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  • Dev Post
Posted

Hey Community!

I’m here to give you more details around the new Augments we’ll be releasing with Patch 7.6.

3 New Tiers of Augments
Augment 83 (Item Rating 296, Prototype)

  • These Augments are meant for players who don’t currently have Augments and find it too costly to obtain the Augments currently available. For this reason these Augments have an item rating lower than the current Superior Augment 77s.
  • The tradeable schematic to craft these will drop from Propagator Core XR-53 on Story difficulty.
  • Crafting these Augments will require Combined Crew Skill Materials, Processed Isotope Stabilizers, and Solid Resource Matrices.
  • When deconstructing an Augment 83 there is a low chance to learn the schematic for Augment 86.

Augment 86 (Item Rating 302, Prototype)

  • These Augments are a stepping stone to Advanced Augment 86 and will provide a slight power increase over the Superior Augment 77s.
  • The tradeable schematic to craft these will drop from Propagator Core XR-53 on Veteran difficulty.
  • The schematic can also be obtained at a low chance by deconstructing Augment 83.
  • Crafting these Augments will require Combined Crew Skill Materials and materials crafted by Artifice, Biochem, and Cybertech.

Advanced Augment 86 (Item Rating 310, Artifact)

  • These Augments are the new goal for players wanting the most power available.
  • The schematic is only available by deconstructing Augment 86.
  • Crafting these Augments will require Combined Crew Skill Materials and materials crafted by Artifice, Biochem, and Cybertech.

These Augments will require the same Augment Kit MK-11 as the current augments. Players will not need to acquire a new Augment Kit!


New Artifice and Biochem Crafted Materials
In order to craft Augment 86 and Advanced Augment 86 players will need to first obtain the new materials Overclocked Biostabilizer and Purified Bioessence.

  • Overclocked Biostabilizer (Artifice Material)
    • 3 Corrupted Bioprocessor
      • New drop from Propagator Core XR-53
    • 5 Artifact Lustrous Artifice Bonded Attachment
    • 10 Artifact Hurrikaine Artifice Bonded Crystal
    • 2 Legendary Ember
  • Purified Bioessence (Biochem Material)
    • 3 Corrupted Bioprocessor
      • New drop from Propagator Core XR-53
    • 5 Artifact Curious Cell Graft
    • 10 Artifact Intravenous Injector
    • 2 Legendary Ember

Material and Schematic drops from Propagator Core XR-53
Now let’s talk about the new Lair Boss and drops you can expect! Along with drops common to all Operation bosses, our new Lair Boss has special materials and schematics for you to obtain. Here’s what you can earn by defeating the Lair Boss.

Story Mode:

  • 1 Corrupted Bioprocessor
    • Chance for bag of 20 Corrupted Bioprocessor instead
  • Chance at Augment 83 Schematics
    • Schematic: Absorb Augment 83
    • Schematic: Accuracy Augment 83
    • Schematic: Alacrity Augment 83
    • Schematic: Critical Augment 83
    • Schematic: Redoubt Augment 83
    • Schematic: Versatile Augment 83
    • Schematic: Shield Augment 83

Veteran Mode:

  • 12 Corrupted Bioprocessor
    • Chance for bag of 20 Corrupted Bioprocessor instead
    • Chance for crate of 50 Corrupted Bioprocessor instead
  • Chance at Augment 86 Schematics
    • Schematic: Absorb Augment 86
    • Schematic: Accuracy Augment 86
    • Schematic: Alacrity Augment 86
    • Schematic: Critical Augment 86
    • Schematic: Redoubt Augment 86
    • Schematic: Versatile Augment 86
    • Schematic: Shield Augment 86

Note: All listed drops are given as Personal Loot. Each player has their own chance to obtain the items and 1 player obtaining an item has no impact on other players obtaining any items.

