Armorsmith Archive

Thread: PSG experimentation

Okram2k
Thu Apr 15, 2004 1:51 pm
#14

I have 32% energy, 20% base with 1000 condition that I sell for 10k a piece, or crates of 5 for 40k. And if you purchase a set of armor, as a bonus I'll add in a crate of 5 for 20k


Selling 'em by the crate seems to me to be the only way to sell PSGs since they don't last terribly long. Just got a the schematic for the imp PSG and right now have my two factories running enough components to make 300. (about four days worth of factory work just for the components, yeouch)


I'll probably charge 15k a piece for the imp ones.



dddddddddddddddddddddddddddd
Oa'kron of Tempest
Retired Armorsmith, Architect, Merchant, and RSF Pilot!
Armorsmith Correspondant: November 2004 - April 2005.
Revolutionary: April 2005 - Present.
" So instead of sticking to the thing that our players really love, we start changing it. And now we're alienating the players playing our game, losing our subscribers."
- Jeff Hickman
Okram2k
Thu Apr 15, 2004 3:04 pm
#15

From my wookie friend, who tested out the PSGs and wookie armor for me to see how they fit, he tells me PSGs are best when hotkeyed and you activate it when you're going up against something big and that extra layer is the difference between life and death. With it on the damage goes down a very large fraction (as someone did the math earlier, they can make a huge differance)


I know a lot of armorsmiths don't like to touch PSGs, mainly 'cause of the large amount of components needed for them. Which is understandable, and makes it easier for me to use 'em as a nice little addition to help bring in some extra customers who need that "little something extra" to get the leg up on the competition, or need to survive just a little bit longer.


I really wish you could get warning when your armor gets below 50% and when it gets to 0% like you get for weapons, as it gets really anoying noticing your armor wore out until all of a sudden you go from taking 50 damage to taking 500 damage and end up on your back.



dddddddddddddddddddddddddddd
Oa'kron of Tempest
Retired Armorsmith, Architect, Merchant, and RSF Pilot!
Armorsmith Correspondant: November 2004 - April 2005.
Revolutionary: April 2005 - Present.
" So instead of sticking to the thing that our players really love, we start changing it. And now we're alienating the players playing our game, losing our subscribers."
- Jeff Hickman
hothype
Sat May 08, 2004 6:45 am
#16

I made an MK3 yesterday and it turned out to be. 48% Energy, 11% stun/restraint/heat/cold/electricity, vuln to kinetic/blast/acid. I experimented only in resistance (all 10 points).


Woundering if I should experiment in experimental effectiveness instead? Im just trying to make a living here



Synir'
Fear Baby Wookiee
DragonFire7
Sat May 08, 2004 8:15 am
#17

I sell both types of MK3's


1) 51-54%Energy 21Base


2) 25ish Energy and 35ish Base


Both sell quite well on the bazzar and the Imps sell well off my vendor..as do these two..


It varies what people want..but I carry 2PSG's at all times 1 High energy the other a high base Imp





Ryric Krael- Master Armorsmith
Emissive Technologies
an Armor Crafting Company
Avian City, Talus -6055 377
Coronet, Corellia: -411, -5508
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