The theif augment that recovers hp on killing blows is great for Warriors when mowing down hordes of weak foes as it patches up any little scratch you get.
@Supadrumma441 do you're telling me that after an hour of play, you know every classes augments, how much percentage increase the provide, and if they are worth it? I have 28 hrs, and I've only maxed out 2 vocations. The information is good because it gives the fine details that you don't get by just reading the description.
Battle stance is when you're in combat and the enemy is using their abilities. Ambuscade activates when you stagger and knock down your opponent. I hope this helps.
Constancy helps mages/sorcerers resist being interrupted by staggers/knockdowns. Combined with cast speed rings, it really helps my mage keep healing and buffing, even when the fight gets chaotic.
They need to to a 25% increase on climb speed. The 30 strength should be a scaled percentile not a flat number. The getting up augment is not noticable from what I've seen. The augment for health on kill should give less % but heal past the loss gauge. 🙂👍 Amazing game so far imo.
Actually really liked this. cause I was just in the process of trying to get that last thief augment, but knowing that it's not really worth it in the long run, I might instead look for something else.
Should be specified that the % increase augments only affect your BASE stats which makes them pretty weak a lot of the time. In the original game they would increase the stats you get from your gear as well. The defensive ones that give +30% are the only ones that have seemed worth it to me.
I'm kinda amazed how bad the strength/magic augments are compared to the defense/magic defense ones. A flat 30 is nothing, especially since you have to completely max a vocation for it, whereas the defense ones come in at rank 2 and get stronger the higher your own stats grow.
Augments related to Stamina (additional stamina, less stamina usage, stamina recovery, etc.) are always good. Stamina is needed for many things in this game. If you didn't plan your stat growth (just leveled-up in any vocation, not considering the stat bonuses), stamina problems may arise. 2:48 this can be replaced by an Elite Lantern (I don't know if it is in the game, but, seeing there's an Elite Camping Kit, its existence is highly probable). 5:37 this is good to be equipped on archers, sorcerers, and mages, if it works like DD1 where learned augments can be equipped by all vocations. 6:57 Vigor is useful for Fighter and Warrior pawns that have the inclination to grab enemies for the Arisen. 7:15 Verve (Vehemence in DD1) is a good augment from a starter vocation. However, the rank for its acquisition is high and could probably benefit with rank swap with Subtlety. 9:45 say that to the players who stock meat in their inventory. I haven't seen an airtight flask in this game. 10:27 maybe it stacks with every elemental weakness. the undead are weak to fire & holy so maybe you get 10% when using fire & holy attacks). 13:08 TARGETS, not only enemies. Therefore, aside from small hostile enemies, critters like rabbits, birds, deer, etc. will drop meat (and other items) more often. 14:05 this works well if you have surround sound. Put on headphones if you are playing using your TV.
Warrior with vitality, endurance, mettle, apotropism, dominance, and thew has been serving me very well. I never worry about getting hit or carry weight, and even when I do I barely take any damage. And since I use hammers I can make anything but dragons stagger in the game with a charged skill, and that’s only at level 32 with relatively early game gear. Can’t wait to see what the numbers will look like later on
I kind of disagree with the Trickster wanting the additional taunt augment. Has anyone found a time they needed more aggro in the Trigkster? The smoke pretty much grabs everything instantly. But when your clone gets popped or you accidentally miskey and de-summon it, you definitely do not want more taunt. 😂
While I do plan on maxing out every vocation, this saves me time to have fun faster. I've just gotten over being an Archer and I was trying to complete the vocation (Currently rank 7) and hold out for Avidity thinking it was gonna be a huge boost. Now I'm torn between being a Fighter or a Thief for the next while XD
If Dynamism is anything like the first game this is one of the best augments you can have. Being in a lighter weight class affects stamina usage, movement speed and stamina recovery. I would definitely go for this asap and try to stay in the "very light" weight class as much as possible, combined with Thew from the fighter will make this easier
I always have these 2 augments on me and my Pawn all the time in DD1. Dynamism problaby the same as DD1. Reduce your movement by 1 class weight. I mean it the last augment you will likely get. It should be good right ?
Good vid. I'm just playing warfarer as one class to level up all locations slowly. Tip for people that are less concerned with stats and more with acquiring augments and skills.
