Augment slots are a great way to increase the power of the gear you already have, and this week’s DevTracker highlights spells out the features of the coming system. Systems Designer David Hunt takes us on a tour of the augment system coming in Game Update 1.3 as he answers questions and details specific aspects of the way it will work. Hit the jump to see all the highlights.
David Hunt updates players about the conversation of existing augmented gear.
Quote from ehtom
What happens to my current augmented gear? Will it all break because it is now too low level to accept lv49 augments??
Existing augments will update to require a specific augment slot MK#. Any augmented item will have the greater of these two applied:
1) The crafted item's natural augment MK
2) The inserted augment's required MK
If you have level 10 items with level 50 augments, they will have MK-6 augment slots. If you have the same item without an augment inserted, it will have a MK-1 augment slot (same as if you crafted it after the patch).
David Hunt answers question after question, detailing how augment kits are made, their cost, and what gear they can be used on.
Can these augment kits be used on ANY item, or are they restricted to player-crafted items ?
Will all grades of crafted items (green, blue and purple) yield augment kit components when RE'ed ?
Great to see that the augment kits are level-tiered. Will that be tiers 1 to 6 (similar to the crew skill level tiers) ?
I assume the components from RE will also be level-tiered ? So we'll get "Augment Material 1" from RE'ing L10-16 crafted items (e.g. belts and bracers), and "Augment Material 2" from RE'ing L17-25 items, etc. ?
When you say that the drop rate is not random, and "currently it's set to 10", does that mean we get the same amount of augment components, regardless of which item is RE'ed ? So you can RE either 10 bracers or 10 chest pieces and still only have enough components to make 1 augment kit ?
Quote from DarthDemens
This is the one I really want some more information on. Exactly how does the tier system work?
2. When you view any augment, the tooltip will say what level of augment slot it requires.
3. As long as the item you want to put the augment in has that level of slot or greater, then you can apply the augment.
4. All other modding rules are followed (such as passing requirements down to the original item).
So for your level 10 item, if you know you will use it until 50, then you should apply the highest level kit and replace the augment as you level. If you use a lower tier kit and reach a point where you want to place augments higher than the kit originally used on the item, you will need to upgrade the augment slot using a new kit.
Does this adequately cover the questions about how the tiers function?
Quote from Magnusheart
But how much will it cost credits wise?
Quote from MonikaTSarn
Which items/slots will these augment kits work for ?
Quote from xenofire
It's 44k per enhancement/mod/armoring to pull out ilvl 61s. That's 132k per piece. Moving all my stuff to crit crafted variants was very expensive.
Quote from MorgothPl
So, lets talk specifics. Lets say, I've made the orange, lev 400 blaster - Two Finger's Revenge. It took me some durasteel / zal alloy, along with 10 blue mats from lev 49-50 missions, and 3 lev 7 exotic crafting mats - biometric cell.
Of course, it was not critical hit, so no augments. To get the augment slot, I need to RE 10 items. But, the question is, any lev 400 armstech weapon be sufficient, or do I need to craft 10x orange lev 400 weapons, to get an augment hit.
If it's the latter case, then the crafting system will be pointless, becasue, if I make 10 orange blasters, there is a nice change, especially with armstech crit companion, that I'll get augmented weapon before I get an augment.
Quote from MadHobbit
As one of those players who has a char running around in bikini costume,since i ws able to get it from the social vendor,as far as i can tell I will NOT be able to augment it.:-(
Quote from Lugosi
-"Our goal with the modification system has always been to allow players to use any gear they choose and have it function at maximum statistical efficiency."
-"For items made after 1.3, the crit augment slot matches the level of the item. That means that lower level items won’t get as much inherent value from crits as higher level items."
-"Q: So, that means if I craft a level 39 custom piece and it crits, its augment slot will only be able to accept augments up to whatever tier corresponds with that item level?"
Am I missing something here? So much for any gear having maximum statistical efficiency.
Quote from Malinok
In my opinion they already did this, when 1.2 hit, Augmented Orange was a hot ticket item......and notice how the augments went from having just 1 Primary stat to a lowered amount of that stat plus endurance? The balance was right there, they knew augments would be a long term and widespread gear goal for all players, thus they lowered the amount of the primary stat (Strength, Willpower, Power, Crit, Endurance) by 10 for all augments and added the 11 endurance.
Quote from Wulffion
In this interview they say, that any 49+ crit crafted item comes with a MK-6 slot ("Augmentation Slot MK-6 49+"), but the level 49 augments need a MK-7 slot. So apparently you need a MK-7 augment kit in ANY case. That would make crit crafting completely useless...
Quote from GnatB
I think they did say in one of those articles that (currently) the price for adding a lvl 50 augment slot is 50k. I believe they also said in the same article that they were, in fact, reducing the cost of extracting mods.
David Hunt shares how loot drops in regards to class compositions in Operations.
David Hunt mentions a special reward for completing the daily quest for Hard Mode Flashpoints using the Group Finder coming in Game Update 1.3
David Hunt reminds us that Game Update 1.3 has yet to hit the PTS or live servers and things are still subject to change.
A small confession - I started responding to the augment questions in the other thread a week before I actually finished the post. During that time, we were still discussing and testing augment costs. I can't say what they'll be when Game Update 1.3 goes live, but it will be something less than 50K.