Adjustments to Material Inflow
To support the crafting of the new Augments we’ll be making some changes to how materials are obtained:

  • Processed Isotope Stabilizer and Solid Resource Matrices will be purchaseable for Jawa Scraps from the Jawa Vendors in the Cartel Bazaar sections of the fleet.
    • Solid Resource Matrices can be purchased for 30 Scrap: Jawa Junk
    • Processed Isotope Stabilizers can be purchased for 20 Scrap: Assorted Droid Parts
  • The cost of OEM-37 and RPM-13 will be reduced to 1800 Tech Fragments (down from 4000 Tech Fragments)


Full Schematics
Here is the full list of requirements for crafting our new Augments.

Augment 83

  • 5 Prototype Combined Materials (ex. Prototype Duranium Arms Assembly Component)
  • 3 Prototype Secondary Combined Materials (ex. Prototype Dallorian Researched Component)
  • 5 Solid Resource Matrices
  • 5 Processed Isotope Stabilizers

Augment 86

  • 5 Prototype Combined Materials (ex. Prototype Duranium Arms Assembly Component)
  • 3 Prototype Secondary Combined Materials (ex. Prototype Dallorian Researched Component)
  • 2 CM-1337
  • 1 Overclocked Biostabilizer
  • 1 Purified Bioessence

Advanced Augment 86

  • 5 Artifact Combined Materials (ex. Artifact Duranium Arms Assembly Component)
  • 3 Artifact Secondary Combined Materials (ex. Artifact Dallorian Researched Component)
  • 2 CM-1337
  • 3 Overclocked Biostabilizer
  • 3 Purified Bioessence


We will be using your feedback from the forums and PTS server in our final adjustments to drop chances and reward amounts, so please hop on PTS and let us know what you think. 

Until next time, I’m off to stock up on Tech Fragments and polish my gear for Propagator Core XR-53!
 

  • Like 2
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  • Sad 3
Posted

@BryantWoodcan you add what the stats are going to be for these new Augments plz.

 

Augment 83

Augment 86

Advanced Augment 86

 

so we know what to expect from these new Augments.

Posted (edited)
3 hours ago, Toraak said:

@BryantWoodcan you add what the stats are going to be for these new Augments plz.

 

Augment 83

Augment 86

Advanced Augment 86

 

so we know what to expect from these new Augments.

Spoiler

Superior Accuracy Augment 86

Total Stats:
+212 Endurance
+162 Accuracy Rating
+212 Power

Accuracy Augment 86

Total Stats:
+175 Endurance
+133 Accuracy Rating
+175 Power

Accuracy Augment 83

Total Stats:
+163 Endurance
+123 Accuracy Rating
+163 Power

theorycrafters, if any left, to work pls :classic_biggrin:

Edited by Komajack
Posted

Absolutely hate the following:

11 hours ago, BryantWood said:

Story Mode:

  • 1 Corrupted Bioprocessor
    • Chance for bag of 20 Corrupted Bioprocessor instead

...

Veteran Mode:

  • 12 Corrupted Bioprocessor
    • Chance for bag of 20 Corrupted Bioprocessor instead
    • Chance for crate of 50 Corrupted Bioprocessor instead

 

Not only the crafting materials are locked behind a lair boss (which in itself is highly problematic), but you are manufacturing an animosity among the players with the chance of material bags which many players will expect to be shared among the participants. We're not talking about some shiny bling here - we're talking about the materials REQUIRED for crafting. I crafted most of my Augments throughout the years, and I don't appreciate this over-complication of the system which was most enjoyable when it was simple.

1 Bioprocessor for a prolonged fight is an insult - at least the changes have been made for most groups to be able to clear it (https://forums.swtor.com/topic/937362-propagator-core-xr-53-lair-boss-pts-feedback-story-mode). With rewards like that, it seems farming Veteran would be required to gather enough materials, and smashing the same boss over and over doesn't sound like a fun activity.

On top of it, schematics are locked behind a random chance as well. I have a feeling we'll all be sick of this boss before we even get a chance to enjoy him.

 

  • Like 3
Posted

Unfortunate that you tie augment materials to a boss. 

Much like you did with rpm and oem. 

Oems were tied to master mode bosses. You felt this was a bad idea and took them away from players only tieing them to tech frags.

Are you not doing the same thing here tieing materials to a boss? 

Are you not causing the same issue as with oems that you wanted to avoid? 

Purple augments have never been "expensive" to make why start now?

