Armorsmith Archive

Thread: Will 6228 quad primus cores result in capped armour?

oiyan
Thu Jul 28, 2005 3:46 pm
#14

thanks everyone! My suit pieces turned out to be 6575, so not bad.


Next question, how can i predict the final combine at the segment stage...? Since I cant see what my layer stats are..





____________________________________________________________________________________
Oi-yun Cifo and Sizzlor-
12pt Master Architect/RIS cert Armoursmith/Artisan (Kauri Server)
Specializing in HQ heavy harvesters and HQ Armour
BER 13 heaves / CU armour - full suits or indv. pieces (in production phase)
Mangoville, Naboo at mango market [-5956, 2680],
12 point Architect, Armoursmith and Artisan


WittyNewt
Fri Jul 29, 2005 5:43 pm
#15


Carason, yup your maths is correct. That's how it works. I get the odd 1-2 error myself and think its because the sr caps are based on observed data rather than the actual programmed constants. Try armorsmiths little helper if you want to leave the maths to excel really good tool.


Oiyan, here is a relatively simple way to do it from the segment stage. This is a rough cut method but gives you a feel for whether you will be under of over the cap.


Segments add a maxiumum total to 3000 to advanced armor. Cores will add a maximum of 3000. Final combine will add a maximum of 400


1. Take your segment protection value and multiple by 3 to give you segment bonus.


2. Eyeball your core resources or do a quick calculation to final the Q/SR average, say 850.


3. To get the core bonus multiple 3000 by 0.85 (850/1000). This works reasonably well because core resources are in approx the same amounts.


4. Add your core bonus to your segment bonus, if you are well within 400 then you should cap, otherwise add 400 to your values.


5. Take your layer stats, multiple by 12 and apply these to the final unlayered result to give you a ballpark figure.


Or use armorsmiths little helper



Message Edited by WittyNewt on 07-30-2005 11:09 AM



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