Dude your as I said in the last video I don’t know if you remember I finally got the game and your wiki and you especially has helped me make a build that is good enough! As always your doing an amazing job with any game you can help anyone❤
Could you do an updated video on this for which ones are best for a build? So for example you go through all the vocations and give the best ones to use as far as combat is concerned. That would be great 😁
not at all depends on the number itself and when you unlock it. if you can unlock a +30 something on lvl5, you will have a greater bonus than 10% increase of everything under 300
I'd love a build/vocation focussed version of this video. So, for each vocation, which augments should you farm from each other vocation in order to get the build you're after.
It seems like stamina management augments will be more of a dps increase than the flat damage increasing augments, at least for spammy classes like thief and archer. use less stamina, regen it faster, and regen some on kill will be a really good combination, which i'd probably combine with both defense ups since they seem like good general value, and the one to find seeker tokens. I'd probably forgo the defense augments for thief though, since they can literally just be invincible as long as they have stamina.
Thank you for this video. Nice to know that DD2 augments are total ass in comparison to DD1. Flat stat ups should be changed for percentage to give it relevance and longevity past the early game.
Nothing too surprising here but definitely does help with ranking each for a final build. I already can see which ones I'll be swapping out by endgame.
My main is a sorcerer and my pawn is a mage. I always get a fighter and archer to help. Trying to commit as playing -frieren & fern. Two mages exploring dragons dogma
Radiance is really good with casters and magick archer because it extends your targeting range in the dark. Lethality is good if you do a lot of lower damage hits, like a thief or one of the archers. Works well with the sorceror tornado spell as well, because it hits multiple weak spots at once.
I mixed my fighter augmentation with the archers I have endurance, lethality and acidity and I quite enjoy it. I like get the beast when they’re down or climb on them.
One thing idk if it still does it, in dd1 augments affected how your pawns acted, not just their inclination, for example if u had grit augment which makes u recover stamina quicker when u go out of stamina, then those pawn tended to actually just up all their stamina, meanwhile the str buff for jump attacks made those pawns jump more often before attacking something, so u saw it on strider with his sonic attack So if it works like it did in dd1 then that archer climbing speed would more than likely make those spawns who have it actually climb more often, and the weakspot damage would make those pawns target those spot more
Why are devs so afraid to give you things you can actually feel in combat? 5% increase in damage? Nobody will ever notice that. So few games actually give you meaningful stat increases. Its like getting a piece of gear with a 1.9% crit chance or something.
Balancing is hard. U can overdo it way too easy. I think balancing is good in DD2 but heard NG+ (how ever these guys already can reach it I'm nowhere close and almost 60h xD) is toooooo easy but let's see
@@Nogovname I see, I will mod it 😅 sad that we always have to fix games with mods nowadays. So far I used mods for water smearing effect to be fixed, the cpu stutters in towns, the raytracing smearing (which was dumb capcom had just to change a few values...), more fast travel stones, better balancing, reduce the extremely high polygons of the lamp you carry (was above 5k, 100 would be enough and reduced the processing load without any visual sacrifices), reflection fixed, sphinx coin "fix" (if you forgot what your first coin was), updated DLSS to 3.6, framegeneration activation, dragons plaque cureable with potions, automatic save backups (I set it to 15min and everytime I manually save), reduced the weight of camps by 50%. Also increase the amount of riftstones by 150 obtainable during gameplay and some other minor adjustments also one to increase difficulty by 100%, which can be altered for NG+. Capcom needs to add all of this by their own, which they won't. Capcom is like BGS 😂 just worse because of denuvo
2 playthroughs and i can tell you all augments are USEFUL they all depend on what you want for a build nothing in this game is useless. so depending on what build you want it's either 1.across the board build ,2 attack build , 3 defence build or lastly stagger build and you can mix and match all augments between weapon and armor..everything is viable
lethalitly for figher with Gutting Skewer is kinda nice too, and if you got some more slots, you can add the climb skill from archer. i cheesed the endboss dragon with it, eating endurance robarans when i was out of stamina and just spammed the impale. with 100 strikes 5% becomes a lot of damage i guess :D
Voracity + Formless Feint with Thief vocation seems pretty busted, especially taking into the fact that the stamina drain on the ability is so low already.