 

  • Like 5
  • Thanks 1
Posted

One thing I would ask is to really crank up the drop rate on the schematics. I've killed the boss a handful of times now and haven't seen one drop yet. If the blue 83s are meant to help new raiders catch up, there is no harm is making these recipes plentiful and easy for players to learn, especially since the demand for them will be lower than their VM counterparts.

I understand there ought to be incentives to run the new encounter, but don't make them so rare that players feel like they need to grind it.

Posted
18 hours ago, Toraak said:

@BryantWoodcan you add what the stats are going to be for these new Augments plz.

 

Augment 83

Augment 86

Advanced Augment 86

 

so we know what to expect from these new Augments.

Referring to my post in the original thread on PTS and edited with updates from the devs:

  • purple item rating 286 Advanced 74 augments have 144 End&Pow, 108 Tertiary, require no CM-1337s
  • blue item rating 296 (blank) 83 augments have 163 End&Pow, 123 Tertiary, no CM-1337s, no corrupted bioprocessors (13.8% boost in tertiary stat over purple 74)
  • gold item rating 300 Superior 77 augments have 171 End&Pow, 130 Tertiary, one CM-1337 (20.3% boost in tertiary stat over purple 74)
  • blue iR 302 (blank) 86 augments 175 End&Pow, 133 Tertiary, two CM-1337, 6 corrupted bioprocessors (23.1% boost in tertiary stat over purple 74 and a 2.3% boost over gold 77s)
  • purple iR 310 Advanced 86 augments have 193 End&Pow, 147 Tertiary stat, costs two cm-1337s plus 18 corrupted bioprocessors (36.1% boost in tertiary stat over purple 74)

It's possible the stat budget might change but I don't expect it because of the stated item ratings.

My takeaways, from the perspective of a story mode hero filthy casual:

1) If you currently have purple 74 (286) augments you will see an upgrade using the blue 83, blue or purple 86 augments, or gold 77 augments

2) If you are willing to do story mode Propagator, then you might loot the schematic for a blue 83 augment that you need (critical or versatile usually).  Since it doesn't require OEMs, RPMs, or Corrupted Bioprocessors, it may be a worthwhile upgrade over purple 74.

3) If you have OEMs and RPMs, but don't plan on doing VETERAN mode Propagator, you may find gold 77s will be a nice upgrade and on par with blue 86s and better than blue 83s

4) Because of this ...

23 hours ago, BryantWood said:

When deconstructing an Augment 83 there is a low chance to learn the schematic for Augment 86.

if you get lucky you could choose to save your OEMs and RPMs to make a blue 86, but ...

a) the blue 86 requires twice as many CM-1337s for only a 2% improvement in tertiary stat and maybe 9 dps difference with the power compared to a gold 77

b) the blue 86 requires 6 corrupted bioprocessors which may be slow to acquire if you only do story mode with 1 guaranteed per kill ... again for only a mild boost over a gold 77

Again, from my perspective and my playstyle, I'm not finding a ton of compelling reasons to either farm story mode Propagator for my own personal crafting, or save CM-1337s to make blue 86 augments instead of gold 77s.  We will have to wait to see how different the crit chance will be on making blue 86 vs gold 77s ... on paper it should be better but the subcomponents that use the aforementioned six corrupted bioprocessors are considered gold legendary and will therefore be another rate limiting step on top of the bioprocessors themselves.

If Broadsword or an experienced raider has a better analysis I'm happy to defer to them, but as it appears to me, it's not all that interesting.  I guess I would rather chase augments than have to upgrade my dozens of 340 legendaries for exorbitant tech fragment fees.

  • Thanks 1
Posted (edited)

@BryantWood

Would you consider lowering the cost of OEMs and RPMs just a little more?  1800 is better than 2000 (the previous PTS build), which is more palatable than the 4000 on Live, but I still feel like these are way too expensive, especially at this point in the game.

