RolStoppable said:
noname2200 said:
They're removable. Especially in the late game, they make a huge difference, i.e. they can help your characters do 3 or 4x damage, or to literally walk on lava, or shrug off enemy kill moves. They're indispensible. To equip them, go to your equip screen, press X, and Set Augments. L also has a sidequest which unlocks the ability to add up to three slots for augments on each peice of equipment for a modest price of miranium, so there's no real reason not to start laying into them.
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Which augments are the most useful? I mean, it's not necessarily obvious. In the first Xenoblade, agility was surprisingly super important.
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The game's more modular than the first, so it depends on the situation and your own strategy. If I can work up the energy, [Species]-Slayer XX is quite effective, because all damage from all sources gets multiplied for each character. I stopped bothering because of the hassle of gathering the drops needed to make them/constant reequipping, but it was superhelpful when I first started tyrant hunting.
I personally use TP skills as the coup de grace, so Potential augments also find slots in my equipment: without them, I'm usually doing 1/2-1/3 the damage.
I'd say Potential Up is the most important, followed by Treasure Tracker when trying to craft endgame equipment, with TP Gain being a good backup if you can't keep the Overdrives coming in steadily enough. But there are others which are also very situationally useful, such as elemental resistances (Boze's final boss pretty much requires electric immunity) and species-specific attack augments (which can more than double your damage to that race for all attacks).