Some Dude Quote:So, if I'm understanding how this is going to work, the ML of the item will be determined by dungeon level, and the level of the bonus on the item will be scaled to that ML? So instead of:
Current way--If I have a Strength Item with a +6 bonus on it, the ML for that item is 13. If it's Strength +6 of Accuracy +1, the ML becomes 15.
New way I pull a ML 13 Strength of Accuracy item. It grants +6 Strength and +6 Accuracy.
Am I figuring that right? So it'll be a radical change from single-bonus items being the best, because they won't have a much lower ML than an item with 2 bonuses? That's an interesting change right there (and kinda cool, imo, no more crappy +1 this +3 that items that nobody wants). It makes every random drop item at least POTENTIALLY useful. I have a TON of questions tho:
No Worries Quote:Yes, the bonuses are separate from each other and the minimum level is set by the level of the quest.
Also, there is a chance for a third effect as well.
Some Dude Quote:Is the ML for a given bonus level going to be higher? So is +6 going to be (standard, no lucky boosties) like ML 17 on random enchant gear? If it's not, a LOT of heroic level named gear is going to suddenly get an ENORMOUS comparative downgrade because the value of a lot of them is just that they have multiple bonuses without the insane ML inflation the old system put on random gen loot.
No Worries Quote:As mentioned in another reply +6 to stats I believe starts showing up at level 10 in the updated system.
Some Dude Quote:Is there still going to be the enormous ML gap between +6 items (ML 13) and +7 (ML 20)? If this gets changed it's also going to be a big problem for a LOT of named gear. Granted, some of it (like the +8 wheloon heroic items) is basically so easy to acquire that who cares, but something like 95% of pre-MOTU epic loot is going to be so stupidly awful compared to random equivalent level gear it won't even be funny.
No Worries Quote:the gap is not quite that big, we tried to make smoother scaling curves for the increasing of effects. I'm sure there will be plenty of discussion over these values and adjustments will be made.
Some Dude Quote: Is actual named gear going (eventually) get adjusted to follow the new scaling rules? (I'm assuming this new system will make adjustments like this a ton easier than they are currently.)
How will the presence of augment slots affect ML? If the loot from chests is a static ML, are augments going to basically "steal" part of the bonus of your generated gear to equal that ML? Are augment slots still gonna appear on random enchant gear at all?
No Worries Quote:augment slot won't do anything to the ML of the item, there is just a chance to get a slot.
Some Dude Quote:What about Masterful/Wondrous Craftsmanship?
No Worries Quote:Not yet determined.
Some Dude Quote:Will loot gems and other loot boosts result in +ML gear in chests? This actually makes them much more worthwhile than they are now because you'll have some clue of what you're actually GETTING.
No Worries Quote:Loot gems already add to the level of the loot you roll. If you are in a level 12 quest and have +5 boosts, you roll on the level 17 table. That won't change, but the ML will directly change since the ML is now tied to the level of the loot.
Some Dude Quote:Will there be insight bonuses available for non-stat stuff, like Insight Armor, Insight Skill, Insight Accuracy, Insight Deadly, Insight Resistance that kind of thing? I hope so, that would be super-cool.
No Worries Quote:Many things will have Insight boosts yes (and Quality boosts, but Quality is reserved for named items and not random loot).
Some Dude Quote:Will it be possible to get Insightful bonuses up to +3 on HEROIC gear? (or half of whatever the max enhancement + is available on sub ML 20 gear) Or are insight bonuses on gear still gonna be epic-only apart from specific named gear?
No Worries Quote:Currently no restrictions on when they can show up.
Some Dude Quote:Are the ML's for basic augments going to get adjusted? Level 28 for +8/+2 is already wildly silly. This will probably make that look completely absurd. At the very least it should be Level 28 for +8/+4 augments. It'd make better sense if level 30 was +11/+5 stat augments and it dropped by 1 for every 3 levels down to +1 at level 1.
No Worries Quote:No changes are being made to existing augments in this update. That would be a giant task unto itself. That doesn't mean it isn't something we can discuss for the future.
Some Dude Quote:If the augments change the ML of the item, is that going to affect the bonuses of the OTHER effects on the item? So, if I slot a level 20 augment into a ML 12 item, everything on that item gets upgraded to level 20 bonus? That . . . might be cool.
+1 Exceptional stat boosts are basically gonna become irrelevant.
No Worries Quote:No, the augment changing the minimum level will not boost the power of the effects on the item.
So, if Masterful/Wondrous makes it in, we're talking the possibility of say, for example,
...A bit?..............