I don't think its unreasonable to be able to "acquire an upgrade" with 10000 tech fragments.  Since one CM-1337 requires five pairs of OEM/RPMs, reducing the cost to 1000 tech fragments for each of the OEM/RPM means that a player can make a CM-1337 once every tech fragment cap cycle.  If you have the appropriate achievement unlocked, it takes 7500 tech fragments to upgrade a legendary implant from 334 to 340 and the improvement in your stat budget is at least on par as the boost you get from using a higher rating augment over the purple Advanced 74 rating 286s.  So, 10k to be able to make essentially one gold 77 augment or half of a blue 86 augment isn't unreasonable.  It takes two and a half DF/DP story mode frag runs to get that, and even with a fast group that's still at least a couple hours' worth of game time.

TL,DR: 1800 is still too expensive.  Lower it to 1000.  I wouldn't be upset if it was even less.

Edited by phalczen
typo corrected
  • Like 1
Posted

Not sure if people actually caught on to this, but even having the OEM, and RPM amount reduced from 4k down to 1,800, if your going to craft a Purple 86 Augment (which costs 2 CM-1337's), your still spending 36,000 instead of 40,000 tech frags (not counting a critical of course). Meaning Broadsword has really not reduced the amount needed to create 1 Augment much at all. Unless the CM-1337's have a much higher chance to Crit, we are almost spending as much Tech frags after 7.6 as we are now per Aug.

 

I agree with other posters. If broadsword really expects these to be crafted reducing the OEM, and RPM cost down to 1,000 per (OR LOWER), and reducing the amount of the new materials needed from the new lair boss (or massively raising the amount people get in Storymode, and Veteran mode per player), then these Augments are simply not worth the time or effort to even bother with. I Know I'll run the boss a lot I'm sure, but gone are the days I'm going to waste my days farming the same boss 20-30 times a week on Vet mode, or farming it 4-6 times a day on storymode just for some materials.

 

I'll also point this out. Put the schematics on the Crew Skill Trainers, instead of rare drops from the new lair boss. This is a terrible idea to have them as drops in the first place.

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Posted (edited)

Augment 83 schematics should be on the trainers. In your own words they are meant to for players who haven't geared in augments to this point (due to how grindy the current augments are). If you really want to achieve that goal, this schematic should be on the trainer. To compensate, you can remove the chance to get Augment 86 schematics by deconstructing Augment 83s. That will be fine because this is just starter gear for fresh 80s or new players just to make sure they have something in their augment slots that doesn't cost an arm and a leg.

For Augment 86 schematics make the drop rate 25% (personal loot) for Story mode and 50% (personal loot) for Veteran mode. This means in Story, 2 out of 8 players will get 1 random Augment 86 schematic and for Veteran, 4 out of 8 players will get 1 random Augment 86 schematic. It would be best not to even roll the 25% or 50% chance. Just program it to give a random schematic to 2 players (story) or 4 players (Veteran) every time. Then for the players that get bad RNG, add the schematics to the <Operation Gear Vendor> at the cost of 5 Corrupted Bioprocessors per schematic. Advanced Augment 86 schematics can be learned by deconstruction with a chance of 5% to start.

Then 6 months later with 7.7, reduce the cost of the schematic on the <Operation Gear Vendor> to 1 Corrupted Bioprocessor. At the same time add Corrupted Bioprocessors to the tech fragment vendor for 2,000 tech fragments each and reduce the cost of OEM and RPMs down to 1,000 tech fragments. In the same update, increase the chance to learn Advanced Augment 86 to 10% when deconstructing Augment 86s.

Edited by ThanderSnB
  • Like 1
Posted
1 hour ago, ThanderSnB said:

 

For Augment 86 schematics make the drop rate 25% (personal loot) for Story mode and 50% (personal loot) for Veteran mode. This means in Story, 2 out of 8 players will get 1 random Augment 86 schematic and for Veteran, 4 out of 8 players will get 1 random Augment 86 schematic. It would be best not to even roll the 25% or 50% chance. Just program it to give a random schematic to 2 players (story) or 4 players (Veteran) every time. Then for the players that get bad RNG, add the schematics to the <Operation Gear Vendor> at the cost of 5 Corrupted Bioprocessors per schematic. Advanced Augment 86 schematics can be learned by deconstruction with a chance of 5% to start.

