Armorsmith Archive

Thread: Formulas for CU-Armour experimentation explained

KillerGM
Fri Apr 15, 2005 9:55 am
#14


Sorry, don't do clicky's, but here is a thread that may be of interest:


http://forums.station.sony.com/swg/board/message?board.id=commando&message.id=91151&page=1


Part way down the first page, Zilod states:


"yesterday i ran some test to try to understand armor mitigation

as i saw every point of TKA natural armor prevent 1% damage, so a master with 60 witll mitigate 60% damage


for armors it seem that every 100 points of "armor value" mitigate a 1% damage, so advanced armors we have from frog mitigate 50% to 70% damage, depending on armor and the weapon used against them"


Brutus_Krylop
Fri Apr 15, 2005 10:00 am
#15




KillerGM wrote:


Sorry, don't do clicky's, but here is a thread that may be of interest:




Part way down the first page, Zilod states:


"yesterday i ran some test to try to understand armor mitigation

as i saw every point of TKA natural armor prevent 1% damage, so a master with 60 witll mitigate 60% damage


for armors it seem that every 100 points of "armor value" mitigate a 1% damage, so advanced armors we have from frog mitigate 50% to 70% damage, depending on armor and the weapon used against them"











Ehril Gospic -- Elder Jedi
Fahoo Gua'gads -- Elder Armorsmith

The Ironhead Armor Shop will return!

TurboSith
Fri Apr 15, 2005 10:02 am
#16






Brutus_Krylop wrote:






TurboSith wrote:




not so much.. 6000 is theoretical perfect... to be realistic most will be hovering around 51-5200...


there are the tertius primus secundus layers taht add both kinetic and energy at the cost of elementals.... less of a bonus but those will probably be hte more sought after layers






Yeah, my current thinking is that Primus Layers (+Kin/En -Acid/Elec/Heat) will be the big thing for most folks, particularly since elemental damage is the big "huh?" right now. High-Kinetic stuff will always be big, though I'm not sure if folks will want to so obviously gimp themselves on energy protection. The real problem with the advanced layers (and with all the layers, for that matter) is the massive resource cost.


Going off of what we know right now and how combat tends to break down, 4KL will be a very common build for creature-based PVE, 4EL will be a specialty for Jedi hunters, and 2PL+(basic)+(elemental) will probably be the most common PvP build.


I suppose what we'll really need to do is just test different builds and see what we can come up with. There's still a bit of thought that will have to go into the armor crafting system now, but the loss of experimental control still feels like a gutshot.







we need to get soem guys together adn organize and decide who will take on which layer set.... and build based on that.. since running factories will obviously not work if 1-2 AS's try to partake the venture solo....


i am down to test.. if we can assign 1 style to try and develop so we can equip the combatants with them and get feedback


seeing as how most weapons have a elemental damage now... it probably wont be as easy as just sticking in a whole bunch of this or a whole bunch of that.. with so many layers and so many segments in a core.. we may have to get really nitty gritty and do for example a 2primus/1acid/1heat segment a 2secundus/1cold/1whateverthe4ththingis etc etc...


hopefully.. for the sake of testing... the devs would consider cutting factory times by 2/3 just on TC so we can speed thorough and really test this stuff



xxxxxxXxxxxxx
Squran s The Adversaries s Kantoe
s Smuggler
s Shipwright s
You don't know the power of the Milk shake




Brutus_Krylop
Fri Apr 15, 2005 10:02 am
#17






KillerGM wrote:




for armors it seem that every 100 points of "armor value" mitigate a 1% damage, so advanced armors we have from frog mitigate 50% to 70% damage, depending on armor and the weapon used against them"






While that makes a lot of sense, and that's about what I thought it meant anyway ... why not just turn 5744 into 57.44%?





Ehril Gospic -- Elder Jedi
Fahoo Gua'gads -- Elder Armorsmith

The Ironhead Armor Shop will return!

TurboSith
Fri Apr 15, 2005 10:04 am
#18






Brutus_Krylop wrote:





KillerGM wrote:




for armors it seem that every 100 points of "armor value" mitigate a 1% damage, so advanced armors we have from frog mitigate 50% to 70% damage, depending on armor and the weapon used against them"






While that makes a lot of sense, and that's about what I thought it meant anyway ... why not just turn 5744 into 57.44%?









because then it becomes the old system lol with hindrances substituted for encumbrance




xxxxxxXxxxxxx
Squran s The Adversaries s Kantoe
s Smuggler
s Shipwright s
You don't know the power of the Milk shake




NiBorg
Fri Apr 15, 2005 10:06 am
#19






TurboSith wrote:





Brutus_Krylop wrote:





