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DavidHunt

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  1. Hi there! The curve on extraction costs is getting adjusted downwards in an upcoming release.
  2. In a future Game Update, there will be new modifiable bracers and belts and additional drops for unrestricted armorings.
  3. Adaptive armor doesn't change durability because we're updating all armor to use the same durability values around 1.4. We're looking at ways to control these lists better, such as guaranteeing missions of all types. No ETA. Are you failing more with companions at max affection than at low affection? The Flashpoint update was described as a partial re-itemization because it's mostly shuffling around gear within the framework that already exists. We're working on plans that will give us the tools to provide more consistent reward paths from various areas (like Flashpoints), but there's still quite a bit of work before we will get there. While it's possible that we may move towards a "last season's fashion" Flashpoint loot system, that wasn't an option for 1.3. Even though our long-term plans are going to, well, take longer, we still wanted to improve FP loot in the interim. If we moved towards Rakata loot in FPs, the total acquisition time would just shift the problem over to some of the Operations, because they are gated in ways that FPs aren't.
  4. Augment slots used to go up to MK-7. They now only go up to MK-6.
  5. Hello, I believe the exact configuration you are looking for can only be found as a CC weapon called You can find an upgraded version of that weapon in the
  6. Yes. Affection alters your chance to crit. It has no impact on the result of the crit, either in item composition or credits in the boxes. Crits are the primary source of blue boxes. Slicing does not guarantee profitability in a microcosm. Any giving slicing streak can result in a credit loss or a credit gain. There's substantial randomness in the results of the mission and the results of the box. Each box has a +/- 30% variance on credit payout. That means the top end payout is nearly 2x (85% specifically) higher than the bottom payout. Total profitability is also not just based solely on the box. The expected profits include a baseline crit result and composition of the results from those, some of which fluctuate in value depending on the market. Those profits are ratio'd between raw credits and trade-able goods. Unless you are going quite a ways back on the timeline, there should only be two values: A (before the bug) --> B (during the bug) --> A (after the bug fix)
  7. Thanks very much for the feedback. 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.
  8. New endgame tier content. I can't give you exact specifics as it's not defined yet. However, it's probably safe to say that by the time you're one or two sets past Campaign and we release a new set, the content for the new set will expect your Campaign +1/+2 gear to be augmented. Anything that could crit craft and get an augment. So you can't get the component from a stim or a mod.
  9. The Group Finder daily quest for Hard Mode Flashpoints in Game Update 1.3 gives Black Hole Commendations.
  10. Adding multiple members of the same class to a group does not impact the drops given. The game only registers whether a class is present in a group, not how many of them are present, when determining drops.
  11. For Game Update 1.3, augment kit creation is limited to the classes that can currently make augments. This is necessary for the introduction of the system; it allows us to distribute the components at a steady rate, because each augmentable item you RE results in a portion of the augment slot. The items created by the other crew skills don't fit in with this progression as cleanly - if we decide to allow Artifice or Cybertech to acquire the kits through their commonly created items, under our current systems they would produce kits substantially faster than the other skills. It is safer to open augment kits to a limited set of crew skills. Augment tables are an important part of the plan for crafting and items in general, and we're committed to continually integrating re-evaluating the feature and integrating it into future. Our intent is to provide a system that utilizes crafting to give all gear the same statistical potential while we monitor economic data and gather player feedback to determine what other changes or additions to make. Adding augment kits to additional crew skills is on the list of possibilities, but it is by no means guaranteed. We're working on other updates to how some of the systems work - both internally and externally - that may improve the viability of including augment kits in other skills without creating a substantial imbalance. Along with the economic data and feedback, that will determine whether augment kits expand to other crew skills. Long term, we have economic plans that involve continually refreshing crew skills with new content. Since we are early in those stages, every time we make an update it will make the most recently changed crew skills seem superior. If we included major additions for every crew skill each update at our current pace, it would likely create a result that is incomplete and devalues the system as a whole. As each crew skill gets a wider range of viable items/services, the impact of an individual addition should decrease, and we'll see a smoother cadence between the crew skills.
  12. Your gear will have MK-6 slots. Here's how it works. 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).
  13. Any item. Yes. Similar progression to crafting. Yes. Yes. This is how the RE system functions in this scenario. There's a chance we may explore something scaled by different item types in the future, but it is not currently possible for the augment component. You can apply any augment kit to any equippable green+ item. (ie: not junk loot) When you view any augment, the tooltip will say what level of augment slot it requires. 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. 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? 4.5k-50k depending on tier. All items. Head/chest/legs/hands/feet/waist/wrist/implant/earpiece/mainhand/offhand/relic/droid slots. And if I missed something, that too ~31k/93k in 1.3. In terms of static credits for this case, it costs a little bit more to extract + augment in 1.3 than it does to just extract in 1.2. You need to craft 10x equippable items from any skill in the same augment tier. In this case, that means any level 400 armstech weapon should suffice. In future tiers, it may be difficult to find cheap recipes. With the introduction of augment tables, all existing level 49+ gear is in the MK-6 augment category. At some point we'll introduce new augments levels that require MK-7, and at that time there probably won't be as large of a selection of items to RE to get them. As we introduce more items and tiers, the density of items you can RE to get MK-7 will increase, and MK-8 will eventually appear and continue along that cadence. This is not correct. You will be able to augment it. This specific outfit is also set to adaptive weight in 1.3. Augment slots can be upgraded. It's substantially more valuable to crit a level 50 crafted orange because it gets the high tier augment, and you're spending the higher tier materials on that item. Crit crafting lower level items does not provide as much of a bonus, because you'll want to upgrade the slot if you use it at higher level. It's also cheap to create the lower level items. Augment stat distribution was indeed changed with the long-term expectation of gradually making them part of your expected power level. Sorry for the confusion - this is a timing issue. When I responded to the first questions in the interview, augments went up to MK-7 and that was included in the screenshot. By the time the follow-up was complete augments had changed to end at MK-6, and thus that's reflected in the table. I didn't notice until after the interview was live, so the screenshot is dated. Augments range from MK-1 to MK-6, the 22 augments require MK-6, and the highest crafted items get an MK-6 augment slot. Although it can be derived from one of my answers above: the reduction to extraction costs is 30%. Extraction and augment costs will be continue to be evaluated based on the economic data we get from 1.3.
  14. To clarify, we do not limit how many schematics you can learn. It's an internal soft cap such that if drastically increased the number of recipes in a short time we may encounter issues. It just means we can't universally allow all items to create new RE recipes at this time, but there's plenty of room for new recipes and you will be able to learn them all.
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