+ skill augs from refuge

Silosobi

Dalayan Pious Diety
I am curious if it is intended that certain skills are not represented among the refuge augs?

I believe you can get augs for Backstab, Archery, and Alteration?

No augs are available for Conjuration, Evocation, Divination, or any weapon skills. I dont see these skills as being particularly more powerful than the above mentioned ones.

I propose adding augs for all skills listed above.

Refuge augs are very expensive and eat an aug slot that would otherwise be hp/mana/ac/etc, so there is certainly still a tradeoff involved.

I find it to be really frustrating to see loot that is a tier or two higher than current gear, yet it is not an upgrade because my old item happens to have a mod. If more augs were available it would make more gear options viable among all classes. Right now there are certain items that just seem near impossible to upgrade unless the upgrade just has same/bigger mod. If augs were available one could consider the plat/stat loss from getting an aug verse the raw stat upgrade involved and it would open up more gear choices for everyone and reduce the problem created by those specific items with big mods that everyone "needs" to maximize their character effectiveness.

I'd suggest:
T5 +3 evo
T5 +3 div
T5 +3 conj
T2 +5 1HS
T2 +5 2HS
T2 +5 1HB
T2 +5 2HB
T2 +5 H2H
T2 +5 Piercing.
 
I don't see a reason not to just make a T5 and a T2 version of 1hb and 2hb if they seem needed.
 
When I asked Cyzaine this question back in the day when refuge augs came out, he told me that these skills are indeed intended to be not available on augs.

Of course, that was before bounty augs happened, so what do I know.
 
I would actually be in favor of making all skills available in T2 and T5, but thats extra work for anyone implementing them.

A majority of the caster items I've seen from the highest tier dragons would be downgrades for me because my current gear configuration maxes focuses and skill mods the most. Higher dps is almost always better than a bit of extra hp/mana. There will always be a min/max best gear set, but augs would open up so many more options. If X item doesnt drop for you, just use augs rather than feeling like your character is gimped until that specific thing drops.
 
Any current dev input on whether this has any chance of becoming a reality? I feel like it would eliminate so many gear balance issues associated with skill mods, and open up a lot more gear sets/options. Right now I feel like I can never replace saitha mask, custo ring, etc because they have such good mods and I know there are similar items for most classes (especially dps) If we can aug mods they are no longer irreplaceable, you just need an item with enough stats to offset the aug slot.

I guess the downside here is that players can minmax and cap more skillmods more of the time, but they will pay a price in other stats and unless multiple aug types per stat are available it will probably still be impossible to cap everything you want. I personally only have 3 T5 augs available right now w/o giving up quest/rareloot augs.

Refuge augs are also really expensive. Since they come from tomes, most of which I end up buying from lower tier groups, it would serve as an effective way for lower tier toons to earn some of that 'old money' that all us supreme holders hoard around (better than charms for alts/bankers? you tell me)
 
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I really like this idea, this will allow players to 'personalize' gear choices, as well as make some items no longer irreplaceable.
 
'personalize'

If by personalize you mean "I'm class X so if I'd have to be a retard to get anything other than aug Y." That's the game we have.

Are there really not augs for these already? Someone was arguing just a few weeks ago that all the casting skill mods may as well be easily maxed from tier 6 or so like Archery and Backstab because all the high end people already capped it all with augs. I'm so confused.

I was going to put a whole spiel here but it all kind of just comes down to this: making casting mods do something was a mistake. They'll all inevitably be like Archery and Backstab, was stupid to think they could work out any different. It's a fine line between "it's so hard to max that people get stuck with certain items and complaints to make the mod more plentiful are inevitable" and "it's so easy to keep maxed it may as well not even be there." But whichever way it goes, it's pointless and dumb.

Maybe we should add augs, I dunno, but taking the mods out seems like the easier, wiser option.
 
There is a middle ground here.

Lower efficacy of those overcap skills by around 60%, add +1 or +2 augs.

So, 25 overcap Evocation gives 2% increase instead of 5%, and if you really want those 25 points, you're going to have to sacrifice multiple aug slots.
 
Id like to see h2h 1hb 2hb augs added so mnks/bsts have a way to aug their primary dps method like rangers and rogues already do.

Also implementing a limit on the max number of refuge augs in use at once on a char may be a good idea (other than cash on hand).
 
and if you really want those 25 points, you're going to have to sacrifice multiple aug slots.
Just how much of a sacrifice would that really be though? Seems like by the time you can obtain these augs the value of mana augs on dps casters has greatly diminished for anything other than a pretty fomelo.
 
It's a fine line between "it's so hard to max that people get stuck with certain items and complaints to make the mod more plentiful are inevitable" and "it's so easy to keep maxed it may as well not even be there." But whichever way it goes, it's pointless and dumb.

There is a lot of truth to this, but I wouldn't exactly say its easy to cap mods. Even with the mods currently in game, tons of high tier players don't use them (and either use weaker items to cap, or just don't cap skills). It allows for more item customization and gives players another way to progress.

I also forsee it raising the market price of junk tomes, generating a good cash flow from the high tier to any lower groups that exp iksith zones.
 
Just how much of a sacrifice would that really be though? Seems like by the time you can obtain these augs the value of mana augs on dps casters has greatly diminished for anything other than a pretty fomelo.

Skill mods are certainly going to be stronger than mana, however mana is still an important stat. I OOM on all the important fights FWF does.
 
Just how much of a sacrifice would that really be though? Seems like by the time you can obtain these augs the value of mana augs on dps casters has greatly diminished for anything other than a pretty fomelo.

I think most people at the high end would agree that making their fomelo look less pretty is the ultimate sacrifice.
 
I had a really long post with lots of details but I deleted my tab so here is the short version:

Skill mods provide a means of progression that adds options and fun. Just hp/mana/ac would be easier to balance, but a lot less fun. I think adding more skill mod augs to refuge would give players more progression options, make a lot more gear options viable, and add to the player marketplace. A situation where everyone maxes everything is just unrealistic. Every class has more than one skill that is desirable, and there are simply not enough aug slots to cap everything useful. Refuge augs are very expensive, and if more options were added it would probably increase the market value of junk tomes. This would provide a good income and more player interaction for low-mid tier people selling to higher end toons. (I think the market boosting aspects alone are actually really cool)

Even for the players who min/max as hardcore as possible, you wont actually gain that much power for your character. Most people wont bother with augs, at least not to the extent that they max. Just glancing over some current fomelos there are a ton of ultra endgame characters that aren't utilizing augs that are already available:
Fell
Draeos
Anti
Radaere
Aemogha
Soicon
Eldorath

That wasn't an extensive search, just off the top of my head I fomelo'd people, and a majority of them weren't using refuge augs to max skills.
 
Id like to see h2h 1hb 2hb augs added so mnks/bsts have a way to aug their primary dps method like rangers and rogues already do.

Also implementing a limit on the max number of refuge augs in use at once on a char may be a good idea (other than cash on hand).

I agree with this.

Also there is only 1x tier 11 and 1x tier 12 items with + 1hb (0x tier 13?), and because of Horrok, Monks crave it badly.


The parsing i have done on the overcap doesnt show that much extra accuracy. Its noticable though, so for sure i would get these augs.
 
Eldorath

That wasn't an extensive search, just off the top of my head I fomelo'd people, and a majority of them weren't using refuge augs to max skills.

Not going to lie, I don't even know how to get them or else I would. Bad player ):
 
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