Armorsmith Archive

Thread: 2% buff testing?

Wolfe26
Wed Aug 31, 2005 9:57 am
#14


The max buff duration is a shade over 3 hours and 30 minutes.

My 929 assault segment will now craft to 952, which is (you guessed it) a 2 percent bump rounded down.

_____________________________________________________________________________________


How so 929 * 1.02 = 947.58 ( or 929 + 2%)




______________________________________________________________________________________

This is strange. The buff does not seem to affect condition on the final combine in the same way. Composite I made last night has 44,124 condition. With a buff using the same core and resources, I'm getting 44,667. A 2 percent increase should yield 45,006 condition. I'm only getting a 1.2 percent bump on condition. Theories?

______________________________________________________________________________________


or perhaps SOE programmers messed the numbers again and instead of 1.02 they got in 1.2%




Scarelin Deathstalker - Ranger / Rifleman
Cormo Deathstalker - Master Armorsmith / Weaponsmith/ 11pt Master Artisan
Vendor - Wolfe Inc Armor in Red dawn mall (-413, -4573), Talus
(as soon as you get off the shuttle)
Carason
Wed Aug 31, 2005 10:54 am
#15

Ok, tested my Assault segments with the buff using...


Steel: 932oq 984sr


Iron: 997oq 996sr


Polymer 1000oq 899sr


Scaley: 940oq 914sr


without buff: 959


wtih buff: 977


This comes out to almost 2%, but since there is a free 100 points on segments, the 2% bonus would be applied to 859 (not 959).


Also... it appears that stats that are close to or at 1000 are not capped at 1000 during this calculation. I had 3 in here that would have been affected, and they were not, so, the cap (assuming it is still in there) probably only applies to 100% experimentation.







Carason - *FORMER 12pt Master AS (RIS Certified) / *FORMER 12pt Master WS
Jai' - Master Ranger/Elder Jedi, Kyan' - Master BH/Master Rifleman
Sher Kar ==Hall of Shame== List
darthbock
Wed Aug 31, 2005 11:09 am
#16






pykescylla wrote:
This is strange. The buff does not seem to affect condition on the final combine in the same way. Composite I made last night has 44,124 condition. With a buff using the same core and resources, I'm getting 44,667. A 2 percent increase should yield 45,006 condition. I'm only getting a 1.2 percent bump on condition. Theories?





Condition is also experimented on in the core and in the segment. if you started from scrtach, you would see the proper increase.



Also, I broke Ahazi'spre-patch 23primus battle cap while experiemnting around, so the buffs do work. The cap was 6540. The resources I used in my test made 6539 kin/en prior to today. Starting from scratch, I was able to make 6550 kin/en with the same reasources. I grabbed an AS buff and then made a layer scheme, hand-crafted the segemnts from the layer run, hand-crafted the core, and hand-crafted the final piece (a padded bracer).



So, these buffs will not raise caps, but they do help you about a bit in areas where you are below the cap like layeres and condition.





Aedyl Voivai
Crafter of Fine RIS and Mandalorian Armor
~Warden Armor Works~
Vendors in the ~Violet Accomplice~ Tent
-3348 5910 Tranquility, Naboo
springer_D
Wed Aug 31, 2005 1:23 pm
#17

up great information all



ZARBAN/SPRINGANATER
-=ZARBAN=DEATH=-
-=SPRINGANATER=WOOKIE FROM LAUNCH=-
BZB OWNS AHAZI!
springer_D
Wed Aug 31, 2005 1:27 pm
#18






darthbock wrote:





pykescylla wrote:
This is strange. The buff does not seem to affect condition on the final combine in the same way. Composite I made last night has 44,124 condition. With a buff using the same core and resources, I'm getting 44,667. A 2 percent increase should yield 45,006 condition. I'm only getting a 1.2 percent bump on condition. Theories?





Condition is also experimented on in the core and in the segment. if you started from scrtach, you would see the proper increase.



Also, I broke Ahazi'spre-patch 23primus battle cap while experiemnting around, so the buffs do work. The cap was 6540. The resources I used in my test made 6539 kin/en prior to today. Starting from scratch, I was able to make 6550 kin/en with the same reasources. I grabbed an AS buff and then made a layer scheme, hand-crafted the segemnts from the layer run, hand-crafted the core, and hand-crafted the final piece (a padded bracer).