Dominion is good on trickster. As you do actually have a lot of free time. This lets you pick up and pin down enemies longer. Throwing enemies off cliffs are into other enemies more regularly which is your main offense
Sagacity and Verve not being good was a bit of a surprise. I was thinking of getting both for my Spearhand when I got that far. Now I have to retool XD.
@@Shea_Jthe attack augments on sorcerer and warrior are really bad especially since they require full investment in the class it should either be a percentage or like 100 attack.
Nah, damage and defence augments were insanely busted in DD1. Run Sanctuary, Exhilaration, Equanimity, Autonomy, Bloodlust with Mystic Knight (with the sixth slot being for either QoL or more dmg depending on preference and your targets) could absolutely obliterate anything and everything the game could throw at you, and MK is not even as busted as Magick Archer and Strider were. The augments look more balanced now, which is a step in the right direction at the very least.
Yeah and the classes were hopelessly unbalanced and builds were homogenized as a result. You needed to swing around between a shit ton of classes to have anything resembling a build. Just because at face value they look like less doesn’t mean it’s worse. This makes them work as their namesake. Augments. Not the core of your class.
I run around in the dark, playing huge chunk sleeping during the day. I have a nice monitor so can see in the dark and like the surprising enemies. Also makes finding secrets very easy. I almost got my corset
I have to admit, this video crushed me. I was playing with DD1 in mind in hopes that its at least not as bad and always trying to minmax, therefore getting final augments from several vocations. Now, after realizing HOW USELESS THEY ARE and how many unwanted levels I gained for them... Wasted so much time on them, instead I should basically just put rank 2 defensive and QoL augments like lantern and sprint ones instead. FML P.S. The point about unwanted levels - I feel like just in 1 I'm reaching a breaking point after which I'll be too OP and the game would become uninteresting. I'm really considering now to restart from scratch and "optimize" exp gain so to speak - don't get OP too quickly in other words
Same you get op too fast honestly. The games difficulty is good early game but then you suddenly become too strong, Like archer explosive arrow at lvl2, or thief explosive charge at lvl2, or sorcerer meister, or warrior uppercut spam, or warrior guard skills, or magic spearhand invincibility from lvl2 etc..
@@j0obn255 since that comment I restarted at least 3 times, for the 3rd one using "custom difficulty" mod with settings to slow down xp gain 4 times, then on lvl 35 I just set it to zero, stopping leveling at all. I can recommend
Ill have to test it, but the dynamism equivalent in ddda would still make you a rank lighter even if you were at the lightest weight catagory. It was the only way to get to the secret lightest weight.
Subtlety and the one increasing damage when enemies arnt in battle stance works well with archer the hit point/weak spot increase one works really well with warriors that know what there doing
@@mmmmmmmmdaaaamnnnnbabyyyy From what ive seen there is some bad news. After Lvl 200 all classes Stats will become "gold" and Cap Off depending on the Class(Sorcerer will have Higher Magic Damage then say Thief for instance). After Level 200 you only get +3 to Max Health from what ive heard. However there is a NG+ feature called Vocation Improvement from the Dragonfordged that no one knows much about. So maybe it raises the Stat Cap. If not its not that bad as long as you gat something for Leveling up, and that +3 Health equals out to be over 2K more Health at Level 999 on top of what you had at Level 200.
Personally gonna run endurance, Exaltation, catalyst, Sagacity, Subtlety and zeal on myself as a sorcerer and mettle, provocation, Apotopraism, verve, vitality, and gratification on my boi greasemonger with fighter equipped on em
Mettle and Apotropaism are actually flat increase. Mettle is like +120, and Apotropaism is like +100. If you already have a lot of defense, then it's not worth picking up
One question i got in mind, Fextra can you even have fun in games? I mean your mindset must be like „this Information i can get for my video, testing builds etc etc“ is their any enjoyment left for playing games?
Its hard to tell if one should just level up in one vocation (13% better stats in that vocation) or level up in several vocations to unlock more augments which can boost the characters performance in a given vocation.
The defense increasing augments are far more useful than the damage increasing ones for one simple reason: The damage ones are flat, the defense ones are percentages. I hope Capcom updates them to be around 10-20 percent (Let's be honestly, a full 30 is a bit busted(
I wonder if the strength and magic augments are a mistake. 30 flat for a rank 9 augment when DD1 had 2 of each that were 20% and 10%. With the defenses being 30% I wonder if these were supposed to be +30% and will be fixed in a future patch.
