Armorsmith Archive

Thread: question about armor

SentrySteve85
Mon May 17, 2004 5:05 pm
#14

that does help. If I get a temporary buff, when that buff is over I assume the game automatically takes off my armor? And these "Image designet"'s - are they other players or NPCs?




Member of Team Majestic
Master Bounty Hunter

SentrySteve85
Mon May 17, 2004 6:49 pm
#15

so if I went Rodian I'm pretty much screwed and I cant wear the entire comp. armor set...




Member of Team Majestic
Master Bounty Hunter

sciguyCO
Mon May 17, 2004 7:37 pm
#16

Buffs are temporary, but when they wear off your secondary stats never go below 1, so the armor stays on even after it wears off.


What you want to do is to add up all the encumberance on the pieces of armor you want to wear. Compare that with your secondary stats (strength & constitution for the Health encumberance, Quickness & stamina for action, focus & willpower for Mind).


If you're close, you can see if stat migration would work for you. Go to your character sheet (ctrl - C on the default keymap) and click the "stat migration" button at the bottom. You can adjust these all you want without an Image Designer, but only they can actually set the stats.


Depending on how much you need, you might be able to get by with food buffs instead of doctor/musician ones. Foods more portable and cheaper overall, so it might be more convenient. Here's a list of available foods, organized by buff type:


http://www.gamekast.com/swg/foodtables.html


There are BE tissues that can enhance the food effects listed +80% or so, contact your local chef if you find something that might meet your needs.


As a Rodian, you should be fine with the action stats, but may be in trouble hitting caps on the Mind secondaries. Vagnerian Canape can get you another 300 or so to focus and willpower, even without an enhancement.





Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
KeevJaseri
Mon May 17, 2004 11:21 pm
#17

Just wanted to point out that the encumbrance only prevents you from putting the armour on.

If you get your stats fixed by one of the three methods mentioned, and get the armour on, it will stay on you until you remove it. The only thing is when your buff or food enhancement runs out, the statistic that was enhanced will drop to one(or a significant lower number), due to the encumbrance value of the armour.
The game will not "remove" the armour and it's protective value will remain the same, but the drop in your stats may not make it feasible to stay "suited up"



KEEV Nov. 24 2003 - Nov. 15 2005


TIE Surface Marshall- Sith Legion Soldier- -V-engeance Disciple



SentrySteve85
Tue May 18, 2004 11:09 am
#18

thanks a lot for the positive help guys - didnt expect this much help from the community - thanks again




Member of Team Majestic
Master Bounty Hunter

dezi
Tue May 18, 2004 12:33 pm
#19

Dont forget to get the armor sliced too. It could possibly reduce the level of encuberance by up to 40%. Or it may increase the base resists, it is random, but well worth it. Only use a Master Smuggler for you comp armor.
TheSIthian
Wed May 26, 2004 4:06 pm
#20

I looked in the FAQ's and in other places, but didnt see anything specific. Since ive finally hit Master, I will be getting my new set of PVP armor that will be home to all my SEA's. Now I know that the Marbari belt for example is great for your high + seas because it has no condition and appears to not take and decay from dying. My question before putting expensive Sea's in there is: Is this how it was designed to work or is it just an oversight that could possibly get nerfed in the future?? Or do we even know for sure? Lastly im assuming that after the belt, bandolier and shirt, the next obvious choices would be boots and gloves since they take the least amount of damage???

Thanks in advance.
EisMan_Buckeye
Wed May 26, 2004 4:44 pm
#21

That's actually a good question about whether or not zero condition items with skill mods are actually "working as intended." If I were to speculate, I would say you have nothing to worry about.


Personaly, after the "clothing" type pieces, I would use the gloves next, then the boots. like you suggested. The key thing for me is to be able to put some of them on without buffs, in case I need to. This makes the gloves and boots a good idea due to the HAM on them compared to the chest, helmet, or leggings.


Whatever you put them on though, make sure it's good armor. For example, DO NOT put them on stun armor (unless the stun resistance is very high, but I've never heard of such armor). The reason being, stun armor decays very fast when attacked by stun weapons. How, you may ask? Well, the amount condition is reduced by is the amount of damage that GETS THROUGH the armor. For example, if you get hit for 100 pts, and your armor blocks 70 pts, the condition is reduced by 30 pts. Stun armor (at least on my server) tends to have resistance to stun in the 30's to 40's. This means that 60-70% of attacks that hit you will get through, thus reducing the armor's condition at a greater rate than something it has higher resistance to. If you armor has no stun protection, the full amount of damage will get through, but the armor will not take a reduction in condition (it is bypassed alltogether). In my opinion, the best armor to put skill attachments on is armor that has ~69% base that gets sliced up to high 80s base, and has 80%+ special protections. Armor such as this will last you a very long time, not to mention prtect you very well.


Another thing that came to mind as I was writing this was the combat revamp. It's been stated that armor is expecting a fairly considerable nerf. If this plays any roll in armor's condition and decay, I'd be carfull. I guess to find out how this will play, we'll just have to wait and see.





__________________________________________
EisMan Buckeye [COG]
Mercenaries do it for money
[Master of Carbines] [Retired Mercenary]
__________________________________________


Paulzossan
Mon May 02, 2005 12:34 pm
#22

Hi, I am a pre CU MBH and just exploring the new post CU SWG.


Now I got a question about my armor. I find the option on my full comp armor to change it to other kinds of armor. Do any of you have an idea which armor to change to?


What kind of armor are you wearing now?


Then another thing: has anybody noticed that the descriptions on some vendors are bugged? The other day I went to a vendor and checked some weapons. I noticed a nice T21 rifle and decided to examine it a little closer. It said something like "combat level 54" but appart from thatNO other prerequisite. I thought, nice ... I always thought that this rifle was for riflemen only. So I checked again. And for sure the description did not say anything about profession restrictions or prerequisites. So I bought the rifle for 40K only to discover that all of a sudden the description changed. Now it said: "Combat Level 54 AND Master riflemen." I guess that vendor was bugged.


Regards, Paul.




---------------------------------

"The fact that you've got 'replica' on the side of your gun, and the fact that I've got 'Desert Eagle .50' written down the side of mine, should precipitate your balls into shrinking along with your presence."
Colbey98
Mon May 02, 2005 12:46 pm
#23

Depends on if you are must a BH or not, I am MBH/MCarbineer and I am using ST battle armor best all around protection seems to work fine
RhathZabren
Mon May 02, 2005 12:56 pm
#24

Well since you are an mbh like you said, you should be using the composite armor, since it's assault armor and mbh's get full mitigation on assault armors.
Anakin582
Sun Jun 12, 2005 10:17 am
#25

Do i need armor when i hunt a jedi? i dont think i do since they use sabers.. i wear a helm kegs and boots thts it just so i look kool hehe... and is there any armor i can buy on bloodfin tht has saber defense plz get back to me thanks
Actairr
Sun Jun 12, 2005 1:10 pm
#26

Sabers do energy damage so YES armor will help you ALOT. Get the highest energy protection armor you can.
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