Bah, sorry to hear it was the wrong AS. But at least we're getting an idea of the augment chances.
Also, what I learned from hundreds of augments on other armor pieces and weapons is that Augmentrex 3000 can't add an affix kind that is already on the item, regardless if it would be a different tier. Being from another augment or the item's natural affixes, it's the same result. Different skills can be added of course, but once again, not the same ones multiple times.
That's correct. The only exception would be unique affixes that are technically different from standalone affixes with the same effect.
For example, 2038's
Hexer's Shroud has a +minion damage affix, but can still be augmented with +minion damage affixes (Scathing, etc). The reason for that is that the affixes it has on it are all considered to be one unique affix (and thus only count as one affix towards the affix limit of 6 per item), which of course doesn't count as a +minion damage affix of any grade.
The same *should* apply to any similar item with unique/inherent affixes that don't state their name, like "[affix name]:[effect]", across all versions of the game. Unless they somehow changed that, like how this happened:
many feed costs and affix availabilities are different in the Steam version compared to Hellgate Global: https://www.hellgateaus.cyou/wiki/Affixes
For instance:
- I could add "+3 Summoning Circle" on an ilvl 21 gun (in Global it's ilvl 28+)
- +1 all skills' feed seems to be either straight +32 or 95% of the ilvl (instead of 50% ilvl for the respective attribute)
- Fearless (+[8 - 10] all attributes) affix could be added to an ilvl 32 armor piece as opposed to the ilvl 43+ requirement from Global
I *assume* they did that for SP-centric convenience, but it's so wildly inconsistent. Like, why would they keep all the other MP-based stuff (PvP achievements, exp, and whatnot) but change those?
But it is what it is, I suppose. Might be interesting to see what else from the old wiki doesn't apply anymore.