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