Armorsmith Archive
Thread: *prods the AS Community*
CaileSathinor wrote: Has anyone done a study on armor decay yet? I really forget (as I'm trying to keep track of 20 other threads atm).
yes, here is the post: CLICK ME! http://forums.station.sony.com/swg/board/message?board.id=armorsmith&message.id=94243
AndJusticeForAll wrote:
Personally I dont care for the lower condition values on the basic and standard suits either. Im going to offer these for the noobs and those in poverty, but basic armor made with the best materials seems to cap at 16k condition..... that just wont help people. I suggest that armor condition be RADICALLY increased across the board. If you pay 1m for a suit of armor that suit should last you weeks of hard grinding. I know most smiths dont want that... high decay=more sales, but in the long run people will just stop buying your armor.
The condition should be dependant on the appearance type too. Comp and RIS should have insane condition, whereas bone well.... its made out of animal remains. Give it a 50k cap or something. (for basic)
And by radical, I mean give RIS 250k condition, comp 200k, tantel 150k etc.
Or maybe actually give us those damned loots that we are supposed to be making armor out of instead of withholding it for future "Content Updates" when people get bored and restless!
I have some disturbing news.
I dueled a guy the other night with my alt and was alarmed when i read back through the combat log. I was wearing Recon Tantel with 8032 energy & 3467 (or thereabouts) kinetic. My opponent was wearing Imperial Battle armor, but i don't know his stats (which, as you will see, won't matter).
He attacked me 1st with the Czerka Dart Carbine, which does kinetic damage. about 1/2 way through the battle he switched to his E11 carbine, which does energy damage. I was using my Republic Blaster (energy).
After the battle (i won, yay) i ran through the combat log & crunched some numbers. My recon was absorbing 57% of the damage from his Czerka Dart Carbine and his E11 carbine. His armor was absorbing 57% of the energy damage from my Republic Blaster. I crunched a lot of numbers. The damage absorbtion ranged from 57.1% to 57.4%.
So, this is a little upsetting. Is armor bugged in PvP? Is the Czerka Dart Carbine actually doing energy damage instead of kinetic (although the log reports it as kinetic)?. How can his battle armor block the same amount as my 8k energy recon? As we all know, Battle armor pretty much maxes around the 6500 energy range with quad primus layers. Even if he had quad energy layers in it, it probably wouldn't reach 7k energy. Shouldn't my 8k energy resists block more than 57%?
Later, i was doing some PvE and noticed that the recon armor was acting normally.. i.e. not blocking much kinetic damage. Odd.
Queue -Master Armorsmith, Master Chef, Master Artisan - Valcyn
Well there is not much you can do to help me, i need resorces and they are not around, maybee these resource need to be slightly more available, and not every 3-4 months, i'm a new player as such, been on 3 months mastered AS thinking it would survive the cu, but all the specific resource and availability of it all is rubbish, i can make armour but whats the point in making substandard, i do personal orders but they come out in the 3000 mark, which is crap compared to others you can buy. how am i supposed to make a living on this server if i dont sell armour, cos people can get better eleswhere for the price. im selling parts at 15k each, but to buy the resource its costing me more, and Factory times well thats another story, tooooo long, i got asked to make some armor it took 2 days to get the bits and another couple of hours of hand crafting and running to factorys, to collect part run bits.
I am lucky in 1 respect i got a friendly tailor that is letting me use her factorys, but i do pay her for this, even though she says i didnt have to.
I want to stick at AS and hope things change a little.
get this to be made soley by AS and the schems crafted by the other profs
few good pointed out reasons...
1) if three different proffs have to make 1 set of armour the chance of the
resists being the same is very low
2) the colour palette for an mde and master tailor is limited compared to that
of an AS
3) it just saves ppl time
4) the recourses used by the different proffs to make one suit can be mixed up and
a problem omg
sweet
Talondir wrote:
u are probably the only dev to have a bit of a brush with mando armour
get this to be made soley by AS and the schems crafted by the other profs
few good pointed out reasons...
1) if three different proffs have to make 1 set of armour the chance of the
resists being the same is very low
2) the colour palette for an mde and master tailor is limited compared to that
of an AS
3) it just saves ppl time
4) the recourses used by the different proffs to make one suit can be mixed up and
a problem omg
sweet
I'm not a Dev
One other thing caile, my ns layers are still showing 0 to health bonus. I checked with other smiths on chilly and all theres were as well. NS shard, rancor, and krayt were all adjusted, but layers didnt get touched. Im not sure if this is on other servers as well, but if so, this is kind of a biggie as well.
Also, a same old gripe, get factory times lowered. Also, some resource reduction loving would be nice too, its still just too much cost for even the non layered armors.
should have quad primus and pekod that
BigfootKC wrote:
Hows this for accomplishments?
Reb armor
i still cant get the correct stats from armor i pull from Pre CU crates.
My pre cu layers are still 0000 stats (ive started to delete them to make room)
Pre CU Ns layers are also still at 0 (although shards are at +15)
Could it be a layer thing?
I inherited one of the greatest as on my server so im flying high!
We need to flip around the armor decay system. Instead of calculating it based off of the amount of damage that goes through the armor, we should calculate it off of amount of damage the armor blocks. In the old system armor lasted so much longer because not very much damage went through the armor, but now since so much more goes through the armor it decays much more faster. This coupled with very high armor prices is making armor something no casual player will be able to use on a regular basis.
If we flipped it around to calculating armor decay based on how much damage the armor absorbs (which makes more sense) than armor will last longer, and at least help alliviate some of the pressure on the player base. That maybe and an increase in conditions for all armors would make it much more feasible to spend a million credits on a suit of armor.
Okram2k wrote:
might I suggest something to suggest?
We need to flip around the armor decay system. Instead of calculating it based off of the amount of damage that goes through the armor, we should calculate it off of amount of damage the armor blocks. In the old system armor lasted so much longer because not very much damage went through the armor, but now since so much more goes through the armor it decays much more faster. This coupled with very high armor prices is making armor something no casual player will be able to use on a regular basis.
If we flipped it around to calculating armor decay based on how much damage the armor absorbs (which makes more sense) than armor will last longer, and at least help alliviate some of the pressure on the player base. That maybe and an increase in conditions for all armors would make it much more feasible to spend a million credits on a suit of armor.
Imho it doesn't matter really as armor is around 50% mitigation now. It will decay in both waysnearlyequal fast. Before CUit mattered as 80% and 20% made a big difference. Not to speak of 90% base Kinetic+Energy armors.