Armorsmith Archive
Thread: Petition to implement Wookiee armor
Zhorx wrote:
When considering the upcoming patches in SWG a thought comes to mind...
Mob AI is being incresed, a creature will no longer just aggro the closest target possible, it will also attack:
*A person dealing much damage to it
* A person healing
Which makes it impossible to send in a mauler/other tank creature and just sit back and relax, making killing anything just a matter of time. This is in my opinion a good change and it will make the game harder and more challenging however...
Wookiees have no armor at all, as a wookie you will in the future not be able to deal a lot of damage or evenbe a good healer or you're dead. Getting Aggroed by a creature dealing a lot of damage you willbe down in a matter of seconds regardless of buffs, food, spiceor whatever you use. Master Rifleman? Forget it. Master CM? not a chance...
And with the nerf of pets, also this a good change again making the game more challenging, will make it virtually impossible to have it hold aggro while just doing a small amount of damage because the pet will be dead much faster than before.
Here is the idea: Implement Wookie armor.
If it is required to stay with character, ie wookiees being tribal, make wookiee armor craftable by natural resources only, voritor bone segments, krayt composite segments, rancor padded segments... But give us some armor or we will stand no chance when these changes go live.
Hope you all agree.
Fhuzzy
And from today friday feature notes regarding wookiee armor:
Wookiees often build weapons and armor using natural resources from the world around them. This concept combines an emphasis on organic components with sturdy functionality that allows the Wookiees to combat dangerous creatures on their homeworld of Kashyyyk.
Damned i am good sometimes, woohoo!
*This is considering the halved damage due to armorpiercing 0 and the resists of the shield. Also based on my semifact of 1/10th damage passed through is taken as condtionloss. This is also not counting the resists falling due to lower condition, since I am unfamiliar with how this is designed.
Krallic Wrote:
*This is considering the halved damage due to armorpiercing 0 and the resists of the shield. Also based on my semifact of 1/10th damage passed through is taken as condtionloss. This is also not counting the resists falling due to lower condition, since I am unfamiliar with how this is designed.
The damage your armor takes or your shield takes is the damage that gets past the resist. I will use a simple example. An AP1 weapon hits for 1000, first your shield takes the damage if it is resisting 47% 530 damage gets through thus the shield takes 530 damage to it's condition dropping 2986 condition to 2456. Then in the process your armor gets hit for 530 and lets say it is 60% resist in the end you take 218 damage and your armor loses 218 condition. PSG's generally last 4 hits max Imperial Prototype PSG most likely will last 12 hits max assuming it even resists the damage type coming in (it's resist list is never static). Witht he chef food you resist the damage no matter what damage type for a fixed amount of hits so you know exactly when it is going to run out. As a MAS who as lots of experience with PSG's it is my advice to use the chef food over a shield.
Mortikahn_Radiant wrote:
Krallic Wrote:According to my mathskills, (or the lack of them) an imperial shield generator of 47% resists with 2986 condition, must be hit for 4099 damage each shot if it is to fall to 0 condition in 31 hits*. So I fail to see why the cheffood is alot better, even though it is alot easier to use.
*This is considering the halved damage due to armorpiercing 0 and the resists of the shield. Also based on my semifact of 1/10th damage passed through is taken as condtionloss. This is also not counting the resists falling due to lower condition, since I am unfamiliar with how this is designed.The damage your armor takes or your shield takes is the damage that gets past the resist. I will use a simple example. An AP1 weapon hits for 1000, first your shield takes the damage if it is resisting 47% 530 damage gets through thus the shield takes 530 damage to it's condition dropping 2986 condition to 2456. Then in the process your armor gets hit for 530 and lets say it is 60% resist in the end you take 218 damage and your armor loses 218 condition. PSG's generally last 4 hits max Imperial Prototype PSG most likely will last 12 hits max assuming it even resists the damage type coming in (it's resist list is never static).
Ok, I should have provided testdata, so here goes:
A 37% base MkIII PSG sliced with a 23% effectiveness slice to 45% base. Gets hit 45 times by a Narglatch Guardian for a total of 4973 damage. The condition afterwards? 732/996.
In your example on armor: I can also clearly see that my armor is not decaying at the same rate I take damage, or my armor would've been destroyed in one fight with anything larger than a gnort. Considering for instance a kimogila hitting you for 800 damage every 1-2 sec your armor according to you, would be gone in about a minute even if it has 40k condition. This does not sound correct.
Is there a different damagemodel for armorpiercing 1 to condition of armor? Except for the obvious larger damage passed through?
I also find carrying several shields will always yield atleast one shield with the correct resists for a given situation, so even though it is an annoyance it is not a mayor problem. To the shieldusers: have your shield examine window open when it starts to get low, since this window updates realtime you can then more accuratly remove your shield before it is destroyed and repair it.