The augs mod will not stack with an instruments mod correct? or will it? Would be cool if it did, but I guess this would just help if you didn't feel like equiping the weapon. Anyone know for sure or not?
The augs mod will not stack with an instruments mod correct?
For a particular instrument modifier, the game takes the highest of that type that you have equipped and disregards the others (similar to how item haste works). In other words, they're exclusive, not additive.
I think what he meant was that, if you aug this into something with +Stringed Instruments already, will that item now have its Stringed Instruments skill increased by 60%, or will it only set its Stringed Instruments to +60% if and only if the item's Stringed Instruments was greater than or equal to 60% previously?
Assuming you could have two modifiers of the same type on an item, I would guess that the same logic would apply: the game would only use the highest modifier and disregard the others.
Now that you can swap augments out and get them back, someone pop this in a wind instrument and let us know the result.
among the not surprising bugs that come with all new exspantions and aside from the fact bards arent on the fix list by alphabitation im a bit more curious why the music augs arediff by slot #.
Actually, this Wind Aug is the only one thats type 3 slot, the rest of the bard uags are type 7 . . ..
You will notice that this aug cost ALOt less Adventure points then the rest of the musical aug do, and also has a high instrument midfier. Thats BECAUSE its type 3. The only type 3 items in game that can hold this aug are either rare drops in the adv, or also purchased with adv points. So your either shelling out for this, AND shelling out ALOT of points for a type 3 ( depending on whre you want it to go ) . . . or buying it over and over as you upgrade your slot 3 to hold it ( bad idea ) ..
I like the fact however that even though the rest of the instrument aug may cost alot more, they are all type 7 . . . .
Have you looked at your non - LDoN instruments, such as your TDoK ? You will notice they all have a slot 7. So I can either add in the stinged or singing aug to my TDoK, and play percussion at 2.8 , and still get a nice mod to whatever one I put in!
My only wish was that one or both was a slot 4 lol. Then I could put the singing in my Battle Drummer main Gauche and make it really sweet for grouping :P
I know the picture shows recomended level of 50, but its not a required lvl. Like many instruments ( such as, for example, TDoK ), that have a recomended level, the instrument mod still apllies to full, even though stats of said instrument will still be decreased as normal, if below the recomended level.
Since this is RECOMENDED 50, and not REQUIRED, Im going to go under the assumption that the 60% stinged mod will go through for you even if your below lvl 50.
I dont have the points yet, Im lvl 41, but Im not far and will get them before 50. If my assumption is incorrect and someone has tried then please correct me if Im wrong, as there is a shoulder item I have been looking at getting as well :P
Im guessseing that you have to be lvl 50 or higher for the item to be a wind instrament i will definently be picking this item up one of theese days wind aug is uber even if the mod isent all that great theres no swiching instroments and the mod prolly is pretty sweet considering it costs 220 points
As of this post (3 October 2003), instrument augments are not working at all. They have no song modifier, and they don't allow you to play songs which require that type of instrument (invis song, for instance).