slots do seem to be lacking.
I would like to see...
Elemental Absorption augments 10/20/30
healing Amp augments
Exceptional fortification 10%/25%
Exceptionals like we have on Greensteel be augments that we can slot.
Guards like Radiance, Fireshield cold/hot, etc...
Draconic runes convert them to augments or copy all the runes into augments.
All Cannith Crafted unbound shards be slottable in some way.
At Epic24 levels I want to see Epic worthy Augments.
Things that would make us say... why are u still wearing Torc/Litany/Greensteel thats heroic 12-20gear, slot that stuff and get Epic...
Jotmon - Let's not forget why we play these games - to have fun - ~
Guild: Degenerate Matter - 200 (Former Guilds: ChaosKnights, Big Damn Heroes, Shadowfiends, Order of the Drow, Unusual Suspects, Raided R)
Argo-Jotmon(Completionist - before the Otto's/XP pots easymode), Jotmonheals(Clr17/Rog2/Mnk1-Epic Completionist), Whatthetruck.. and many many more alts..
Update 24: Champions... "whew, it's ok, it's only a red name" .. sad day when trash spawn Champions and their one-shot ignore fort attacks instill more party fear than the Red named bosses.
I imagine the concern was putting a DR breaking red augment into Celestia and permanently turning off the "Light" damage.Kind of makes me sad Celestia got a green slot not an orange or purple one, as +24 implement bonus and 114 radiance would have definitely boosted my FvS.
But yes, it would be nice to be able to put spellpower into it.
I am the 'Who' In the call "Who's there!?"
I am the wind blowing through your hair.
I am the shadow on the moon at night, filling your dreams to the brim with fright.
Yellow does look a bit weak, but that is at least partially because of the rarity of blue slots on current gear. If there are more blue slots available, it will probably be fine.
If blue slots are going to remain rare, you can bump Protection and Resistance back over to Yellow (and possibly Nat Armor too.) Those at least fit into the strange protection, utility, and mental effects mix that is going on there. Even though it leaves Blue with few crystals, they are all still very strong.
The False Life and Elemental Resists on the Yellow side could probably be adjusted a bit as you can usually hit the 30pt random versions around 10-12. Increasing the top end slightly to 40pts puts it in line with random loot capabilities.
Suggested False Life / Elemental Resists
+10 HP (AML 4)
+20 HP (AML 8)
+25 HP (AML 12)
+30 HP (AML 16)
+35 HP (AML 20)
+40 HP (AML 24)
Glenalth Woodwalke ■ Preston the Ranger ■ Brisqoe the Dentist ■ Prescription Liberator
AoK @ Argonnessen
I have a question if you slot a min lvl 24 augment into a weapon that is lower than lvl 20 does it gain the extra damage die step?
1) It isn't strictly better in the sense that many of the items seem to be designed around this. For example, the Epic Giantcraft Sibirys Compass... the Non-Epic version has Resistance 2 (4 to will), while the Epic version has Resistance Zero, and then a +7 Aug slotted. Normally, the Base Epic Item would have some up-scale version of resistance... which this one does. But if you take advantage of the augment slot, it loses that. Having the "usual base stat" of Resistance +5-7, and then an additional blank augment slot on top of that, could easily be argued as comparable to the current version... "strictly better" is somewhat of an opinion here (true vs just a blank slot with no additional mod, but not necessarily true vs past itemization patterns).
2) Please don't take the above as a complaint, in fact I like this new approach. It does two things: One, it lets you be slightly more ambitions with the "base item". Again using the above example, it lets you put the full +7 on there without worrying as much about what it will stack with if the item had an additional two empty slots. However, it also lets people who don't need a certain bonus (because of build, it shows up elsewhere on other items, etc) to customize their loot. And this customization doesn't flatly increase the items total value, rather its a trade off. Generally, that is a much better position to itemize from, and puts more choice in the hands of the players to find gear that will fit their character well.
So in the end, I think its a positive method to approach itemization with. However, I feel you should be clear about what you're doing here. If, again using the Compass, the main difference from EN to EH to EE are the aug scaling up, that wouldn't be too palatable in my eyes. I'd rather not see the EN to EE version simply be replicable by token farming, and I'd also like to see a little more variety in epic adaptations. I suspect the compass will also have a scaling Search value, so it won't solely be the aug difference, but it would have also been really cool to see something based on its inception and flavor text which persists even if the aug is removed... such as perhaps Epic Will Save +3, another adaptation of the base item we don't see often, or a Craftable +3 to +5 slot, in reference to its flavor text (meaning the item potential would go beyond what is "currently possible" in the crafting system, but players could use it and the item ML would stay at 24-25).
Both of these would make the item a little more "epic"... right now its kind of just a two slot trinket (TS is everywhere, and search 20 already exists multiple places to swap in when needed... wheres the unique/special appeal for this epic item? Why should I farm this instead of something else? What, if anything, does this item bring to the table? What makes this not a clone of already existing items? Etc... And maybe "it has two slots" is the answer, just haven't seen enough of the new items to make that comparison yet, but hopefully my questions highlight my line of thought about it).
Overall better itemization this time around, and really do I like this new direction. But keep in mind the opportunity costs of using the new options, which can greatly detract from the items overall appeal as being "balanced" around a mutation which the item can lose. When the only generally appealing mods are augs, and when they're swapped around the items can't stand too well on their own, it might be time for a touch up. Thanks.
I had been pondering what it would be like if you could change an item instead of upgrading it, and this augment system lends itself perfectly for this.
Imagine this: You're a child, and you play on the nintendo a lot. Then, at some point, you parents decide they find that you spent too much time playing video games and not enough time playing with other kids, so they take the nintendo away... Then the next christmas, you get your own nintendo as a present :-/
But I would like to comment... can we get HP augs back in yellow slots? You need to consider that all the old epic loot was basically balanced around yellow offering false life, and now it doesn't. Thats a rather large indirect nerf to all old items, and a handicap to anyone unable to take advantage of that before U17.
I realize with the (current) removal of toughness, and other additions to yellow, some people may prefer false life in Blue (as it currently is) instead. My solution is to just have two of them, one for blue, one for yellow.
If you can admit toughness is felt as required, certainly false life must approach being mandatory. I do not feel having relatively easy access to a 35 hp version is even close to unbalancing... especially when the dropped mutations go up to 40-50 now. Letting us aug a second tier total with relative ease would be a great show of good will in allowing current builds to more seemlessly fit with a new environement, without doing hundreds of hours of gear re-grind.
Hopefully doing a cut and paste on the 35 hp aug, with a name change (such as like Sapphire Gem of False Life for blue slot, and Tourmaline Gem of False Life for yellow slot) would be easy and constitute much props from the players. Here's hopin', thanks.
Just one request.....
And this is the most important one...
Make the augment crystals go into bags.
Make them go into BAGS!
<-Curelite Bottling Company->
Originally Posted by Chilldude
What happens to a tier 3 epic crystal cove or cannith challenge item that is "updated" for slot conversion? Will the slots convert cleanly, or will it revert to tier 1?
Someone got it wrong. Everyone expected the Spanish Inquisition because they were required to give 30 days notice, by law.
I can be found on Orien. My more active toons are Cilon, Solstone in Your Pack, and sometimes Acroyer.
This form's session has expired. You need to reload the page.Reload