Armorsmith Archive

Thread: Crafting RIS Armor on TC Corbantis

EdOWar
Thu Apr 21, 2005 10:55 pm
#1


Had a chance tonight to make a few test pieces of RIS armor on TC Corbantis tonight.


First off, all my RIS schematics updated automatically. A trip was not required to the greedy Bothan on Dant.


I had a suit of pre-CU RIS armor already made. The chestpiece was 80% kinetic/74% base (unsliced), with about 41K condition. It converted to 4678 resists across the board, with 41,195 condition.


The RIS segment requires the following:


75 Titanium Aluminum

75 Chanlon Intrusive Ore

50 Rori Fiberplast

1 Woolamander Harrower Bone

1 Gurk King Hide

1 GDK Scale


The RIS segment has no experimentable properties at all. No stats. There's an outside possibility that resource quality may add some amount of condition to the RIS piece (further testing would be required to check this), but it is not an experimentable property. On the surface it does not appear that resource quality matters for the RIS segment. It appears that the RIS segment is basically a place holder for the three rare components required to make RIS.


The RIS Appearance pieces (the skins) require:

Talusian Fiberplast

Chromium Aluminum

1-3 Battle Cores

1 Synth Cloth

1 RIS Armor Segment

Also 3 optional appearance enhancer slots



I made a few Feather Appearance Enhancers as well. They require (sorry, forgot to record the amount of reach resource needed):

Polysteel Copper

Laboi Mineral Crystalline Gemstone

Oridium Instrusive Ore

1 Peko Peko Albatross Feather


The feather appearance enhancer also has no experimentation lines. However, it does seem to add condition to the armor (as shown below in my tests).


I made four test pieces, one each of the Left Bicep and Bracer, and the Right Bicep and Bracer. I did these because they only require one battle core each, so it saved time.


Test A - Left Bicep:


1) Started with a non-layered Battle Segment (A) -- again to save time. I maxed out General Protection with 9 points (Amazing success), ending up with 939/939/939. I did not put the remaining three points into Condition, as I wanted to see if it made a difference. It does make a difference, as will be shown in test piece B.


2) I placed two Battle Segment A's into a Standard Battle Core. The protection was 2557 on assembly. I put 10 points to max out General Protection, increasing it to 3753 across the board (with -28% hinderance). Again, I did not put the extra points into Condition.


3) I assembled the Left Bicep. On assembly it had 4000 resists across the board, with -30% hinderances. After experimenting up condition it came out 51,126 (61% experimented, maxed out).


Test B - Right Bicep:


1) Again, started with a non-layered Battle Segment (B). This time it took 10 points to max out General Protection, bringing it to 939/939/939. This time though, I put the remaining two points into Condition, experimenting it up to 41% (starting was 27%).


2) I placed two Battle Segment B's into a Standard Battle Core. The protection was 2557 on assembly. With 10 points I maxed out protection to 3753 (as with the first test). This time I put my two remaining points into condition, experimenting it up to 41% (starting 27%).


3) I assembled the Right Bicep. On assembly it had 4000 resists with -30% hinderances (as with the first test piece). After experimenting condition again (up to 61%, maxed out), it had 54,713 condition (about 3,600 more than the first piece).


Conclusion: Experimenting in condition in the segments and cores has some benefit, even though it doesn't show in the experimentation screen.


Test C - Left Bracer:


I had two left over battle segments, one each of battle segment A and B.


1) I placed the two segments (A and B) into a Standard Battle Core. The resists and hinderancescame out exactly as the previous two tests. I put the remaining points into condition, bringing it up to 50% experimentation. Unfortunately I neglected to note exactly how I managed to get to 50% condition. I think I got an amazing success experimenting General Protection, freeing up an extra point for Condition, but not 100% certain.


2) On assembly the Left Bracer had 4000 resists with -30% hinderances. However, I added a Feather Appearance Enhancer on it this time. After experimenting condition (61%, maxed out) it had 54,838 condition (120 more than test piece B).


Conclusion: On the battle core I experimented the condition up to 50%, which was 9% more than the previous two. However, I used one segment that was not experimented for condition, and one that was. I'm not good with formulas, so I haven't figured out if the condition difference was made up by that extra 9%. I suspect, however, that the Feather Appearance Enhancer actually added some condition to the armor. More controlled tests would be required to be certain of this, and to determine just how much more condition is added.


As for appearance, the piece looked exactly the same as a piece without the feather enhancer (at least in my inventory and when I examined it). Maybe using the feather enhancer on the chestpiece or helmet will change the armor's appearance.