I'm a bit curious if anyone knows if it's worth more having the +200 HP or the 5% less damage to the loss gauge. I plan on having my pawn be a warrior taunting enemies and being quite a tank.
Pawns dont have access to the magic archer augments that affect all pawns in your party. They can only raise their own individual stats with base skill augments. So they dont stack, but they do work parallel to each other so every pawn should have them to cover their own self.
DD2 Wiki: dragonsdogma2.wiki.fextralife.com/Augments
Interactive Map: dragonsdogma2.wiki.fextralife.com/Interactive+Map
TL;DR: Get level 2 mage/Fighter/Warrior immediately for +def, +mdef, +health. Maybe Level 4 Archer for +stamina.
Yup that is the way
This is the way
This is the way
This is the way
Tis the way
The theif augment that recovers hp on killing blows is great for Warriors when mowing down hordes of weak foes as it patches up any little scratch you get.
I think it is a waste of a slot tbh. If you have a mage (which you should) then healing shouldn't be a problem.
@MrHellweasel yes but if your mage ever goes down u can still mow enemy's down and heal
if you have a mage in your group its kinda pointless though
you dont recover loss gauge so it's better to just have a healer, or if your pawn is the melee and youre magic archer just heal arrow them
You put in so much work to provide us with good information. You deserve way more praise.
Really? Nothing in this video is mind blowing information to anyone who has played the game for more than an hour.
@Supadrumma441 do you're telling me that after an hour of play, you know every classes augments, how much percentage increase the provide, and if they are worth it? I have 28 hrs, and I've only maxed out 2 vocations. The information is good because it gives the fine details that you don't get by just reading the description.
The amount of work you put in the wiki is insane man. You're a 🐐😤
Battle stance is when you're in combat and the enemy is using their abilities. Ambuscade activates when you stagger and knock down your opponent. I hope this helps.
Is also affected by the smoke bomb skill for thieves
Do the effects of the vocation skill from Mystic Spearhand trigger the out of battle stance state too?
@@dostrendmurdoc2775 sounds like it would trigger try it out and let us know
Yes it does@@dostrendmurdoc2775
Cuz u can use steal while they are affected by the L1 ABILITY FROM THE MAGIC SPEARHAND
Constancy helps mages/sorcerers resist being interrupted by staggers/knockdowns. Combined with cast speed rings, it really helps my mage keep healing and buffing, even when the fight gets chaotic.
They need to to a 25% increase on climb speed.
The 30 strength should be a scaled percentile not a flat number.
The getting up augment is not noticable from what I've seen.
The augment for health on kill should give less % but heal past the loss gauge.
🙂👍 Amazing game so far imo.
I definitely thought Vigor and Verve were helping me more than they actually are.
my thoughts exactly
Kudos to the devs for making defensive skills worth the while. I think they kept the offensive power creep low and it keeps the gameplay rewarding.
Do a best augments for each vocation video next please :) like, a class of your picks to take with you for each class
This. So much this
Dude, keep it up. You and I don't always agree on the info of games, but your work ethic is amazing
Awesome work Fextra! As always, you guys give it your all 💯
Actually really liked this. cause I was just in the process of trying to get that last thief augment, but knowing that it's not really worth it in the long run, I might instead look for something else.
Literally same
Same. I was going to max out sorcerer for my magic archer, but now I can focus on other augments.
Should be specified that the % increase augments only affect your BASE stats which makes them pretty weak a lot of the time. In the original game they would increase the stats you get from your gear as well. The defensive ones that give +30% are the only ones that have seemed worth it to me.
He showed in the video that the percentage affects the entire stat, not just the base ones. Just look at the numbers in the video and make the calc.
@@dostrendmurdoc2775 Go try some of these augments without gear on and then put on gear. You will see they do not change.
I'm kinda amazed how bad the strength/magic augments are compared to the defense/magic defense ones. A flat 30 is nothing, especially since you have to completely max a vocation for it, whereas the defense ones come in at rank 2 and get stronger the higher your own stats grow.
For real. If I knew it was only a flat 30 I wouldn't have bothered maxing Sorcerer and Thief... okay maybe I still would have maxed thief, but still!
