Armorsmith Archive

Thread: Dissertation: Gated Resources

Arcus
Tue Mar 09, 2004 7:05 am
#1



Below is an attempt to explain gated resources for armorsmiths. I can't promise it is entirely accurate, and welcome criticism and addendums. It is based on knowledge I have gained through my own armor experiments:


Armorsmiths concern themselves with four resource stats: OQ (Overall Quality), SR (Shock Resistance), MA (Malleability), and (UT) Unit Toughness. The protection afforded by armor is related to the average of the OQ and SR of the ingredients used. The encumbrance of armor is related to the average of the OQ and MA of the resources used. Finally, the condition of the armor is related to the average of the OQ and UT of the resources utilized.


The resources used to make armor vary in quality from 0 to 1000. Unknown to many smiths, most resources have invisible “caps” or limits on how high or low the resource can get in a specific statistic. OQ is never capped. Any resource’s OQ can be as high as 1000 or as low as 0. The other statistics (SR, MA, and UT) often have upper or lower limits depending on the specific resource. General resources such as Iron, Copper, Aluminum, tend to have large ranges. Specific named resources such as Vertex Crystalline Gemstone or Crism Siliclastic Ore tend to have more defined ranges of what to expect. When a resource is limited upward or downward in a statistic, we refer to this as the resource being “gated”.


Knowing which resources are gated in certain areas is important when an armorsmith is choosing what type of layers to put into armor. For example, stun layers use Crism Siliclastic ore. This ore is gated at 400 for SR. Stun layers will have less base effectiveness than other layers due to the low SR. An armorsmith making stun layers will need to account for this when planning their armor. Note: this is not the reason that stun protection is so abysmally low on composite and much other armor, except RIS armor. The reason for that is because stun is a vulnerability of most armor. Its special protection is not added to the base effectiveness of the armor, nor can it be experimented up in the final armor assembly.


Let us look at another example: Energy Layers. Energy Layers require metal, polymer, known inert gas, and low grade ore. Now let us say we wanted high-protection PVP layers. We would look at the gated SR for each resource needed. Metal has no upward SR gate. Polymer has no upward SR gate. Inert gas doesn’t have any SR, so just the OQ is used, which is never gated, hence it has no upward limit. Finally low-grade ore has no apparent upward limit. We can conclude that energy layers would make great PVP armor, given that not one of the resources is gated for SR.


Below I have listed the ranges of various resources. The data on these was gathered from SWGCraft.com. The sample size was anywhere from 14 resources, to 50+ resources for a given category. The numbers below may change as more data is gathered. However, they are a guideline for what to expect from a resource.


Beryllius Copper
MA 594-683
SR 404-468
UT 394-475


Colat Iron
MA 279-396
SR 678-797
UT 678-796


Kiirium Steel
MA 65-93
SR 536-604
UT 448-537


Metal
MA 4-1000
SR 4-1000
UT 998


Polymer
MA 6-999
SR 38-999
UT 17-991


Amorphous Gemstone
MA: 7-597
SR: 13-995
UT: 4-997


Known Inert Gas
MA: N/A
SR: N/A
UT: N/A


Low-Grade Ore
MA: 7-999
SR: 1-999
UT: 5-999


Ferrous Metal
MA: 1-598
SR: 406-998
UT: 5-999


Crism Siliclastic Ore
SR: 177-316
MA: 500-674
UT: 202-385

Vertex Crystalline Gemstone
SR: 911-998
MA: 339-397
UT: 889-967


Crystalline Gemstone
SR: 326-998
MA: 2-397
UT: 315-967


Skevon Reactive Gas
SR: N/A
MA: N/A
UT: N/A


Aluminum
SR: 7-900
MA: 5-996
UT: 8-898


Carbonate Ore
SR: 23-687
MA: 309-996
UT: 219-994


Copper
SR: 312-797
MA: 509-999
UT: 301-800


Siliclastic Ore
SR: 7-570
MA: 310-994
UT: 15-981


Intrusive Ore
SR: 522-980
MA: 15-593
UT: 422-995



-Wicca



Message Edited by Arcus on 03-09-2004 06:09 AM

Message Edited by Arcus on 03-11-2004 06:41 AM




SNAGGLE
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Arem
Tue Mar 09, 2004 7:16 am
#2

Very nice post, congratulations.


I like the term 'gated'.I used to speak from natural resource stat caps up till now.








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Srednii
Tue Mar 09, 2004 7:32 am
#3

Yes very nice post. I only just recently realised thatnamed resources have caps on their range for certain stats. I can't say how dissapointed I was when I realized my Kiirium was never going to get to even 100 for mall .