 

Only going to address this section. The chance for a Deconstructed blue 86 Augment needs to be much higher to get the Purple 86 schematic. For previous items from blue to purple was 20% chance. While I still think 20% is to low personally, 5% is simply unacceptable.

Posted
1 hour ago, Toraak said:

Only going to address this section. The chance for a Deconstructed blue 86 Augment needs to be much higher to get the Purple 86 schematic. For previous items from blue to purple was 20% chance. While I still think 20% is to low personally, 5% is simply unacceptable.

20% seems a little high for something that is just for bragging rights. Maybe 10% to start and 20% after the few months?

Posted (edited)
11 hours ago, ThanderSnB said:

20% seems a little high for something that is just for bragging rights. Maybe 10% to start and 20% after the few months?

Not at all. 20% is what consistently has been used for years when Deconstructing blue items trying to get purple schematics. Going from Purple to gold has been 5%.

 

I would now make the argument however that now that Blue 86's take CM-1337's (which take a ton of very expensive mats) to craft, that the 20% is simply unacceptable, and IF they ever put in the Gold versions of these augments that because the purple ones will use 2 CM-1337's that 5% is even less acceptable for that. In the past when they used 20% from blue>purple the mats needed were not even remotely close to the mats needed to make 1 CM 1337.

 

Augment schematics should be easily accessible for everyone, which is why I say Broadsword needs to completely rethink putting them as boss drops, and simply put them on the Crew Skill trainers instead.  

 

Edit: Augments are not about Bragging rights. If your interested in bragging rights, go get the mount from Vet mode Nihrut (or however it's spelled) in R-4.

Edited by Toraak
  • Thanks 1
Posted

Toraak isn't necessarily wrong, but honestly the best way to make these things more accessible is to lower the tech fragment cost of the OEMs and RPMs.  Even lower than 1000 per.  Gold 77 augment schematics are already on the trainers and with lower cost to produce, but less chance for crit, they make a compelling alternative to the Blue 86s.  Gold 77s used to be the carrot chased by the MM and ranked pvp communities, I'll lump them together as the "Hard-core endgame" community.  But that is obviously being replaced by the 86 tier, so make the gold 77's more accessible to the plebians.  I am sure their present inaccessibility is intimidating for many players trying to get into endgame.  I realize it won't make veteran R-4-capable players out of people who can barely handle Eternity Vault, but its a place to start.

Posted

I can't tell you how disappointing all this is. Remember, if you're starting from scratch and you're not credit-rich, you don't stand a chance.
You've already got to be lucky enough to take on the new boss, whose fight takes a good 10 minutes, which is clearly a pain. Like most mmo and swtor bosses, the veteran and master operation bosses in particular fight for around 10 minutes. In 2024 and after more than 20 years of mmo, I agree that this is long and clearly annoying. I prefer dynamic combat, perhaps a little more brutal, but lasting a good 5 minutes at most. Anyway, back to the subject. We'll have to change the plan, as you'll need thousands and thousands of resources to craft the gold materials + the CM-1337s - in short, we're not going to play anymore, we're going to spend our time farme des ressources pius a crafter. Clearly a real pain.
Your material costs are ridiculously high. You need to divide them by 5 or 6, or they'll only be available to 1% of servers, and even then. And then end up on the galactic market at 2 or 3 billion per increase at the very least.
R.I.D.I.C.U.L.O.U.S

  • Like 2
Posted (edited)
1 hour ago, phalczen said:

Toraak isn't necessarily wrong, but honestly the best way to make these things more accessible is to lower the tech fragment cost of the OEMs and RPMs.  Even lower than 1000 per.  Gold 77 augment schematics are already on the trainers and with lower cost to produce, but less chance for crit, they make a compelling alternative to the Blue 86s.  Gold 77s used to be the carrot chased by the MM and ranked pvp communities, I'll lump them together as the "Hard-core endgame" community.  But that is obviously being replaced by the 86 tier, so make the gold 77's more accessible to the plebians.  I am sure their present inaccessibility is intimidating for many players trying to get into endgame.  I realize it won't make veteran R-4-capable players out of people who can barely handle Eternity Vault, but its a place to start.