Augments related to Stamina (additional stamina, less stamina usage, stamina recovery, etc.) are always good. Stamina is needed for many things in this game. If you didn't plan your stat growth (just leveled-up in any vocation, not considering the stat bonuses), stamina problems may arise.
2:48 this can be replaced by an Elite Lantern (I don't know if it is in the game, but, seeing there's an Elite Camping Kit, its existence is highly probable).
5:37 this is good to be equipped on archers, sorcerers, and mages, if it works like DD1 where learned augments can be equipped by all vocations.
6:57 Vigor is useful for Fighter and Warrior pawns that have the inclination to grab enemies for the Arisen.
7:15 Verve (Vehemence in DD1) is a good augment from a starter vocation. However, the rank for its acquisition is high and could probably benefit with rank swap with Subtlety.
9:45 say that to the players who stock meat in their inventory. I haven't seen an airtight flask in this game.
10:27 maybe it stacks with every elemental weakness. the undead are weak to fire & holy so maybe you get 10% when using fire & holy attacks).
13:08 TARGETS, not only enemies. Therefore, aside from small hostile enemies, critters like rabbits, birds, deer, etc. will drop meat (and other items) more often.
14:05 this works well if you have surround sound. Put on headphones if you are playing using your TV.
Warrior with vitality, endurance, mettle, apotropism, dominance, and thew has been serving me very well. I never worry about getting hit or carry weight, and even when I do I barely take any damage. And since I use hammers I can make anything but dragons stagger in the game with a charged skill, and that’s only at level 32 with relatively early game gear. Can’t wait to see what the numbers will look like later on
There seems to be a very large number of augments that only increase a stat by a rather small amount. Very few of the augments are must-haves.
Mods will probably fix it eventually
Great video. I love the exact numbers you gave which is rare in video games. Can we get a ring video on this too please? I'm definitely subscribing
I was hoping someone would test these to see if they're actually doing anything. Great job!
I kind of disagree with the Trickster wanting the additional taunt augment. Has anyone found a time they needed more aggro in the Trigkster? The smoke pretty much grabs everything instantly. But when your clone gets popped or you accidentally miskey and de-summon it, you definitely do not want more taunt. 😂
Don't forget you can switch skills/augs at camps. Slot in Fugacity, sleep at camp, slot back in your previous aug.
Cas, you spoiling us with all these great DD2 vids on builds etc, luv' it. 🔥❤️🙏👍
The damage augments are super tuned down in dd2. They went super hard in dd1 and still did after it got capped in dark arisen
While I do plan on maxing out every vocation, this saves me time to have fun faster.
I've just gotten over being an Archer and I was trying to complete the vocation (Currently rank 7) and hold out for Avidity thinking it was gonna be a huge boost. Now I'm torn between being a Fighter or a Thief for the next while XD
If Dynamism is anything like the first game this is one of the best augments you can have. Being in a lighter weight class affects stamina usage, movement speed and stamina recovery. I would definitely go for this asap and try to stay in the "very light" weight class as much as possible, combined with Thew from the fighter will make this easier
I always have these 2 augments on me and my Pawn all the time in DD1.
Dynamism problaby the same as DD1. Reduce your movement by 1 class weight. I mean it the last augment you will likely get. It should be good right ?
Good vid. I'm just playing warfarer as one class to level up all locations slowly. Tip for people that are less concerned with stats and more with acquiring augments and skills.
Dude your as I said in the last video I don’t know if you remember I finally got the game and your wiki and you especially has helped me make a build that is good enough! As always your doing an amazing job with any game you can help anyone❤
Thank you! I now know that I don't need to max out the Thief vocation
You don't NEED to, but Fighter and Thief are both amazing for their bloodthirsty execute animations. xD
Could you do an updated video on this for which ones are best for a build? So for example you go through all the vocations and give the best ones to use as far as combat is concerned. That would be great 😁
Appreciate you doing the math. This definitely changes how I think about builds. Specifically, "Pure X" is probably a bad idea in all cases.
not at all depends on the number itself and when you unlock it. if you can unlock a +30 something on lvl5, you will have a greater bonus than 10% increase of everything under 300
like half the augments are shit tier, imo. which helps with multi-classing I guess.
This video definitely reminded me to level up my trickster. I hate being attacked when traveling with the oxcart
I'd love a build/vocation focussed version of this video.
So, for each vocation, which augments should you farm from each other vocation in order to get the build you're after.
