Armorsmith Archive
Thread: Publish 8 armor feedback thread
two of my fellow guild members were testing the "armor hole" fix last night and said they were still experienceing 1k+shots occassionally even though they were in full 80% kinetic 67%basecomp armor
anyone else seen similar results?
Message Edited by crazy_dave_m on 04-28-2004 02:59 AM
Firstly, I think it's a little weak that, unable to fix the stat shifting bug, they instead gave PSGs and Tantel fixed vulns like everything else and pretended this was how they were intended all along. Furthermore, picking kinetic, blast and acid as the vulns made PSGs ineffective against three out of the four major PvP damage types - I think that's a bit limited for items that are as complicated to make as PSGs, and severely reduces their value. They're little more than stun shields now, and curios really at that. While that is useful, I think there was no need to narrow their scope quite so drastically.
That said, they are now fixed, and do not shift, but that is not a great surprise, since armour with vulnerabilites never shifted. They also do not turn off after shuttling or crossing server boundaries. Tantel made today has the listed, fixed vulns, but tantel made prior to the patch has whatever vulns it had shifted to at the time, and they are fixed - there are some 'prenerf' pieces with no vulns that do not shift.
The armour hole is also, thankfully, fixed. Thank you SOE for fixing this one. On the bright side, people are now wearing through their armour quite a bit faster because of this, so I guess more sales are in the offing.
I can definately say I still have to unequip/reequip my psg when in battle. I've had several instances where my PSG is not functional until the re-equip, but this is not always the case. In cases whereI did not have to re-equipI was on a planetwalking/fighting my way across so I may have very well not crossed server lines betweenequips when they continued to work. Stats are rock solid now.
Azyran