Usefull info for starting armorsmiths to know. That way they can realize that Mall 339, OQ 965, Shock 797, UT 680 Colat Iron is actually about as good as it gets . Or that there's no point in waiting for Kiirium that doesn't have abysmal mall. Or that 600ish/950ish/400ish is the best they can hope for in Beyrllius.


Makes ya realize there's no point in holding out for signifigantly better resources when mining. If a named resources spawns that even slightly better then your existing you might as well mine the hell out of it cause small incremental increases are the best you can hope for.


Kinda disheartening ain't it .



------------------------------------------------------------

Sre'dni Vashtar - Bria
sv Armoury -4976, 2712 Corellia
JaatoWaals
Tue Mar 09, 2004 7:43 am
#4

This is an excellent post. Would you mind if I added it to the armorsmithing guide or, alternatively, would you copy it and post it onto that thread?



Waals Industries

-Armor for the new Imperium-

www.hrafnwarband.org
Arcus
Tue Mar 09, 2004 7:45 am
#5

Please add it to the guide. If you add the resource numbers, you may want to edit them as we get more data.



-Wicca






SNAGGLE
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Crafter
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JaatoWaals
Tue Mar 09, 2004 7:48 am
#6

Did you use SWG craft to pull the resource data?



Waals Industries

-Armor for the new Imperium-

www.hrafnwarband.org
Arcus
Tue Mar 09, 2004 8:24 am
#7

Yup, I did.

-Wicca




SNAGGLE
Ask me if I care.

Crafter
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Ebim
Tue Mar 09, 2004 11:31 am
#8

AWESOME POST!!! Now I just feel like an idiot for passing on some named resources..... oh well. Just a game right?


Ebim


hopnasty
Tue Mar 09, 2004 12:21 pm
#9

Excellent guide!! This will be especailly important when the crafting nerf kicks in on Publish 7.




Shion
Master Armorsmith
Riftmeister
Tue Mar 09, 2004 3:36 pm
#10

They are scaling resources in Publish 7 right? Like my Beyrillius with 440 SR (near max) will work just as well as my 850 OQ Aluminum?




Rift
Master Armorsmith working with 12 Experimentation points.
UmmonPrime
Tue Mar 09, 2004 3:39 pm
#11

That's the one thing we are not totally positive on.



Elood- Trader - Retired AS/SW

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

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Nester_of_Yavin4
Tue Mar 09, 2004 4:34 pm
#12

Awesome Post!



Perhaps its important to further break down the non-named resources....


I.e. Katrium intrusive ore is the only intrusive ore that has its cap at 1000 for Shock Resistance (I think Ionite caps at 950 SR)


Phrik Aluminum is the only aluminum that can achieve 900 Shock resistance (Link Steel caps at 850? SR)


Bal'ta'ran Amorphous Gemstone is the only Amorphous gemstone that can achieve the 1000 Shock resistance


Tertian Siliclastic ore is the only Siliclastic ore that can achieve575 Shock resist.


Zinsiam Carbonate ore is the only Carbonate that can achieve 700 Shock resist





]\[ester Acier

Acier Industries

(2060, -4652) New Aldera, Tattooine

Nester_of_Yavin4
Tue Mar 09, 2004 4:54 pm
#13






Riftmeister wrote:
They are scaling resources in Publish 7 right? Like my Beyrillius with 440 SR (near max) will work just as well as my 850 OQ Aluminum?







Uhh... thats kind of apples to oranges, unless I am misunderstanding your question.


To get the resource "effectiveness rating" for your 440 SR copper, you would add the OQ and divide that by 2. Then use the result as a percentage of the "gated max" which if you look at the chart above seems to be 737.5 (but I can verify that I have a beyrillius copper with Shock Resistance 482, so I put the "gate" at 500 for SR or the "gated max at 1500/2 = 750 )


So for instance on Starsider, I have a beyrillius copper that is 482 SR and 891 OQ. (Add numbers)/2 you get 686.5Take that as a percentage of the 750 max, and that copper is 91.53% of the maximum for that resource.


Then you take another function (if your not snoozing by now) and "weight" how much beyrillius copper is figured in to your final assembly (it counts as 12.5% of a piece of composite) and you can judge which resources you can "cut corners with"


In summary:


Solid Petro Fuel and Intrusive ore are the most important minerals in Composite armor... they have NO gate, and account for exactly 50% of the effectiveness value in the final assembly of composite armor.




]\[ester Acier

Acier Industries

(2060, -4652) New Aldera, Tattooine

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