Armorsmith Archive

Thread: Experienced Smith Needs Advice

Ringnar
Mon Mar 22, 2004 6:42 pm
#14

With the way that buffs work now adays, I would suggest getting your base protection up to 4% (thats 75% experimentation) then kick kinetic up to 6% and if you have any left over experimentation points toss them into encumberance.


For the armor segments get your base up as high as you can and then either dump the rest into either encumberance or electricity (if you want to get electric up to 80%).


Using this pattern I can usually get the base resists up to the 66-70 range which when sliced are quite nice. THe buffs that people recieve from doctors, entertainers and chefs effectively negates the encumberance while providing good defences on almost everything. (for stun layers I still crank the base to 4% and either dump all the left over points into stun or put them into encumberance).
Shortey
Tue Mar 23, 2004 5:29 am
#15

As others have said you really need to make some new layers... personally I don't think you should be putting any points into special resists on your layers... My suits are coming out with the same HAM only they have 80% Kinetic 80% Electric and 68% Base...
Dova
Tue Mar 23, 2004 7:10 am
#16

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.


theonebountyhunter
Tue Mar 23, 2004 7:27 am
#17

yeah i'd say for the most part i'd say atleat 80% of the people don't care about the encum on eclipse. i was making some fairly light 72% kinetic with a 59% base and was getting why not 80% 9 out of 10 times.



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Krallic
Tue Mar 23, 2004 8:26 am
#18

Why do you all make such high base suits for what is often considered a heavy PvE suit? I get alot of tells asking for 80% kinetic with as low ham as possible, hence I only make that kind of 80% kinetic composite armor.

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)
Cebanaz_Jedi
Tue Mar 23, 2004 9:28 pm
#19

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.





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Asir_SWG
Wed Mar 24, 2004 10:44 am
#20


Cebanaz_Jedi,


I don't understand the desire to get the last 3% base, if you swapped the layers for 7 kenitic, 2 base, 333HAM you would lower your HAM requirements buy around 100 on each... That must be worth the 3% less base.... This would provide 21% kenitic to offset the reduction in base to still hit 80% kenitic.



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RHAMSTERHAMSTERHAMSTERHAM
STERHAMSTERHAMSTERHAMSTER
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Asir_SWG
Wed Mar 24, 2004 10:47 am
#21


Error in my post - cos the best I have got so far is 444 HAM on 7% kenitic........ But, still the reduction in HAM I feel is worth it...



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RHAMSTERHAMSTERHAMSTERHAM
STERHAMSTERHAMSTERHAMSTER
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TERHAMSTERHAMSTERHAMSTERH
AMSTERHAMSTERHAMSTERHAMST
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znaxx
Wed Aug 11, 2004 2:57 am
#22

If you use really good resources you don't have to experiment on special protection on the layers at all.

I use 4% base/kinetic layers and I get 80% kinetic and 71% base and lower HAM then you get.

Only experiment on the base resists on layers, segments and the final armor. If you max out base and put the rest of the experiment points in enc, it will usually give you an extra % base or two to get you to 80% kinetic.


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Fobi
Wed Aug 11, 2004 3:11 am
#23

yea try to get the ham down alittle specially simce the new docs buffs are goona blow, since i heards its goign off ur base hps which everyones is below 1000 so lower the ham the better imo




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Herms
Thu Aug 12, 2004 12:15 am
#24

you're spending too many points on the kinetic resist on the layers, make them 6% and put that spare point into ham costs... will make a noticable difference.

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.



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