It seems like stamina management augments will be more of a dps increase than the flat damage increasing augments, at least for spammy classes like thief and archer.
use less stamina, regen it faster, and regen some on kill will be a really good combination, which i'd probably combine with both defense ups since they seem like good general value, and the one to find seeker tokens.
I'd probably forgo the defense augments for thief though, since they can literally just be invincible as long as they have stamina.
Thank you for this video. Nice to know that DD2 augments are total ass in comparison to DD1. Flat stat ups should be changed for percentage to give it relevance and longevity past the early game.
Nothing too surprising here but definitely does help with ranking each for a final build. I already can see which ones I'll be swapping out by endgame.
So for Beatitude. If a healer has it on, does it affect the whole group? Or just the people that also have it equipped?
Same I need to know this
Super helpful! No idea why they decided to not give us the exact numbers 🧐
My main is a sorcerer and my pawn is a mage. I always get a fighter and archer to help. Trying to commit as playing -frieren & fern. Two mages exploring dragons dogma
Radiance is really good with casters and magick archer because it extends your targeting range in the dark.
Lethality is good if you do a lot of lower damage hits, like a thief or one of the archers. Works well with the sorceror tornado spell as well, because it hits multiple weak spots at once.
i use lethality for my figher who spams Gutting Skewer on vitals
Endurance, lethality, sagacity, Sublety and a couple others so far have been great with magic archer
I was just thinking a video should be made. Nice fex 🤝
I mixed my fighter augmentation with the archers I have endurance, lethality and acidity and I quite enjoy it. I like get the beast when they’re down or climb on them.
Thank goodness, I've been hoping for a guide on these
Lvl 47 and didn’t know you could augment
You're definitely underselling climbing on big monsters! Its one the most efficient ways to kill them
One thing idk if it still does it, in dd1 augments affected how your pawns acted, not just their inclination, for example if u had grit augment which makes u recover stamina quicker when u go out of stamina, then those pawn tended to actually just up all their stamina, meanwhile the str buff for jump attacks made those pawns jump more often before attacking something, so u saw it on strider with his sonic attack
So if it works like it did in dd1 then that archer climbing speed would more than likely make those spawns who have it actually climb more often, and the weakspot damage would make those pawns target those spot more
Why are devs so afraid to give you things you can actually feel in combat? 5% increase in damage? Nobody will ever notice that. So few games actually give you meaningful stat increases. Its like getting a piece of gear with a 1.9% crit chance or something.
Balancing is hard. U can overdo it way too easy. I think balancing is good in DD2 but heard NG+ (how ever these guys already can reach it I'm nowhere close and almost 60h xD) is toooooo easy but let's see
@@kewa_designyeah my friend is ng+ and you just 1 shot everything. It’s almost pointless to do ng+. Idk why they didn’t buff enemies stats
@@Nogovname I see, I will mod it 😅 sad that we always have to fix games with mods nowadays. So far I used mods for water smearing effect to be fixed, the cpu stutters in towns, the raytracing smearing (which was dumb capcom had just to change a few values...), more fast travel stones, better balancing, reduce the extremely high polygons of the lamp you carry (was above 5k, 100 would be enough and reduced the processing load without any visual sacrifices), reflection fixed, sphinx coin "fix" (if you forgot what your first coin was), updated DLSS to 3.6, framegeneration activation, dragons plaque cureable with potions, automatic save backups (I set it to 15min and everytime I manually save), reduced the weight of camps by 50%.
Also increase the amount of riftstones by 150 obtainable during gameplay and some other minor adjustments also one to increase difficulty by 100%, which can be altered for NG+. Capcom needs to add all of this by their own, which they won't. Capcom is like BGS 😂 just worse because of denuvo
things stack bro that’s how the synergy in builds work and things can get really OP if it isn’t managed properly
Ambuscade works extremely well on a thief that's running smoke bombs.
The smoke bomb disengages enemies allowing you to get free backstabs
Stamina on kill augment is AMAZING on thief with miester skill. Easy mode
some of those perks would be really good early game. like enemies having a higher chance of dropping loot at low level would be of greater benefit.
I can't be bothered to max out mage to get stamina recovery speed up even though itd be really nice on my thief
Im looking forward to wich augments are the best for magick archer wich i just picked up.
