Armorsmith Archive
Thread: Experienced Smith Needs Advice
Yes, the 2/6 1/1/1 layers are with 12 points. With 10 points I get 2/6 4/4/4 layers which still makes a suit that is WAY lighter than what the original poster makes.
The focus on Intrepid takes HAM cost into consideration much more than what I'm seeing in posts from players on other servers. 60% or so base is acceptable on Intrepid. The players there seem to want more of a balance between Encumbrance and Protection. I'm not seeing that from the posts in this thread from players on other servers.
The armor is 80% kinetic, 59% base, with ham 666/600/683. (10 point smith). Still lacking a bit of refining due to new resourcespawns for the final assembly, so hitting around 83% kinetic which is a waste, will reduce ham further by 1 point or so per layer when I run out of my old segments.
I tried some 73% kinetic with lower ham as well, this sold very fast, but the amount of tells asking for it cheaper than my 80% suits were a constant pain. So I stopped makeing it unless someone requests it, I use the same resources for both types. (Today I rather sell ubese to theese folks)
I found hitting 18% Kinetic on the Composite Segment seems to get me to 80% fine. I am experimenting with suits now, and using sub-par resources, i made a 4% Kinetic 3% Base 7/7/7 HAM Layer, and one 9% Kinetic 3% Base 10/8/9ish layer, using 2 of the 4/3 layers and one of the 9/3 my tabs come out to 18% Kinetic (roundig up a decimal i guess) and 29% Base the Gloves i made came out with 80% Kinetic 69% Electricity 61% everything else. If i used my better resources i could lower the ham a tad, and probably hit 62% with the same experimentation. The best basei have hit so far is 65% base but the gloves alone had 77/79/77ish ham costs, that was using blast layers.
I am pretty new to this too, but i dind i can situationaly get better results by using multiple kinetic layers instead of just the same layer 3 times per segment. And 18% kinetic does seem to be the magic number (for me anyway) occasionaly i will max out the base resist and the kinetic resist ont he armor will read 78% until i spend a point anywhere else, then jump to 80,not sure why that is.
Also you could try making a 60% base suit, I over engineer mine so they hit 60% base before the resist line is used up (Hits 65% when fully experimented) by doing that i get an extra point for hams in the final combine.