So, these buffs will not raise caps, but they do help you about a bit in areas where you are below the cap like layeres and condition.








correct me if i'm wrong aedyl but this would only work on primus battle


as it is well balanced out and the resistances do not easily hit the caps as they do in other armors


/bravo for the new break through



for the most part this buff seems like it'll help those armorsmiths that don't have the best of all worlds when it come to smithing





ZARBAN/SPRINGANATER
-=ZARBAN=DEATH=-
-=SPRINGANATER=WOOKIE FROM LAUNCH=-
BZB OWNS AHAZI!
darthbock
Wed Aug 31, 2005 1:38 pm
#19


It will work with any layered armor that is below the theoretical max. The difference is not large, but I'd expect the 4x energy cap to jump from +1123 to 1130 or so, and the kin cap to go from +1090 to +1100 or so. So, this will raise whatever stats the layeres modify by a bit and also raise condition by a bit.


The only change for unlayered armors that you could already cap would be a moderate condition increase.




edit - caps listed are for Ahazi

Message Edited by darthbock on 08-31-2005 01:40 PM



Aedyl Voivai
Crafter of Fine RIS and Mandalorian Armor
~Warden Armor Works~
Vendors in the ~Violet Accomplice~ Tent
-3348 5910 Tranquility, Naboo
Frenzi
Thu Sep 01, 2005 1:31 am
#20

I can now make recon armour without using resource kit materials...and I love it!


Still looking for a couple of nice resources for battle...and im getting closer to making decent assault all the time!..but the buffs mean its much more possible for me to hit this with one lot of crap resource in the core build.





____________________________________
Frenzi / Armourer
Cancelled due to the 'NGE'
They destroyed the game we love

DarkPlace
Thu Sep 01, 2005 1:43 am
#21






Mozzman wrote:
I don't think this fix affects the caps on resistances, so if you were making capped armour before, these buffs shouldnt matter..





not true, it will give you more points to put into condition if you were capping before, right now I've gotten a boost of 1k on my imperial faction condition this is only on the final build but I am guess that overall starting from scratch these new buffs could get my imperial say battle armour to atleast 72k condtion and who knows as high as 74k may be possible.



Vendor Right outside of Dant. MO. at -230, 2341

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pykescylla
Thu Sep 01, 2005 5:27 am
#22

I dropped back to my second-best aluminum for some battle segments and still beat my previous segs by 15 points. This does allow some flexibility. Too bad musicians are hard to find on Scylla. You can't swing a dead rill without hitting a dancer. I'm glad your buffs carry over from session to session now.



Pyke Winoda
Retired Master Armorsmith w Reformed Smuggler w Former Mayor
Twelve-Point Smith w RIS Certified
DREADNOUGHT Armor w Saldara, Dantooine 6690 -4626

stlkittrell
Thu Sep 01, 2005 9:07 am
#23

in my testing ive gone from 8057 energy to 8073, and about an extra 2k on condition with 99/51 segs on recon... not much of a difference really.

Thats recrafting everything, layers/segs/cores, with the buff and using the same resources..

layers went from 87,-88 to 88,-89 (energy)
primus went from 45,-46 to 46,-47

Probabaly get to use alot of backup resources to get my previous stats, thats only real advantage i see so far



Icaris w Jaq Salmonw Murderess
Elder Armorsmith~ Elder Light Jedi~ Shipwright
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This could have saved the jedi profession
Evil is powerless, If the good are unafraid", Ronald Wilson Reagan

Mozzman
Thu Sep 01, 2005 10:31 am
#24






DarkPlace wrote:





Mozzman wrote:
I don't think this fix affects the caps on resistances, so if you were making capped armour before, these buffs shouldnt matter..





not true, it will give you more points to put into condition if you were capping before, right now I've gotten a boost of 1k on my imperial faction condition this is only on the final build but I am guess that overall starting from scratch these new buffs could get my imperial say battle armour to atleast 72k condtion and who knows as high as 74k may be possible.





I said resitances, not condition. I dont know if there is a cap on conditon. But unlayered battle armour is capped at 6000/6000/6000, unlayered recon at 7000/5000/6000 and so on... I do not believe these buffs will affect that.



~Mozzer~
Pre-CU Jedi/ United Anarchy


"I'm not laughing at you... I'm laughing with him"
darthbock
Thu Sep 01, 2005 11:10 am
#25

It does nto raise caps and was never advertised to do so. It does exactly what it says, increases the stats of your resources by 2%. This won't break any caps, but will lead to better layer resists and higher condition (as many of us have alreayd demonstrated). The increased layer resists are moderately incresing the server caps on layered armor resists due to the 2% increase in resource quality.



Aedyl Voivai
Crafter of Fine RIS and Mandalorian Armor
~Warden Armor Works~
Vendors in the ~Violet Accomplice~ Tent
-3348 5910 Tranquility, Naboo
lghtbrng0r
Thu Sep 01, 2005 1:50 pm
#26

my 7117 energy went to 7147.



I like it. oh and from 93k condition to 101k.



Thanks



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Radiant Galaxy


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