Armorsmith Archive
Thread: Best way to lower HAM and raise BASE
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lesniak
Wed Mar 10, 2004 4:09 am
#1
i use mainly 800+OQ and 800+SR resourses now and i just wondered who to keep the HAM down but RAISE the base.
Cheers
Darko
Edric_Bayne
Wed Mar 10, 2004 7:49 am
#3
Bey wrote:
Keep HAM down : High malleability / OQ
Raise base : High OQ / UT
Don't you mean OQ/SR forbetter base? UT just affects armor integrity (hit points) right?
To get your HAM down you could do one of these things:
- Findtop notchresources with high values in MA/OQ/SR
- Get +20 armor experimentation via skill tapes (2 extra experiment points). This lets you spend some points on durability after you've maxed effectiveness.
- Use lighter layers (2 or 3%), sacrificing some resistance for better HAM
Message Edited by Edric_Bayne on 03-10-2004 06:51 AM
Bey
Thu Mar 11, 2004 7:41 am
#4
Hmm. You are right. I was looking at the SWGCraft skill tree while typing that and it seems they swapped them :
Experimental Effectiveness:
Armor Integrity
Overall Quality: 50%
Unit Toughness: 50%
Armor Integrity
Overall Quality: 50%
Unit Toughness: 50%
Experimental Quality:
Armor Effectiveness
Overall Quality: 50%
Shock Resistance: 50%
Armor Effectiveness
Overall Quality: 50%
Shock Resistance: 50%
Experimental Resistance:
Armor Integrity
Overall Quality: 50%
Shock Resistance: 50%
Armor Special Effectiveness
Overall Quality: 50%
Shock Resistance: 50%
Armor Integrity
Overall Quality: 50%
Shock Resistance: 50%
Armor Special Effectiveness
Overall Quality: 50%
Shock Resistance: 50%
Aselas
Thu Mar 11, 2004 8:32 am
#5
What if i have 800+ in all 4 feilds, what would that be? High base low ham?
Maolinn
Thu Mar 11, 2004 8:39 am
#6
Use high-mal materials for your layers, like Polysteel Copper or Phrik Aluminum. They generally have high gated mal, so if you get 800+ on the oq and sr, your layers turn out really well.
Slider067
Thu Mar 11, 2004 9:23 am
#7
Decisions...decisions.
You will always be trading one for the other.
First, as already mentioned, the resource's qualities play the primary role in your ability to get the stats where you want them.
Second, experimentation. You have to decide where to put the points. At every level.(Layer, segment, final combine)
Wish I could give you a magic combination, but every piece you make has the potential to be different based on the above.
*************************************
This is what I do to make light armor.
Experiment on the durability of the layers, to get it as light as possible. Same with the segment. Then, on the final combine,experiment on the base or special depending on what I'm after. (Last point always goes to durability, seems to have an effect on the resists too.) Tonight, I'm going to put a point or 2 into the resists of the layers/segments to try to raise the resists. My goal is some decent resists that I can wear without buffs.
I was able to make 1/1/1 electric layers last night. Don't remember the resists of the final combine (it wasn't impressive), but the (triple layered) gloves turned out lighter than the Ubese ones (heavy kinetic layer)I was currently wearing.
DirthNader
Thu Mar 11, 2004 9:42 am
#9
Are 0/0/0 layers actually 0/0/0? If you ask the weaponsmiths, they can experiment the HAM on scopes down to 0/0/0 but whencombined to the final assembly it actaully adds 1/1/1 HAM.
Either way, a 1/1/1 2% base layer is amazing.
Ail
Thu Mar 11, 2004 9:47 am
#10
DirthNader wrote:
Are 0/0/0 layers actually 0/0/0? If you ask the weaponsmiths, they can experiment the HAM on scopes down to 0/0/0 but whencombined to the final assembly it actaully adds 1/1/1 HAM.
Either way, a 1/1/1 2% base layer is amazing.
They are more like 0.8/0.8/0.8.
That is with experimentating ham to 93% on the layers.
Still damn amazing.
And if you play nicely you can make some amazing low ham suits with high eff ( I make 78% energy 73% elec 65% base composite with 508/455/513 ham, I recon if I kept effectiveness to 64% I would be able to get mind and health ham to bellow 500 as the last % cost me one pt not spent on ham on final assembly..)
Slider067
Thu Mar 11, 2004 9:49 am
#11
Not too hard to get. I was doing it last night (10 points). I only needed 1 amazing result to be able to put a point into effectiveness. Only tried it with electric layers. Will be doing more experiments tonight.
I didn't realize you could get it down to 0/0/0 though. I'm sure there's a hidden decimal though.
Ail
Thu Mar 11, 2004 10:08 am
#13
Slider067 wrote:
Are you dealing with 12 points Ail?
Yep.
It takes 10 pt to get to 0/0/0 ( trust me I made over 300 with bestin port, research center and so on to see the best I can make with my 9 pts and I can't get there...).
So as a compromise I make 0/1/0 layers and put the 3 remaining pts in effectiveness.
This way I can make layesr with effectiveness around 2.8% and people don't care much about a little higher action ham....
My 0/1/0 layers end up making armor with the same mind and health cost than my 0/0/0, only action differs by 1-2 pts per piece....
To give you an idea the mind ham on the final piece is 32. If I kept the effectiveness to 64% it would be 31...
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