KillerGM wrote:




for armors it seem that every 100 points of "armor value" mitigate a 1% damage, so advanced armors we have from frog mitigate 50% to 70% damage, depending on armor and the weapon used against them"






While that makes a lot of sense, and that's about what I thought it meant anyway ... why not just turn 5744 into 57.44%?









because then it becomes the old system lol with hindrances substituted for encumbrance







That seems to be exactly what they did if you look at it that way.
TurboSith
Fri Apr 15, 2005 10:14 am
#20






NiBorg wrote:





TurboSith wrote:





Brutus_Krylop wrote:





KillerGM wrote:




for armors it seem that every 100 points of "armor value" mitigate a 1% damage, so advanced armors we have from frog mitigate 50% to 70% damage, depending on armor and the weapon used against them"






While that makes a lot of sense, and that's about what I thought it meant anyway ... why not just turn 5744 into 57.44%?









because then it becomes the old system lol with hindrances substituted for encumbrance







That seems to be exactly what they did if you look at it that way.






yeah basically... just lowered caps.. which i dont think anyone is arguing with.. it works with the new system


but i still see a way to encorporate more advanced experimentation and crafting with this current system




xxxxxxXxxxxxx
Squran s The Adversaries s Kantoe
s Smuggler
s Shipwright s
You don't know the power of the Milk shake




FignarKrynn
Fri Apr 15, 2005 10:40 am
#21

Nice work Arem.

As for testing the true effectiveness of armor, we need basic, standard and advanced for each type of armor tested with a variety of combat profs in a variety of situations vs variying lvls of mobs, grouped and grouped. Then do the same without armor. We then can see how much damage the lvl vs lvl system negates and how effective the armor is.



Elder Old School 12pt Armoursmith
Vendors in "THE MALL - HONOUR CITY COLOSSAL"


FignarKrynn
Fri Apr 15, 2005 10:42 am
#22

should read "grouped and un-grouped".



Elder Old School 12pt Armoursmith
Vendors in "THE MALL - HONOUR CITY COLOSSAL"


Milgram
Fri Apr 15, 2005 1:46 pm
#23






Arem wrote:





The general Hindrance is a direct result from the protecetion value EPCore.

H = (10000-EPCore)/100%

edit: more detailed Hindrance explaination will follow.

Message Edited by Arem on 04-15-2005 07:00 AM



Jeez, this is going to make armor even more bland and look alike. Before, you could get 80% kenetic from just about any armorsmith, but you really had to look for the guy who was making it low encumb.This is about the dumbest thing I have ever seen. There truely will be no point to make fine crafted armor. Just throw some resources together and sell it. I really hope that enhancers have some way of reducing the hinderance. Blah, not a fan.





I'm With-Stupid n I-am With-I'm
The Jedi Jeweler - Outside Theed at -3990 4485
I go Bakersfield Chimp on Krayts and Nightsisters. You Savvy?
- I support keeping & balancing the current combat system You can too


Lauralon
Fri Apr 15, 2005 2:02 pm
#24

This would tend to suggest that all armor will indeed be the same, which will kill even the minor bit of variety we have now. The only difference i see between the 2 systems is Hinderance, and a lower caps on protections. And since hinderance is directly related to protection you will bascially have the same armor types with different appearances. Only now the types will likley be high kinetic, high energy, medium of both, and low protection & hinderance.

Now there will truly be no uniqueness to armor besides look. All MASes will be able to make these types of armor and the only 2 things that matter will be in direct proportion to each other. Either you make good protection armor or you don't, there is no low ham armor, there is no 'grinding' armor so to say. This is crap.

Thanks for the work arem, it appears you've helped us take a major step in identifying what the devs see as our limitations.



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Explorer_Jim
Fri Apr 15, 2005 2:56 pm
#25

Hi all,

just been playing around with recon armour of various sorts as the frog resources are better for recon than the others.

Some results:

Quad AA Primus layered Advanced Recon:
4632 Kinetic, 6632 Energy and 4168 others with 40k condition.

Not too far off frog-armour on the main stats and condition

Note, condition on assembly of test piece (ubese left bracer) was 20k, experimentation doubled it

Other points of interest.

The appearance seems to add a set number to the resists, depending on type of core and a preset cap (at least that's what it seems to me)

e.g.
Basic Recon Core Kin 897 -> On combine 1000 Kin
Stand Recon Core Kin 2397 -> On combine 2697 Kin
Adv Recon Core Kin 3500 -> On combine 3900 Kin

Suggests appearance schems add 200 to basic cores, 300 to standard cores and 400 to adv cores. (added to all resist stats) But with a cap, suggested by the 1k value found for basic cores.

More info when i get the time to play around

Dibyd, MAS on TC-EP3
aka Dibad, MAS on TC-Prime
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