2 playthroughs and i can tell you all augments are USEFUL they all depend on what you want for a build nothing in this game is useless. so depending on what build you want it's either 1.across the board build ,2 attack build , 3 defence build or lastly stagger build and you can mix and match all augments between weapon and armor..everything is viable
lethalitly for figher with Gutting Skewer is kinda nice too, and if you got some more slots, you can add the climb skill from archer. i cheesed the endboss dragon with it, eating endurance robarans when i was out of stamina and just spammed the impale. with 100 strikes 5% becomes a lot of damage i guess :D
Voracity + Formless Feint with Thief vocation seems pretty busted, especially taking into the fact that the stamina drain on the ability is so low already.
The 6 Augments I use are Mettle, Endurance, Vitality, Asperity, Zeal, Sustainment or Ascendancy. I rarely use the others
Dominion is good on trickster. As you do actually have a lot of free time. This lets you pick up and pin down enemies longer. Throwing enemies off cliffs are into other enemies more regularly which is your main offense
I wonder if those "30+" level 9 augments are missing a "%" symbol as some sort of a bug
I really wonder the same thing. A 30% buff (off base stats which is how most such work) would be quite reasonable.
@@matthewturpin6429most were around 10 or 20% in the first game
Sagacity and Verve not being good was a bit of a surprise. I was thinking of getting both for my Spearhand when I got that far. Now I have to retool XD.
Hey @fextralife any thoughts on adding about 15 seconds to this one to summarize the good ones we should have on all pawns as a general guideline?
It wouldn't benifit the watch time on his videos because people will just skip to the end
Vs rewinding and rewatching a few minutes 😂
Kinda disappointed with the augments and number of skills. The first game had more of these and the augments were wayyyy better
It’s balanced, for now. Without running augments you can become borderline OP. If they buff augments then they’d need to nerf other power gains.
@@Shea_Jthe attack augments on sorcerer and warrior are really bad especially since they require full investment in the class it should either be a percentage or like 100 attack.
Nah, damage and defence augments were insanely busted in DD1. Run Sanctuary, Exhilaration, Equanimity, Autonomy, Bloodlust with Mystic Knight (with the sixth slot being for either QoL or more dmg depending on preference and your targets) could absolutely obliterate anything and everything the game could throw at you, and MK is not even as busted as Magick Archer and Strider were.
The augments look more balanced now, which is a step in the right direction at the very least.
A large amount of old skills were folded into the core skills of a class aswell
Yeah and the classes were hopelessly unbalanced and builds were homogenized as a result. You needed to swing around between a shit ton of classes to have anything resembling a build. Just because at face value they look like less doesn’t mean it’s worse. This makes them work as their namesake. Augments. Not the core of your class.
I run around in the dark, playing huge chunk sleeping during the day. I have a nice monitor so can see in the dark and like the surprising enemies. Also makes finding secrets very easy. I almost got my corset
How did you get the percentage of the augments that effects things we don't know? Like affinity and being targeted ect.
I have to admit, this video crushed me. I was playing with DD1 in mind in hopes that its at least not as bad and always trying to minmax, therefore getting final augments from several vocations. Now, after realizing HOW USELESS THEY ARE and how many unwanted levels I gained for them... Wasted so much time on them, instead I should basically just put rank 2 defensive and QoL augments like lantern and sprint ones instead. FML
P.S. The point about unwanted levels - I feel like just in 1 I'm reaching a breaking point after which I'll be too OP and the game would become uninteresting. I'm really considering now to restart from scratch and "optimize" exp gain so to speak - don't get OP too quickly in other words
Same you get op too fast honestly.
The games difficulty is good early game but then you suddenly become too strong,
Like archer explosive arrow at lvl2, or thief explosive charge at lvl2, or sorcerer meister, or warrior uppercut spam, or warrior guard skills, or magic spearhand invincibility from lvl2 etc..
@@j0obn255 since that comment I restarted at least 3 times, for the 3rd one using "custom difficulty" mod with settings to slow down xp gain 4 times, then on lvl 35 I just set it to zero, stopping leveling at all.
I can recommend
@@LeonserGT yeah i also modded to increase enemy health 3x and reduce xp to 0.3.
But the moment i started modding i lost interest in the game idk why.
Ill have to test it, but the dynamism equivalent in ddda would still make you a rank lighter even if you were at the lightest weight catagory. It was the only way to get to the secret lightest weight.