As I've put in another post here, I agree with Reducing the OEM, and RPM cost as well. I'm not sure how low they should sell them at, but 1,000 each seems acceptable to me. I have no issues if they are put lower then that. Also reducing the new materials needed from the Lair boss as well.

 

I also believe the schems should also be just as easily accessible however. Hence why I say they should be put on the Crew skill trainers.

Edited by Toraak
Posted (edited)

Advanced Augment 86

  • 5 Artifact Combined Materials (ex. Artifact Duranium Arms Assembly Component)
  • 3 Artifact Secondary Combined Materials (ex. Artifact Dallorian Researched Component)
  • 2 CM-1337
  • 3 Overclocked Biostabilizer
  • 3 Purified Bioessence

logical and intelligent

Advanced Augment 86

  • 3 Artifact Combined Materials (ex. Artifact Duranium Arms Assembly Component)
  • 2 Artifact Secondary Combined Materials (ex. Artifact Dallorian Researched Component)
  • 2 CM-1337
  • 1 Overclocked Biostabilizer
  • 1 Purified Bioessence

We're paying to play, not to be bored by calculating whether I have enough resources to craft....

 

Edited by DarkhenRahl
Posted
21 hours ago, Toraak said:

I'll also point this out. Put the schematics on the Crew Skill Trainers, instead of rare drops from the new lair boss. This is a terrible idea to have them as drops in the first place

Call me a cynic but this gets everyone to grind the new boss, so they can come out and say ohh look the lair boss is so popular we don't need to do any new OP's anymore as lair bosses are so much more "engaging". 

Don't get me started on how they have already nerfed the fun out of the new lair boss already on the PTS...

Posted
1 minute ago, jamiesafc said:

Call me a cynic but this gets everyone to grind the new boss, so they can come out and say ohh look the lair boss is so popular we don't need to do any new OP's anymore as lair bosses are so much more "engaging". 

Don't get me started on how they have already nerfed the fun out of the new lair boss already on the PTS...

People will need to grind the new boss anyway for the materials it drops. There is no need to put the schematics on the boss as well.

  • Thanks 1
Posted
1 hour ago, Toraak said:

People will need to grind the new boss anyway for the materials it drops. There is no need to put the schematics on the boss as well.

If I understand things correctly, the schematic y’all are talking about is the blue 86 right? And if a player wants the purple 86 they have to get the blue Aug schematic, make an augment then break it down for a chance to get the purple one.

If that’s the case I recommend they release the blue ones as part of an achievement. Maybe beat the lair boss on story 10 times, vet 7 times, and master 5 times. Make it so the schematics can’t be sold but the augments themselves can be sold or traded.

  • Sad 1
Posted
On 11/16/2024 at 5:10 AM, VegaMist said:

you are manufacturing an animosity among the players with the chance of material bags which many players will expect to be shared among the participants

what you and others think or expect in this case is largely irrelevant, if that were intended then all materials would be split and assigned as personal loot, now the bag is chance-based and seeing how that's addressed in the initial post that is intentional. what you and those you do this raid with decide to do with the mats is up to you/whoever wins them, but if you are planning on starting some kind of toxicity towards whoever wins the bag when they don't want to split the mats with you... that's you creating animosity and not the developers

  • Confused 1
Posted (edited)
2 hours ago, RikuvonDrake said:

what you and others think or expect in this case is largely irrelevant, if that were intended then all materials would be split and assigned as personal loot, now the bag is chance-based and seeing how that's addressed in the initial post that is intentional. what you and those you do this raid with decide to do with the mats is up to you/whoever wins them, but if you are planning on starting some kind of toxicity towards whoever wins the bag when they don't want to split the mats with you... that's you creating animosity and not the developers

Truth be told, even putting those RNG bags in with additional mats is Broadsword annoying 7/8 players in any of the groups. Some people have really good RNG for themselves, while others don't. If the mats from those bags were split and simply divided among the group evenly, that is by far the more fair way of doing it.

 

I truly don't understand why BW/BS is so intent on having everything RNG, from Material bags, to everything else.

Edited by Toraak
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