Armorsmith Archive
Thread: Mastering Master AS, a young MAS’s guide.
destrkta
Sat Jun 12, 2004 9:29 pm
#14
i would say crafting each piece individually is a total waste of time even for a starting armour smith to make a full run of 45suits of composite in a factory
24,000 intrusive ore
24,000 solid petro chemical
14,000 aluminium
12,000 naboo fibreplast
10,300 berylius copper and wooly hide.
16,000 colat iron
8,000 kirrium steel
5,000 polysteel copper
amassing that amount of resources isn't too hard, the thing to remember to new armoursmiths is that you can never have enough of a good resource, when i started out 4 months ago, i used to grab resources for a few 100k stacks, now i grab in the multi million and as being said being in a guild helps alot, guild members who are pure combat come to me grab some harvesters and place em down on a wp i send i then go and top up maintenance etc. for example i've got 40ber 10's and 13's on some new colat iron that spawned, only 2 weeks ago i bought a 100k stack of colat iron for 25cpu because i didn't have the foresight.
Also on pricing, it means nothing at all, yes my guild guys love composite armour for 125k a suit and keep the credits in the guild, but atm i've got 80%kinetic, 10% stun, 67%base priced at 275k which is 75k under what the next cheapest priced stocked armour smith has and i'm still not selling. Many ppl who go through alot of armour are veterans of the game and prefer to stick with the same armoursmith over time, so breaking into that market is next to impossible as these ppl don't mind paying for a extra 100k out of their millions.
Next when crafting make sure your on straight 0's in a research centre and taking bespin port(+12 experimentation) really helps in getting the amazing success, you should be able to get a amazing success on each piece making you equivelant to a lazy 11pt smith.
KinesthePowers
Thu Jun 17, 2004 1:39 am
#15
Very nice guide
I agree with the 12 point thing, I dont find it to be a big deal, yeah its nice to have it, but spending your money on top notch resources is more important IMO. Once you get established and get a name for yourself then go for those extra points. Heck 80% of the people out there dont even knowwhat a 12 point smith is. All they know is they want armor, and good resources will get you the, 12 points with out the good reouces wont. 
and once again nice work Oa'kron
greenrebellion
Tue Jun 22, 2004 12:55 am
#16
rofl how true kines... i could sit there in theed all day asking people if their armorsmith is a 10, 11, or 12 pointer and i'd get **edit** are you talking about answers most of the time 
However... there are great advantages to having the points after you get settled in the profession. For example... my most recent armor 80Kin/80Elec/71Base sold out in days at 550k a suit whereas i still have individual pieces of 80/69 on the vendor after almost a month at 475k a suit. People want the best and they are completely willing to drop 100k extra on it. Get the resources, get settled, then buy your two extra points.
nathan118
Fri Jul 02, 2004 3:28 pm
#17
It's pretty clear all the people bagging on 12 pt smiths aren't themselves. 
Why is it suggested that once a person gets 12 pts they become lazy? Several times in this topic people have said "good resources and amazing successes will make you as good as a lazy 11 pointer." What about an 11 or 12 pointer that works for the best resources and amazing successes themselves? It's hard to get to 12 pts without trying your best (cuz you'll never sell enough armor to buy the points
).
I just got 12 pts a couple days ago and I haven't even had the chance to do a whole suit with the points yet, but I love it already. Out of 15 schematics I've made, 14 came out with 4 sockets. I get more amazing successes now and I'm not sure I need bespin port anymore.
Granted, I spent the fortune I'd ammased over the last month and half to buy them all, but does that mean it wasn't worth it? Of course not. I now make better armor than I used to, and I can finally compete with the big dogs on stun armor. Isn't that what most of us are in this for, to make the best armor possible? People may not understand how armor is made or what 12 pts are...but they recognize atrocious hams on stun armor. 
sixpack
nathan118
Fri Jul 02, 2004 3:35 pm
#18
Good article by the way (I got sidetracked).
I remember starting up and harvesting resources by hand to make personal min harvesters. A good spawn of iron came up and I used the personals to get 100k of it. I sold that for 7 cpu and the rest was history. Use that to buy mediums, and eventually up to an army of heavies of each type. Harvesting resources is a HUGE help for newbie armorsmiths. It increases your profit margin a TON. To this day I still harvest good stuff because I can't bring myself to pay 30+ cpu for a slightly better resource. I'll sacrifice 1 or 2 % base to have a 50% higher profit margin.
