Armorsmith Archive
Thread: question from a customer
Ok I am a Ranger/BH.. and I wear a near full set of composite armor... but I can still put on a 'shirt' and I have nothing on my head... (no helmet hate the way it looks)
I just took a jaunt over to the BE forums, and I think they speak in a new laguage, that well, with out knowing your side, makes NO sense...
Appearently there are BE 'pieces' that can help with bleeding, melee/stun defense, and Maskscent/camo... all of which would be a GREAT addition to my current set up...
What can i get that will have these resists? How much bonus can I get? What do you recommend?
Thanks in advance
soft undershirt can hold one skill such as medic skills not sure which others are in synth cloth as i have limited experience in those, the formfitted undershirt if i remember right holds oneskill mod, such as bleed defense in reinforcedfiber panels. feel free to correct me if this is wrong. as i havent made theseitems in a while with stats in them.
Master Tailor - Scylla server![]()
RFP (reinforced fiber panel) mods include: Bleeding Defense, Maskscent/Camouflage, Melee/Stun Defense, Warcry & Intimidation, and Cover.
Your choices for a shirt with a RFP mod are: Lined Workshirt, Reinforced Workshirt, and Formfitting Undershirt
No item has more than 1 slot that takes RFP tho, so you'd have to either get shirts for each mod you want and alternate as needed, or settle on one.
Hope that helps ![]()
What they are talking about is Bio-Engineered Tissues that can be added to one of the base components needed to make clothes. The bleed defense tissues may be added to Reinforced Fiber Panels which are used in most "field wear" clothes.
You cannot have them added to the shirt you already own because it's something that must be added during the crafting stage. You may just have to check around with your local tailors to see if they have any available and what their going rate is because I'm still not sure what a "fair" price to sell BE enhanced clothes is.
TheNola wrote:
For basic, standard, and advanced, I believe it's 20%, 40%, and 60%, respectively.
Ackehece wrote:
TheNola wrote:
For basic, standard, and advanced, I believe it's 20%, 40%, and 60%, respectively.
I mean what are the hinderances
weapon speed
weapon accuracy
movement
for each level from basic to advanced for each major type.
6000 != 60% that should be around 48% I believe that is the base with recon having higher energy and lower kinetic and the opposite for assault. Can you make 10k armor and if so can the hinderances be mitgated?
1000 = 10.5%
2000 = 20.0%
3000 = 28.5%
4000 = 36.0%
5000 = 42.5%
6000 = 48.0%
7000 = 52.5%
8000 = 56.0%
9000 = 58.5%
10000 = 60%
No,
let me expand
we can't make 10K armor. We can get close to 8200 energy on recon and 8200 kinetic on assault with energy and kinetic layers respectively. Just because the curve goes up to 10k, doesnt mean we can craft up to there. There is a cap at 6k base that we cannot exceed no matter what our resources can do and layers cap at 100 and there can be upto 12 per advanced core, hence the 1200 adder.
If you fancy a quick read, the top of this thread has the caps for all the common armor build and styles
Message Edited by WittyNewt on 09-30-2005 10:18 PM
Message Edited by WittyNewt on 09-30-2005 10:36 PM
I believe there is an easy answer; just look at your skill boxes. Every profession gains mitigations in three stages. Each stage corresponds to a level of armor. They get the basic mitigations at novice. The next advancement in mitigation corresponds to standard armor. At master, they have advanced-level mitigations. Let's look at rifleman.
At novice, mitigations are 10 percent movement, 10 percent accuracy, and 30 percent RoF. The next level of mitigation is gained at 3024. It's 20 percent movement, 30 percent accuracy, and 40 percent RoF. The advanced level masteries come at 3044 (40 percent accuracy) and master (60 percent movement).
I think we'll find that the max hindrances for recon armor are as follows:
Basic 10% Mov 10% Acc 30% RoF
Stand. 20% Mov 30% Acc 40% RoF
Adv. 20% Mov 40% Acc 60% RoF
For battle, it's
Basic 20% Mov 20% Acc 20% RoF
Stand. 30% Mov 30% Acc 30% RoF
Adv. 40% Mov 40% Acc 40% RoF
For assault, it's
Basic 30% Mov 20% Acc 10% RoF
Stand. 40% Mov 30% Acc 20% RoF
Adv. 60% Mov 40% Acc 20% RoF
Anyone see a hole in that logic?
Message Edited by pykescylla on 09-30-2005 04:46 PM
> Basic 10% Mov 10% Acc 30% RoF
JediSpam wrote:Great reply Pyke, I think that's exactly what he wanted to know.> I think we'll find that the max hindrances for recon armor are as follows:
> Basic 10% Mov 10% Acc 30% RoFshould be 20%not sure about the standard though.Logically, it might be 15, 30, 45, but I havent made any so I wouldn't know.
Careful, "she." Translate the sig with another font for fun
And it is 10 percent, according to the skill boxes, because the max movement hindrance and mitigation is 20 percent.
pykescylla wrote:
JediSpam wrote:
Great reply Pyke, I think that's exactly what he wanted to know.
> I think we'll find that the max hindrances for recon armor are as follows:
> Basic 10% Mov 10% Acc 30% RoF
should be 20%
not sure about the standard though.
Logically, it might be 15, 30, 45, but I havent made any so I wouldn't know.
Careful, "she." Translate the sig with another font for fun.
And it is 10 percent, according to the skill boxes, because the max movement hindrance and mitigation is 20 percent.
Yes, good reply. I picked up on the 10K comment and answered that while neglecting the rest of the post. The hinderances scale linearly with protection values, of course allowing for the different armor types. As we all know capped armor also has capped hinderances that a master elite can mitigate fully. Since the smuggler changes it isnow impossible to create armor that a master elite could not mitigate fully , no more slicing beating the caps.