Test D - Right Bracer:


This time I used quad layered battle segments, using Primus layers, and an Advanced Battle Core.


1) The Primus Layers came out 80/-81. Some of my resources weren't the absolute best (such as my Pers. Alum), so these resists are probably a bit low.


2) The battle segment had four primus layers. On assembly the resists were 667 for energy/kinetic (neglectied to write down the elemental resists ). Maxing out General Protection with 10 points, the resists came to 1263/1263/615. The remaining two points were put into condition (bringing it to 41%, starting 27%).


3) The Advanced Battle Core had three of the above segments. On assembly the resists were 4547/4547/2603. Due to the resources I had (my Nabooan Bristley was really bad) it only took 8 points to max out the General Protection at 6106/6106/4162, with -33.8% hinderances. My remaining four points went into condition, bringing up to 47% experimentation.


4) On assembly the bracer had 6506/6506/4562 resists with -36.7% hinderances. I put a feather appearance enhancer in this piece as well. Maxing out condition (61% experimentation), the condition was a whopping 82,677!



In conclusion:


We still only need one Gurk King Hide, Harrow Bone and GDK scale per RIS piece (gloves and boots still require a RIS segment).


Experimenting in condition does seem to work, even if it doesn't show on on the segments or cores.


Feather appearance ehancher doesn't seem to change the way the biceps/bracers appear, but does seem to add some condition.


I also messed around with an Interwoven RIS segment. It basically takes the same components and resources as it does now, but experimentation does nothing. It has no stats at all. I didn't try to put it into a piece of RIS armor to see if it would accept it, but I can try that tomorrow.




I hope you all find this information to be useful.


Slim Vargo, Corbantis


Edit: Spelling

Message Edited by EdOWar on 04-21-2005 11:00 PM

Mcgreag
Fri Apr 22, 2005 3:57 am
#2

I think this shows what some one else (don't remeber who) discovered earlier. There are not only diminishing returns but also hard caps, the unlayered hardcap for usning advanced cores is 6000, standard 4000, and probably 2000 for basic. Only way to get above this is with layers (and perhaps loot, we don't know how that will work yet).



Mcgreag - Infinity - Master Smuggler - Rebel Colonel - Member of Legion
Hoshi - Infinity - Master Armorsmith - Member of Talus Trade Syndicate - RIS certed.
DiceDuP
Fri Apr 22, 2005 5:09 am
#3

Would be interesting to see if the Interwoven segment bumps anything extra into the resists. Im hoping Chimaera is getting a conversion this weekend, if it does ill test it out, unless anyone else has an idea.



_____________________________________________
John'boy 12pt Master Weaponsmith/Shipwright
Zebulon 12pt Master Armorsmith - RIS Certified
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rekoil
Fri Apr 22, 2005 5:23 am
#4

Would you recommend getting RIS now or After?


or is the conversion really that bad



 __      __                 __             __                    
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\ \ \/\ \ \ \ __ __\ \ ,_\ __ \ \ \____/\_\ __ _
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\ /__//__/ \/____/\/____/ \/__/\/__/\/_/ \/___/ \/_/\//\/_/
Kryptamine- Elder Jedi
Liek Bogiex was ere'
Touched by Lyn-me

-VtS-Maddix
Fri Apr 22, 2005 5:47 am
#5

So in short conclusion...

---

The resources needed to craft RIS are now only:

Titanium Aluminum
Chanlon Intrusive Ore
Rori Fiberplast
Talusian Fiberplast
Chromium Aluminum

Plus the resources for Battle Core(s) and Synth Cloth

Interwoven Segment Schematics now appear to be useless(?) and each piece requires the same amount of looted components as before.

Condition also seems to be increased.

---

Correct?

Oh and I'd like to see some tests with Advanced Cores please...I'd be testing all this myself had they not borked the TC-Eclipse change over



-----

Ne'la Hi'had - Master Armoursmith, Master Merchant
[VtS]Armour located at -1800 5385 in Neo-Rome, Naboo

R.I.S. Certified
EdOWar
Fri Apr 22, 2005 8:55 am
#6






-VtS-Maddix wrote:
So in short conclusion...

---

The resources needed to craft RIS are now only:

Titanium Aluminum
Chanlon Intrusive Ore
Rori Fiberplast
Talusian Fiberplast
Chromium Aluminum

Plus the resources for Battle Core(s) and Synth Cloth

Interwoven Segment Schematics now appear to be useless(?) and each piece requires the same amount of looted components as before.

Condition also seems to be increased.

