Armorsmith Archive

Thread: Consolidation of crafting change threads

JaatoWaals
Thu Mar 11, 2004 12:01 pm
#1

Since there are a good half dozen threads on this already, I'm going to consolidate them here. Post your thoughts and experimental results here.


I've posted quick summaries on other threads, but here are my general reactions based on fairly extensive testing on TC:


1. Established masters will be affected slightly. HAM costs may go up by 10-20% on layered composite. Resists will generally stay the same. Depending on what you're making, you may even get better results, since amazing successes are more common and now allow you to "break the cap" set by resources. In general, though, with high quality resources you won't see much of a change. Likewise, with fewer critical failures you'll be able to craft more regularly with looted components.


2. Crafters with not-so-good resources will be hit hard, be they masters or novices. Expect your current experimental percentages to drop heavily. Also, since the number of amazing successes is tied to skill, don't expect to see much of an increase in these.


The end result is that established masters will experience some changes, which could make life interesting as you learn to try new things. Some armors will be better, others will be worse than they currently are. New crafters, on the other hand, will be at a strong competitive disadvantage that is much greater than they are at now.


Do I agree with this change? No, not really. I don't think it promotes competition and it certainly concentrates more power in the hands of the established masters. As a result, I oppose it and have been ever since word about it came out. However, the devs are very intent on seeing it go live and it almost certainly will.



Waals Industries

-Armor for the new Imperium-

www.hrafnwarband.org
Artysan
Thu Mar 11, 2004 12:25 pm
#2

Thanks for the informative post. This is the first time I've had a fairly clear understanding of what all the yelling is about.


Ijust recently attained "master," which means I am just beginning to learn anything about armorsmithing. I have yet to try any Composite, but am enjoying playing with experimentation and resources onadv Ubese. The first thing that occurred to mefrom reading your post isto wonder what the cutoff line is between great resources and mediocre ones.Is a combined 1400 OQ and SR going to produce decent, though not great, armor after the patch or is there a new minimum we need to work toward? Even avague rule of thumb would be helpful.


Thanks.


Wynsum


River's Edge Trade Federation, River's Edge, Dantooine, Tempest


Brutus_Krylop
Thu Mar 11, 2004 12:54 pm
#3

The way I read these changes leads me to think that the best way that newer armorsmiths would be able to support themselves is through production of high-kinetic Ubese (which is largely one-line crafting). If there would ever be any credits to be made through the production and sale of PSGs, that might work as well.


Tri-layered composite will almost exclusively be the realm of the established master with 12 experimentation points.


Rather unfortunate, really. Ahh, well, glad I've started cranking out a ton of suits.



Ehril Gospic -- Elder Jedi
Fahoo Gua'gads -- Elder Armorsmith

The Ironhead Armor Shop will return!

speardancer
Thu Mar 11, 2004 3:57 pm
#4

Well, the concept of what they want to do here is fine and good...

However, that being said, I think it needs to go back to the drawing board for one more pass before it goes live. From all reports I've heard, the crafts where there's more of one line of experimentation (armor, weapons) are getting shafted overall. When you only have one element to experiment on, using all your points to hit the max possible works quite well. However, when you have 3 to choose from, it severely limits what sort of results you can get.

While in a perfect world, you would be able to max out all 3, the current system is a good balance between the needs of the game balance, and the wants of the players. You can max out one experimentation bar, and have 1-2 points left to adjust one other stat a bit. The Devs need to make one more pass, and get us back to this point. The current pass has a one-size-fits all solution, and guess what, it doesn't fit everyone.

And I'd also like to see an "amazing" success in exerimentation do more... the 1 extra % you get from an amazing success is nice, but it's not enough. I'd like to see it 2-3% more than a great success, or even have it on a scale that rewards you for takeing a bigger risk... if you spend 1 point at a time, you get a 1% bonus, if you spend 2-4 points at a time, you get a 2% bonus per point, 5-7 points at a time you get 3% per point. That's just a rough idea, but make it so your chance of failing may be higher, but your reward for a success is greater too.



Speardancer Master Artisian, Shipwright and 12pt Armorsmith *cancelation pending*
Garlyn, Master Tailor and 11pt Chef *Canceled, last day Apr. 24th*
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PadreBook
Thu Mar 11, 2004 4:21 pm
#5



Ail wrote:


UmmonPrime wrote:
The problem is, what if that "great" resource already came and went.



It will come back eventually...






Ummm in what--6 months or more? We have several that we have been waiting 4-6 months on so far for something to at least equal them, and those aren't 1000 stat items. What about Wooly hide, how much of that can you get to stock up on? How frequently does that spawn with 900's in more than one of the relevant stats let alone 3? What about Copper and Aluminum aren't they gated to 800 or less in some of the stats?

Padre
Ail
Thu Mar 11, 2004 4:33 pm
#6

Takes a while but it happens.

We were without good kiriium for 4 months and suddenly 4 kiriium spawned in a row and the last one was really good...


We finally had a good wooly shift on Valcyn on a wooly friendly planet ( Tatoine, banthas missions nest you nice amounts).

And I believe over 2 millions units were harvested easilly.

Most armorcrafters offered sufficient reward for it that people that do not usually hunt went out hunting and I know at least4 AS ( me included) that gathered each over300k.


