Armorsmith Archive

Thread: CU Armor System Enhancement Overview

Famine101
Fri Jan 21, 2005 3:04 pm
#1




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RebelKangaroo
Fri Jan 21, 2005 3:41 pm
#2

That is an excellent overview. I really like the fact that they have it with a base protection for everything and then the other protection bonuses stack on top of that. That's a lot better then having vulnerabilities making it so you might as well not be wearing armor in certain situations. I wonder how this will affect PSG's?
After looking at the numbers for their example it looks like we'll be seeing some powerful weapons as well. All around I'm really excited about this.





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KyiasLightsun
Fri Jan 21, 2005 5:39 pm
#3

yeah, it all looks awsome but some of the numbers confuse me..and since you armorsmiths play with numbers I got me a question
=D

It talks about an armor having between 0-6000 general protection (or something like that..) and having
-1200 to 1200 special protection. I know what general and special protection means overall, but do these numbers reflect how much dmg the armor can absorb at one time? overall? both? or are these numbers converted by hand..

wsn't too sure what these numbers in the thousands would mean to protection, or if it waas revealed yet.

Thanks

=D




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MCHMBountyHunter
Fri Jan 21, 2005 7:01 pm
#4

just wanted to say.... wow. Great review. Just when is the CU comming. /sigh



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Jaer_Allanon
Fri Jan 21, 2005 7:32 pm
#5






KyiasLightsun wrote:
yeah, it all looks awsome but some of the numbers confuse me..and since you armorsmiths play with numbers I got me a question
=D

It talks about an armor having between 0-6000 general protection (or something like that..) and having
-1200 to 1200 special protection. I know what general and special protection means overall, but do these numbers reflect how much dmg the armor can absorb at one time? overall? both? or are these numbers converted by hand..

wsn't too sure what these numbers in the thousands would mean to protection, or if it waas revealed yet.

Thanks

=D





If I were to make a guess....


Making apiece of armor, lets say the chest plate, and it came out with 6000 general protection. Now it has vulnerability to Stun at -1200 and a bonus to Blast 1200.


The Chest could block/take a total of 7200 Blast damage or a total of 4800 Stun damage.


Depending on how decay will work, if there is any, this general protection may be reduced from wear-n-tear. The damage reduction would get worse over time and Stun may possibly destroy/render useless the chest before any other damage


Since you always take more than just one type of damage but it just happens that you have never been hit by a Stun damage. One day the chest has 1100 general protection left and someone comes up to shoot you with Stun damage. The armor would give you Zero protection against that attack.


Of course this is just speculation.



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Hawk1138
Fri Jan 21, 2005 7:49 pm
#6


"The proposed system will remove the hands and feet as valid hit locations. We will need a new type of armor clothing to prevent the additives of clothing enhancements and/or already disallowed bio components. These pieces will still remain crafted by Armorsmiths. This should encourage the use of some of our least used races because they are no longer suffering a massive combat disadvantage."


I know those are words...and they collectivly make sentences and a paragraph...but I have no idea what this is trying to communicate.











Hawk

Message Edited by Hawk1138 on 01-21-2005 06:50 PM



Hawk
CaileSathinor
Fri Jan 21, 2005 8:21 pm
#7

Best. Thing. EVER.


Okram, I want to say, this is great. I'm stoked about giving us faction armor to craft. This made me so incredibly happy to see.


I do have a question I'm not clear on:


Will current armor still be craftable? So we can continue to make armor from day 1 and not have to worry about waiting for resource shifts?





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linusboarder
Fri Jan 21, 2005 10:55 pm
#8



CaileSathinor wrote:
Best. Thing. EVER.
Okram, I want to say, this is great. I'm stoked about giving us faction armor to craft. This made me so incredibly happy to see.
I do have a question I'm not clear on:
Will current armor still be craftable? So we can continue to make armor from day 1 and not have to worry about waiting for resource shifts?





I got the feeling they aren't doing an Entire AS revamp, which gives me the impression that we will be able to craft everything else, it will just be a lot different than it was before



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Thula
Sat Jan 22, 2005 5:42 am
#9

I can understand that they need to do drastic things to the system and this looks great. But one question: What will happen to the existing armor when the CU launches? Will it be automatically converted, do we risk sitting with a large stock of unusable armor?


I don't expect anyone to be able to answer that question now though...







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Baccarat
Sat Jan 22, 2005 7:55 am
#10


Energy Level Value
Mode
Mode 1 - Standard Damage
Mode 2 - Coherent Damage
Mode 3 - Focused Energy

Ranged Mode Type
Pulse-Wave
Coherent Bolts
Focused Beam


Melee Mode Type
Hand-to-Hand
Standard
Vibration
High Intensity


Ok this table thing is starting to make sense to me. What I want to know is what your typical mobs will be doing as far as damage mode: pikets, rancors, and other things that do kinetic damage. Would be kind of cool if light armor was best for this (goes with the whole ranger esthetic) but that means that animals would use mode 3 which is strange. Or will it be "hand to hand" damage which supposedly acts like this: "Basic Hand to Hand damage when not wielding a weapon at all is slightly different from the other 3 modes in that it will have no inherent advantage or disadvantage versus armor. "



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Bumpity
Sat Jan 22, 2005 3:19 pm
#11


Armor Categories

Under the new system, armor will be divided into four new categories: None, Reconnaissance, Battle, and Assault. Each category has its own set of unique appearances. Currently there are three appearances for each category, but under this system we will be able to add as many as we would like later on. Each category will mitigate damage to a greater or lesser degree based on the weapon mode of the attack it is currently defending against. In all cases, however, the armor will reduce the damage received by some amount- there will be no situations in which wearing armor actually results in the wearer suffering more damage than an unarmored person would.





so does this mean some armors have LS resist?

Message Edited by Bumpity on 01-22-2005 05:20 PM



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RebelKangaroo
Sat Jan 22, 2005 4:07 pm
#12



Bumpity wrote:


so does this mean some armors have LS resist?

Message Edited by Bumpity on 01-22-2005 05:20 PM





I don't think they would have an LS resist specifically, but maybe it would fall into the new 'general protection' category?





Ciet Darksun - Tempest

"A litte rudeness and disrespect can elevate a meaningless interaction to a battle of wills and add drama to an otherwise dull day"
-Calvin and Hobbes
NerfMurderer
Sat Jan 22, 2005 10:09 pm
#13






RebelKangaroo wrote:





Bumpity wrote:








so does this mean some armors have LS resist?

Message Edited by Bumpity on 01-22-2005 05:20 PM






I don't think they would have an LS resist specifically, but maybe it would fall into the new 'general protection' category?




you guys are guessing and it is really unneccesary


I don't think any of the regular posters invisioned what was just released, and were WAY WAY WAY off with their guesses


please quit guessing, and wait for information to creep out



and horay for the new info





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