Armorsmith Archive
Thread: R.I.S conversion Gorath TC results *UPDATED* new patch Info also Mando stats
Garnax
Sat Apr 16, 2005 9:32 pm
#14
It is a definite improvement that armor gets different stats relative to their effectiveness pre-CU, now they just have to adjust the numbers so that good armor pre-CU-crafted is as good as good armor post-CU-crafted. And they also have to figure out how to do with sliced items.
Darkknight109
Sat Apr 16, 2005 10:56 pm
#16
Ehh.... pardon my ignorance, but could someone post the stats for, say, your average piece of armour after CURB conversions? Just for comparison's sake? Sorry, but I'm not a regular on this board, but I do have an RIS suit and I'd like to see if they actually made it the "epic" armour they said they would.
Skorbane
Sat Apr 16, 2005 11:08 pm
#17
Interested in what the stats of crafted RIS are with the new update. I also am curiouse if they changed the resources required as well...
Message Edited by Skorbane on 04-16-2005 11:09 PM
Sandsifter
Sat Apr 16, 2005 11:51 pm
#18
Standard
Kinetic 4062
Energy 4062
Special
Heat/ Cold/ Acid/ Electricity
4062
Huh ? I take it % resists is gone now ? Sigh, now I get to learn a whole new system to try and comprehend if what Im buying is any good. Please explian to those not on test center what those numbers mean please.
DarkBShadow
Sun Apr 17, 2005 12:05 am
#19
I think the conversion numbers seem a bit messed up. but who knows we will see.
WillieDFrost
Sun Apr 17, 2005 12:09 am
#20
Our Guild smith is logging now on Gorath test, on his way to the Bothan, if I can catch him we'll place a attachment in the piece.
Mcgreag
Sun Apr 17, 2005 12:13 am
#21
0% hindrance? Seems almost too good. Might be the new crafter armor, "only" need to get a novice combat prof for 45sp to wear this high protection armor with no downsides.
Brutus_Krylop
Sun Apr 17, 2005 12:17 am
#22
Mcgreag wrote:
0% hindrance? Seems almost too good. Might be the new crafter armor, "only" need to get a novice combat prof for 45sp to wear this high protection armor with no downsides.
When you have hindrance mitigations, they automatically apply to any armor in your inventory. Assuming the person doing the describing had Battle Armor mitigation, this makes total sense.
Hindrances are totally dependent on resists ... as a Master Armorsmith / Master Smuggler on TC-Ep3, I saw the hindrances rise on my armor as I sliced them. (The way slicing affects armor right now is ... interesting, to say the least.)
TitanTen
Sun Apr 17, 2005 3:20 am
#23
Sandsifter wrote:
Standard
Kinetic 4062
Energy 4062
Special
Heat/ Cold/ Acid/ Electricity
4062
Huh ? I take it % resists is gone now ? Sigh, now I get to learn a whole new system to try and comprehend if what Im buying is any good. Please explian to those not on test center what those numbers mean please.
gotcha... its a inverse square formula.. Basically its a dminishing returns. 4062 would be about 36-38% resist armor. Max is 10000 and 60% armor we believe.
Mcgreag
Sun Apr 17, 2005 5:07 am
#24
Sandsifter wrote:StandardKinetic 4062Energy 4062SpecialHeat/ Cold/ Acid/ Electricity4062Huh ? I take it % resists is gone now ? Sigh, now I get to learn a whole new system to try and comprehend if what Im buying is any good. Please explian to those not on test center what those numbers mean please.
Formula for calculating resists in % is 0.011*R-(5*10^-7)*R^2
With R = the armor rating.
-VtS-Maddix
Sun Apr 17, 2005 8:29 am
#25
Skorbane wrote:
Interested in what the stats of crafted RIS are with the new update. I also am curiouse if they changed the resources required as well...
Aye, I too would love to know exact details of crafting RIS after the CU...help us decide if its better to make it now or wait.
Meplorium
Sun Apr 17, 2005 9:12 am
#26
Make it now, put it on and go use it. Enjoy it while you can.