---

Correct?

Oh and I'd like to see some tests with Advanced Cores please...I'd be testing all this myself had they not borked the TC-Eclipse change over




That's more or less correct. Also, experimenting on Condition in the segments and cores does seem to increase the final condition on the armor piece, though not by a huge amount.


I'll do some more experimenting when I get home from work tonight. Unfortunately I don't have much Nabooian Bristely Hide, so I can't make too many advanced battle cores. I'll see what I can do though.


Slim Vargo, Corbantis


UmmonPrime
Fri Apr 22, 2005 9:04 am
#7

So interwoven schematics do work?



Elood- Trader - Retired AS/SW

Elood'- Jedi- I know, I suck. Bite me

Dark Sword, Naboo 6932 2054 Loots


EdOWar
Fri Apr 22, 2005 9:06 am
#8






UmmonPrime wrote:

So interwoven schematics do work?







You can make the interwoven schematic. It has the'old' experimentation lines,but it has no stats (i.e. experimenting doesn't do anything). It requires all the same resources and components as it does pre-CU. I haven't tried to use one in a piece of RIS armor yet, but I'll give it a try when I go home for lunch.


Slim Vargo

Ox-
Fri Apr 22, 2005 11:40 am
#9

Same thing with Interwoven Bone schematic... the old 3 experiment lines are still there, but no stats on final output.




Ego Ietava, Corbantis Master Armorsmith, R.I.S. Certified
Ox-, Corbantis, Master Smuggler
Theed Shop: -3991 4135
UmmonPrime
Fri Apr 22, 2005 11:44 am
#10

So it all depends on the cores now....



Elood- Trader - Retired AS/SW

Elood'- Jedi- I know, I suck. Bite me

Dark Sword, Naboo 6932 2054 Loots


justapilgrim
Fri Apr 22, 2005 12:00 pm
#11

thanks


I was going to do some more focused tests on TC valcyn, but they took it down



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Kesslan
Fri Apr 22, 2005 6:00 pm
#12

Supposedly they were going to get rid of both interwoven bone and interwoven RIS schematics all togeather. So it may well not matter at all.



Master Artisan, 12pt Master Weaponsmith, 12pt Master Armorsmith. R.I.S Certified, Rebel Faction Armor
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EdOWar
Fri Apr 22, 2005 7:56 pm
#13

I did three more tests tonight.


Test E - Right Bracer


I used another Advanced Battle Core, using three quad-layered battle segments (same primus layers as above). I got an amazing success on the Protection experimentation, maxing it out with 7 points (6106/6106/4162). I put the remaining five points into condition, brining it up to 54% (from 19% starting).


On assembly, the bracer had 6506/6506/4562 resists, -36.7% hinderances, with 51,556 Condition to start. After maxing out condition (at 61%) it came to 84,763. I did not put a Feathered Appearance Enhancer in this piece.


I used the Interwoven RIS segment on this piece. It fits into the RIS segment slot, and is accepted when you hit the assemble button. Unless interwoven RIS segmentis changed, or removed completely as the above poster mentions, then we will be able to make RIS armor without GDK scales.



Test F - Chest Plate


As I ran out of Nabooian Bristley Hide, I had to go back to Standard Battle Cores for this one. The cores used two quad-layered segments (using the same primus layers as above). The segments were 1263/1263/615, with 48% experimented condition (3 points).


The cores came out 4401/4401/3105, -28% hinderances. I put two remaining experimentation points into Condition, bringing it up to 39% (from 25% base).


On assembly, the chestpiece had 4648/4648/3352, -30% hinderances, with 33,159 condition to start. After maxing out condition it came out 55,297 (maxed at 61%). There was no feather enhancer in this one either.



Test G - Helmet


Used the same battle cores as Test F. On assembly, the helmet had 4648/4648/3352 resists, -30% hinderances and 33,159 starting condition. After maxing out condition it came to 55,297 condition (maxed at 61%). This piece did have a Feather Appearance Enhancer in it.



My initial theory that Feather Enhancers added condition is not correct. As you can tell between test pieces F and G, there was no increase in condition for adding the Feather Enhancement (with all other factors controlled). Also, the Feather Enhancer does not change the appearance of the armor. The RIS helmet looked just the same as without the enhancer. Maybe these haven't been fully implemented yet, or maybe they only work with certain types of armor.


Using Advanced Battle Cores adds up to 30+% more condition over Standard Cores(depending on how you experiment condition in the segments and cores).


Anyways, hope you all find this information useful.


Slim Vargo, Corbantis
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