Armorsmith Archive
Thread: Why change layer requirements?
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Ox-
Sat Apr 09, 2005 1:13 pm
#14
Also keep in mind that both plexite and alantium have higher min-max on UT, so by switching back to SR as the secondary stat the max energy resist was lowered. I suppose if they really cared about the exact resist range they would have also bumped the resource requirement up to the next best resource in those classes (which would mean Rudic instead of Plexite, and Barthierium instead of Alantium). Of course stuff like that would be easy to overlook during actual development.
WittyNewt
Sun Apr 10, 2005 12:44 am
#15
Cianhydle,
I expect it came down to how much code base they wanted to change. My guess is that the underlying code that calculates the resists, stats whatever you want to have out as the resulthasnt changed at all. The same base equarions are used for every crafting prof, they just change the resource ratios, key stats and stat ranges to control the final results. These are probably set up in as a series of constants in define files.
They could have added an interpolation routine as you suggest, but its extra code and they are on a tight deadline. Plus, armorsmith would then work differentlyto the otehr crafting profs and use this extra code.
Much simpler to just alter the define files for the various components and add new resource choices with different gates, change the key stats and resource ratios to acheive the same result.
I am certain the developers know what interpolation is and when it makes sense to use it 
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