Armorsmith Archive
Thread: Cap on Quad Primus Battle Armor
here it is the 12000 magic number is for the base stats. Therefore perfect unlayered armor will have a cap of 12000=Kin+Energy
Now layers are added in after this cap but layers have their own seperate caps. (Primus max + to kin/eng)=600 So that means that perfect primus layers will add 600 to both kin and energy. So a perfect suit of battle will result in 6600 eng/kin resists.
Slicing is computed after all of this (I believe) and has diminishing returns, which is proportional to the value of the base I believe. I have to dig up the slicing equation, I have it sitting around here somewhere.
Scoutloch wrote:
Boy am i confused,
here is what i am building, but this is in using kinetic layers, and energy layers, one type of layers used in one segment.
Nows here what mt stats are of the componets.
Kinetic layers = +80
energy = +80
but u say the cap is 50, is this true ?? no sense in wasting good resources when i can get 50 almost with grinding resources and
experimtation of 10 points.
when i make the segment i get in the aera of 1200 Kinetic segments,
when i make the core i get 6800 cores, and as u can figure
add the +400 to the core and i get 7200 peice of armor.
and actually my last set of armor which was assult armor came out at 7322.
are your numbers with or with out expermention. on layers and segments ??
just trying to see how you are calculating.
I think you need to look closely at the stats of your energy and kinetic layers. A kinetic layer has +k to kinetic and -k-1 to energy. Mixing layers does nothing but lower your stats by 1 for each layer added.
Primus layers are capped at 50 ea. All other layers are capped at 100 ea. Thus a quad-layered primuscore can add a maximum of 600 while a quad-layered kinetic or energycore can add a maximum of 1200.