I had a long conversation with Chimchim about smithing and our discussion eventually came to augments. We realized that we knew of no type 1 or type 4 augs and began to speculate. That which follows is a summary of our discussion; some ideas were his and some were mine.
The only items which have no augmentable slots across the board are bows and weapons. Well wouldn't fletching be a great tradeskill for bow augments or ranged augments in general? And to make it more appealing for the masses, why not give them weapon augs as well and call it "the offensive tradeskill."
The trouble is what to do about balancing? Adding +1 damage to a weapon has far more of an effect than +1 agi. And how to deal with weapons of varying delay? What if % damage was a modification in the same way we have % stun resist, % crit strike, and so on? Well this would at least work better, but I am not one to speculate on what the % should be for balance's sake.
Instead of having type 1 for bows and type 4 for weapons, what if type 1 augs were for damage and type 4 augs were for procs? Or type 1 augs were for offense and type 4 augs were defensive mods. I think many will agree this is an appealing line of thinking, but what about balance? 1% avoidance is far far better than +1 agi. Fletching could be the base tradeskill for making such augments, but the components to make them should require at least 2 tradeskills at equal level combines. Maybe JC + fletching yields different types of procs and auras or smithing + fletching yields % damage and % mitigation or tailoring + fletching yields % hit and % avoidance.
This would be a fantastic use of fletching and would beautifully solve the case of the missing aug types, and it would allow for some much needed weapon customization.
The only items which have no augmentable slots across the board are bows and weapons. Well wouldn't fletching be a great tradeskill for bow augments or ranged augments in general? And to make it more appealing for the masses, why not give them weapon augs as well and call it "the offensive tradeskill."
The trouble is what to do about balancing? Adding +1 damage to a weapon has far more of an effect than +1 agi. And how to deal with weapons of varying delay? What if % damage was a modification in the same way we have % stun resist, % crit strike, and so on? Well this would at least work better, but I am not one to speculate on what the % should be for balance's sake.
Instead of having type 1 for bows and type 4 for weapons, what if type 1 augs were for damage and type 4 augs were for procs? Or type 1 augs were for offense and type 4 augs were defensive mods. I think many will agree this is an appealing line of thinking, but what about balance? 1% avoidance is far far better than +1 agi. Fletching could be the base tradeskill for making such augments, but the components to make them should require at least 2 tradeskills at equal level combines. Maybe JC + fletching yields different types of procs and auras or smithing + fletching yields % damage and % mitigation or tailoring + fletching yields % hit and % avoidance.
This would be a fantastic use of fletching and would beautifully solve the case of the missing aug types, and it would allow for some much needed weapon customization.