If I have any advice for new armorsmiths, realize it will be a slow start-up. A lot of resource gathering, a lot of practice, and a lot of advertising. Eventually (if you're good), people will start to spread your name around and you'll get business from people you've never heard of. And lastly, if a good spawn of hides shows up, pony up the cash to buy up AS MUCH AS YOU CAN. This is the one resource it's hard to get on your own.
Ok, that's all I guess. haha
sixpack
UmmonPrime
Thu Jul 29, 2004 12:26 am
#20
greenrebellion wrote:
rofl how true kines... i could sit there in theed all day asking people if their armorsmith is a 10, 11, or 12 pointer and i'd get **edit** are you talking about answers most of the time
However... there are great advantages to having the points after you get settled in the profession. For example... my most recent armor 80Kin/80Elec/71Base sold out in days at 550k a suit whereas i still have individual pieces of 80/69 on the vendor after almost a month at 475k a suit. People want the best and they are completely willing to drop 100k extra on it. Get the resources, get settled, then buy your two extra points.
I had to halve the price of all my 10 point armor cause it wasn't selling. People may not know what it means, but they can see it in the armor.
It took me almost 6-8 months to get my extra 2 points, and I love it. I feel more confident in my armor now andlike makeing special pieces for ppl now.
If your an as for the money, 1o pts will work. I love the profession and will never drop it, so I got my 12. When you work with the 12, you see the difference.
eelepage
Wed Sep 08, 2004 5:14 pm
#22
HI all. Great guide for a new AS. I do have one question though. How do I go about buying the extra points to become a 12 point AS? If it's from AAs and CAs, does anyone on Eclipse have them for sale?
Thank you,
Palad'n-I
(AS/WS)
Thank you,
Palad'n-I
(AS/WS)
DirthNader
Fri Dec 03, 2004 6:54 am
#24
Without 12 points, you're not going to be able to command anywhere close to the same prices as an established12-pointer if your community is educated.
For heavy stun comp (40% stun), those extra points go right into base on layers. From my own experience, those two points get you an additional 2-3% on base in the final combine if you're diligent and only use layers that were the product of all amazing successes on experimentation. Heavy stun comp is my best seller, and probably what I'm known best for, and a 10 or 11 pointer isn't going to touch me on base resistance or encumbrance without backing off of the stun resistance.
For PvE comp, those extra points do add up significantly in reducing encumbrance. If your consumers are educated and realize that the reduced encumbrance is going to reduce the amount of secondary stat-buffing food they have to use (which frees up room for other types of food buffs), they're going to go for lower encumbrance every time if the resists are equal.
Remember, it's two extra points on schematic for every component. That's three layers, a segment, and the final combine - a 10 pointer is really giving up 10 experimentation points to a 12 pointer by the time the finished product rolls out of the factory.
There are other areas of the guide that I disagree on, but that's the most glaring area. I honestly don't think there's any other profession in SWG that benefits as much from extra experimentation points as armorsmith does.
EDIT: I should qualify this statement by saying your server could be different. I see a lot of people talking about "lazy" 11 and 12 point 'smiths. They don't exist on Shadowfire. Everything is made from amazing successes where it matters (some of my comp pieces don't see any benefit to encumbrance when I get amazings on the final combine).
Message Edited by DirthNader on 12-03-2004 06:44 AM
CharPrime
Fri Dec 03, 2004 8:10 am
#25
Okram2k wrote:
I actually am quite succesful without any skill modifiers at all. The craze about 12 point armorsmiths is fundamentally you get two additional experimentation points, generally you use these two points to increase the condition and decrease encumberance of your armor, which allows you to charge more for armor, and to pay for the high cost of buying the AA's and CA's for it. Honestly, you can, easily, compete only being as 10 point armorsmith, it's far from imposible to keep up, make good armor, and thrive in the armorsmithing trade.
you are joking about the 12 points right only for condition and encumberance right? have you ever madelayers,armor other then comp?
Okram2k
Fri Dec 03, 2004 9:05 am
#26
Yes, I am still just a 10 point smith, and yes, I still make excellent armor, and no I don't charge as much for my armor as 12 point smiths, and my stun is not as good as yours (of course nobody on my server has 40% stun armor) but good resources and smart experimentation allows a lot of smiths to be competitive as 10 point smiths. Mine might be a tad heavier, but it still sells good, and I keep my base at just a tad under 70. I am starting to get my 12 points, however it sounds a lot easier then it is, especially with JTL now and less people hunting for tapes on the ground.
Message Edited by Okram2k on 12-03-2004 12:21 PM