Subtlety sounds like it would really work with Ambuscade for Archers, especially if it decreases their chances of getting caught right away.
Subtlety and the one increasing damage when enemies arnt in battle stance works well with archer the hit point/weak spot increase one works really well with warriors that know what there doing
❤ i really love this guides
Thank you for your efforts !
Do we know the damage calculation? The value of verve and sagacity are going to depend on it quite a bit.
Perpetuations needs to be used by everyone or only by the mage?
Mettle, Apotropaism and Thew is a mainstay on my arisen and pawn, regardless of vocation
I cant wait for the Level Stat Increases to come out so I can decide what Class to play to be as OP as possible.
Mystick spearhand 👍
@@mmmmmmmmdaaaamnnnnbabyyyy From what ive seen there is some bad news. After Lvl 200 all classes Stats will become "gold" and Cap Off depending on the Class(Sorcerer will have Higher Magic Damage then say Thief for instance). After Level 200 you only get +3 to Max Health from what ive heard. However there is a NG+ feature called Vocation Improvement from the Dragonfordged that no one knows much about. So maybe it raises the Stat Cap. If not its not that bad as long as you gat something for Leveling up, and that +3 Health equals out to be over 2K more Health at Level 999 on top of what you had at Level 200.
@@CrowFuu ah I see very interesting, thank you sharing
perfect timing, i just bought the game :D
Personally gonna run endurance, Exaltation, catalyst, Sagacity, Subtlety and zeal on myself as a sorcerer and mettle, provocation, Apotopraism, verve, vitality, and gratification on my boi greasemonger with fighter equipped on em
good information. most of these augments suck. only a select few have any noticeable impact at all.
Mettle and Apotropaism are actually flat increase. Mettle is like +120, and Apotropaism is like +100. If you already have a lot of defense, then it's not worth picking up
One question i got in mind, Fextra can you even have fun in games? I mean your mindset must be like „this Information i can get for my video, testing builds etc etc“ is their any enjoyment left for playing games?
Its hard to tell if one should just level up in one vocation (13% better stats in that vocation) or level up in several vocations to unlock more augments which can boost the characters performance in a given vocation.
The defense increasing augments are far more useful than the damage increasing ones for one simple reason: The damage ones are flat, the defense ones are percentages. I hope Capcom updates them to be around 10-20 percent (Let's be honestly, a full 30 is a bit busted(
Best augmemt for me is thew. It eliminated the chore of inventory management, which for me is very important
seems likely that the flat score benefits will be good early and the % based ones getting powerful later
Oh great! I’ve been wasting slots using verve, polarity and sagacity on my MSH lol
subtlety on your healer + provocation+the provocation ring on your fighter = nobody ever touches your healer again. never.
Noob question.... how do i equip augments from other vocations?
i wonder if push and pull augment affects the theifs rope pull
I wonder if the strength and magic augments are a mistake. 30 flat for a rank 9 augment when DD1 had 2 of each that were 20% and 10%. With the defenses being 30% I wonder if these were supposed to be +30% and will be fixed in a future patch.
Idk, + 30 is far off from * 1.3
Also polarity is 5%
I'm a bit curious if anyone knows if it's worth more having the +200 HP or the 5% less damage to the loss gauge. I plan on having my pawn be a warrior taunting enemies and being quite a tank.
It would be good to know the ranks needed to unlock them.
First thing ppl should do if they wish to of course
Unlock Trickster get it rank 2 and buy the seeker/wakestone augment
Honestly, only channel i know of that uses facts and figures for games i like.
wayfarer when switching weapon do you get 4 difficult perks?
Does Dynamism combo with the Ring of Brawn?
Lethality on a thief with Draw and quarter is pretty dang strong
Most of what im running are goid ;) salty the lvl9s are mostly trash this time round. Wherebt they percents in dd1? Can easily take them off
I was really looking forward to builds in this game, but i guess there isn’t really space for that in this system. Pretty huge bummer.
Any idea if the augments for increasing pawns defense/offense stack if u put the same augments on your main pawn or someone's pawn has it on thiers?
Pawns dont have access to the magic archer augments that affect all pawns in your party. They can only raise their own individual stats with base skill augments. So they dont stack, but they do work parallel to each other so every pawn should have them to cover their own self.