Armorsmith Archive
Thread: Why change layer requirements?
20 ferrous metal, 12 polymer, 10 plexite amorphous gemstone, 14 alantium carbonate ore (56 total)
Armorsmiths cry *MERCY*
The whole purpose of stat minimums and caps is so the devs have better control over the range of values of items on final assembly. Well, that's the theory anyway.
So it would be reasonable to assume they have some target min-max range in mind for energy layers, and these resources will create layers that fall into that range.
Ox- wrote:
Well I can think of a reason for new requirements on the layers.
The whole purpose of stat minimums and caps is so the devs have better control over the range of values of items on final assembly. Well, that's the theory anyway.
So it would be reasonable to assume they have some target min-max range in mind for energy layers, and these resources will create layers that fall into that range.
that is fine and reasonable but, why up the numbers?
if it is like this: 20 metal, 8 polymer, 8 known inert gas, 5 low grade ore (41 total)
I have a speculative answer for that too
I do think they want more specialization for crafters. No more days of a single crafter being able to make all weapons and all armor (e.g. one crafter we had here on Corbantis who "capped" credits on more than one account). I also think they're unhappy with some players ability to hoard millions of units of old top quality stuff.
So... kill two birds with one stone.
We've only had 13 Alantium spawns here on Corbantis (compared to 20 Crism spawns). So it's a very rare spawn, and hard to find concentrations above 60%, AND highly desired by Weaponsmiths for T21... all mean it's going to be very hard to stockpile enough of the TOP stuff to last years especially if you're also a WS. Funny thing is, we've had exactly 13 spawns of Plexite as well, and it'll be a shared resource with DE's.
Of course, this is yet another thing that will boost up the price of armor
(Meanwhile I'm kicking myself for having lost contact with an old guildmate who cancelled his account and had 300k+ of 995 OQ Alantium in his bank)
20 ferrous metal, 12 polymer, 10 plexite amorphous gemstone, 14 alantium carbonate ore (56 total)
Ox- wrote:
(e.g. one crafter we had here on Corbantis who "capped" credits on more than one account).
CAPPED credits?
Dare I ask.. what is the cap on credits?!
Okram2k wrote:
I think the reason they changed the energy layer is because every weapon does either kinetic or energy. So by making energy layers your are affectivly making the armor stronger to about one half of all damage delt to it (and if you put in kinetic the same also) So basically rasing kinetic or energy resists would be like raising half of the resistances all at once.
While I can understand that you will also lower the resists of the other type, they are zerosum layers and they are the most basic layers used. I can understand heat/cold/acid/elec layers using special res but kin/energy are the most basic defence and should be avalible at some quality to all smiths without having to wait months for spawns.
Same with cores (but here atleast it seems they did it right, more specific res for more advanced armor but very basic ones for basic defence.
Perhaps a solution would be a normal and advanced version of the layers like it is with segments now.
Mcgreag wrote:
Okram2k wrote:
I think the reason they changed the energy layer is because every weapon does either kinetic or energy. So by making energy layers your are affectivly making the armor stronger to about one half of all damage delt to it (and if you put in kinetic the same also) So basically rasing kinetic or energy resists would be like raising half of the resistances all at once.
While I can understand that you will also lower the resists of the other type, they are zerosum layers and they are the most basic layers used. I can understand heat/cold/acid/elec layers using special res but kin/energy are the most basic defence and should be avalible at some quality to all smiths without having to wait months for spawns.
Same with cores (but here atleast it seems they did it right, more specific res for more advanced armor but very basic ones for basic defence.
Perhaps a solution would be a normal and advanced version of the layers like it is with segments now.
Exactly...Lets take a new smith who put his nose to the grindstone and Mastered AS. Now he is in the resource gathering phase of AS. It will be a crapshoot what layers he will first get to make with his armor. Will it be Cold? will it be Acid?...well it should be Energy or Kinetic to get his bussiness going to support the massive harvesting effort I believe. It would be nice to at least have this new smith market Recon Armor with added Kinetic resists as soon as possible.
Kinetic and Energy layers are low tier in the Layers branch right? They should also require non-specific resources to account for this and get the new smith movingontocrafting marketable low tier armor for sale. I see nothing wrong with the current progression of layers in the old system.
All this is in addition to the basic arguement that vet smiths already have the resources collected to make all layers in good quality. Why nurf that effort?
Well I can think of a reason for new requirements on the layers.
The whole purpose of stat minimums and caps is so the devs have better control over the range of values of items on final assembly. Well, that's the theory anyway.
So it would be reasonable to assume they have some target min-max range in mind for energy layers, and these resources will create layers that fall into that range.