But yes, old resources can be a pain.

I had to contend with make do with a very small stack of really old kiriium I paid at a very high price for the first month I was AS...




Aildiin Rifleman/Doctor,Rastar Master Armorsmith Master Artisan, Aildin TK

Shop located SW of Bestine at -1907 -4348

Best sellers
: Soldier's armor ( 62% elec, 54% base, 473/406/492 ham) 147k/set,
Advanced Space marine armor ( 80% energy, 70% elec, 62% base, 539/456/514 ham)252k/set,
Tera Kasi Master armor (composite 80% kinetic 70% electricity, 62% base 513/455/525 ham)252k/set,
Brawler's armor (ubese 75% kinetic 313/363/427 ham) 100k/set

Iulius
Thu Mar 11, 2004 5:01 pm
#7

yes, gorath's beyrillius is just like you said. Although, the kiirium keeps getting better, the beyrillius, wooly hide, and nabooian fiberplast are a plague.



__________________________

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Why do I Still Play This Game
______________________

Ail
Thu Mar 11, 2004 5:14 pm
#8

Don't get me started on Naboo fiber


We had one good shift 3 months ago and it is HIGH time we get a new one....


I had to restock at 100 cpu/units recently and it's a pain..





Aildiin Rifleman/Doctor,Rastar Master Armorsmith Master Artisan, Aildin TK

Shop located SW of Bestine at -1907 -4348

Best sellers
: Soldier's armor ( 62% elec, 54% base, 473/406/492 ham) 147k/set,
Advanced Space marine armor ( 80% energy, 70% elec, 62% base, 539/456/514 ham)252k/set,
Tera Kasi Master armor (composite 80% kinetic 70% electricity, 62% base 513/455/525 ham)252k/set,
Brawler's armor (ubese 75% kinetic 313/363/427 ham) 100k/set

JaatoWaals
Fri Mar 12, 2004 1:08 am
#9

Based on my testing, I'd estimate that an AWEQ of around 8-900 would be considered "very good" under this new standard. Anything above 900 would be considered "great."


For point of reference, the resources I currently use on Live have an AWEQ of about 900-950 for layers for either Mall or SR, depending on what I'm planning on experimenting on, about 870 for advanced segments, and about the same for the final assembly. I consider these "great" resources. As another point of comparison, currently I have about 2-4 points left over after experimenting the primary line (I'm a 12 point master). After this change I expect to have 2-3 points left over to spend in most cases.


The point of this is, if you're already using 9 or 10 points to max out a single line, or come close to it, you're not going to see much deviation in that line, and will actually be able to get better results in that line than before (because of the greater quantity of amazing successes). Post patch you'll still spend 9 or 10 points in that line, depending on how many amazing successes you get. On the other hand, if you're only spending 5 or 6 points now to max out a line, you're going to have to spend 10 points to max it out post patch. That's why resource quality is so much more important post-patch.


Where the established master with great resources will see a significant decrease is in any secondary line they choose to experiment, if the resources in that line aren't very good. In other words, if you're currently spending 10 points for a layer on encumbrance and dropping your leftover 2 points in effectiveness, those 2 points will probably have a significant lower impact because you're using a resource with high Mall but not selected for SR. As a result, you may end up with an experimental percentage of 20% for the effectiveness ofthat layer rather than 26%.




Waals Industries

-Armor for the new Imperium-

www.hrafnwarband.org
docparnes
Fri Mar 12, 2004 1:09 am
#10

I think that this promotes AS's to pay attention to resources and learn the nuances of armorsmithing. All good resources will spawn at some point. When I got master I had crap for resources, but over the course of a month I paid attention and acquired good supplies and learned the intricacies of the profession. Immediate gratification is over. BOO HOO.


Parnes





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UmmonPrime
Fri Mar 12, 2004 1:32 am
#11

The problem is, what if that "great" resource already came and went.



Elood- Trader - Retired AS/SW

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

Dark Sword, Naboo 6932 2054 Loots


Ail
Fri Mar 12, 2004 1:39 am
#12






UmmonPrime wrote:
The problem is, what if that "great" resource already came and went.







It will come back eventually...




Aildiin Rifleman/Doctor,Rastar Master Armorsmith Master Artisan, Aildin TK

Shop located SW of Bestine at -1907 -4348

Best sellers
: Soldier's armor ( 62% elec, 54% base, 473/406/492 ham) 147k/set,
Advanced Space marine armor ( 80% energy, 70% elec, 62% base, 539/456/514 ham)252k/set,
Tera Kasi Master armor (composite 80% kinetic 70% electricity, 62% base 513/455/525 ham)252k/set,
Brawler's armor (ubese 75% kinetic 313/363/427 ham) 100k/set

f33d84ck
Fri Mar 12, 2004 10:24 pm
#13

This patch will only promote greater competition between established masters, and will GREATLY impare the possibility of jumping into the market for beginners. This will not help crafting and will only make it more difficult for anyone to get established. It will take a good month or two for a new armorsmith to gather the materials to even come close to competing with established masters.


I think it will greatly increase the competition between masters, but in the long run will kill the crafting system.



The Cleric Regnor
http://mortis.teamego.com
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