Armorsmith Archive
Thread: TESTED! Sliced armor does NOT decay faster than Non-Sliced armor!!!
As far as weapons decaying faster when sliced, that's actually mentioned in the Slicing II skill box description. And the faster decay may just be because the weapon does more damage per second than a non-sliced version of the same gun (I don't know how weapon decay works, but I would think that DPS and special skills used play a factor).
Tirgwystraff wrote:
But were they effect sliced or efficiency sliced? I could swear my effeciency sliced ubese decayed far faster than my non sliced ubese. I could only do 1 buff round of picket missions ( big time pound on you ) with ham sliced, and 3 buff rounds with my unsliced doing the same missions. Maybe I had started to flag then, and was doing missions slower.
They were effeciency sliced.
Also, just because you could do 1 round instead of 3 doesn't mean that the decay rate was faster. You could have been hit more, hit more in the Chest/Bicep area, or hit more by non-Kinetic, Cold, Heat, or Stun attacks (I don't think getting hit by vulns decay armor... can't remember).
For example, doing Quenker missions on Dantooine, their ranged attack does a lot more damage to me and my armor than their kinetic attacks.
NinjasLovePirates wrote:
Tested it with ADV Mabari Boots. Turns out that the condition loss ofarmor is 20% of all damage that has gone through.
So, with 30% mabari boots, a 1000 kinetic damage hit would get cut down to 350 damage (that gets through) and then70 condition would be lost on the boots.
That is very exciting, not only to find out that slicing doesn't affect decay rate, but also to figure out if it's damaged blocked, or damage not blocked. I don't understand your example though.
30% mabari boots, a 1000 kinetic damage hit, by my calculation, should have 700 kinetic damage get through, unless you are assuming that the AP of the weapon is 1 less than that of the armor. Then it would be 1000 * .5 *.7 = 350. I just figured that out as I write this, but that is worth mentioning in your post.
darylr wrote:
NinjasLovePirates wrote:
Tested it with ADV Mabari Boots. Turns out that the condition loss ofarmor is 20% of all damage that has gone through.
So, with 30% mabari boots, a 1000 kinetic damage hit would get cut down to 350 damage (that gets through) and then70 condition would be lost on the boots.
That is very exciting, not only to find out that slicing doesn't affect decay rate, but also to figure out if it's damaged blocked, or damage not blocked. I don't understand your example though.
30% mabari boots, a 1000 kinetic damage hit, by my calculation, should have 700 kinetic damage get through, unless you are assuming that the AP of the weapon is 1 less than that of the armor. Then it would be 1000 * .5 *.7 = 350. I just figured that out as I write this, but that is worth mentioning in your post.
Yeah, most damage in the game from creatures is AP0 Kinetic, so that's what I used as the damage type in that example (sorry I didn't say so).
And it has been known for a while that it's the damage that gets through the armor (and not the damage deflected) that causes condition loss. The only thing that I was testing was whether or not slicing increased the decay rate (and I found out that it doesn't).
That it is the damage that passes through the armor that damages it has been known for very long but otherwise very good news.
darylr wrote:
NinjasLovePirates wrote:
Tested it with ADV Mabari Boots. Turns out that the condition loss ofarmor is 20% of all damage that has gone through.
So, with 30% mabari boots, a 1000 kinetic damage hit would get cut down to 350 damage (that gets through) and then70 condition would be lost on the boots.
That is very exciting, not only to find out that slicing doesn't affect decay rate, but also to figure out if it's damaged blocked, or damage not blocked. I don't understand your example though.
30% mabari boots, a 1000 kinetic damage hit, by my calculation, should have 700 kinetic damage get through, unless you are assuming that the AP of the weapon is 1 less than that of the armor. Then it would be 1000 * .5 *.7 = 350. I just figured that out as I write this, but that is worth mentioning in your post.
JaatoWaals wrote:
Been following this thread with interest, but just haven't posted. It's certainly useful information.
Have you tried it with some effectiveness sliced armor? Does that change the decay rates at all? Also, I think that the decay rates per point of damage vary depending on the type of armor. Composite seems to decay at around 1 point of condition per 10 points of damage.
I used Effectiveness sliced Adv Mabari Boots and unsliced Adv Mabari Boots (sliced were black and unsliced were white it that helps :smileywink![]()
The sliced hada Kinetic resist of 30% and the unsliced had a Kinetic resist of 26%
Also, I noticed that the decay rates add up the decimal places but don't necessary add that extra condition loss until it's closer to a whole number, or at least .5
For example, If you had condition loss of 1.1, 1.1, 1.1, 1.1 you would see 1 point of loss all 4 of those hits. If you had another hit of 1.6 conditon loss, you'd see 2 points drop on that hit.
At higher damage numbers getting through, it's easy to tellif it's decay at a 20% rate. Since Composite has such a high resist %, the damage getting through is very little, so the condition loss is even smaller. That makes it hard to see exactly what you're getting in the form of condition loss since you don't see that decimal amount of condition loss. If you made some very low resist Composite, you could easily tell the condition loss %
Although, even if different armor decays at different rates, the slicing experiment should still hold ground since it was the same armor type. I guess the Devs could have coded that only Mabari had a constant decay rate, but chances are against it. I can say that I'm sure slicing doesn't affect the decay rate.