Armorsmith Archive
Thread: The Complete Guide to Armor and Armorcrafting
excellent job writing this report man! i am printing this thing.. ![]()
This may help clarify some macro draft-schematic selection questions:
fryguy451wrote:
Jedi_Badkitty wrote:
is what i use and its worked for a long time..tho alot of times the schematic # will change on me for some dumb reason..i haven't added any skills or anything.
Actually... The schematic # will only change after you get trained in a new skill and relog...
ie: If you are novice and the schematic is #24 and you craft 'til you reach the next skill box, it's still #24... However, once you logout and log back in, the schematic # changes to reflect the new order with the new schematics that you earned in the previous session..
Also... Finding the correct schematic # is easy... Here is how it's done... Upon first logging in, go to your data pad schematic tab, change the view to list mode(do not sort)... Now, count down the list (the first schematic is 0 btw) until you find the schematic you want... Viola! That's the schematic # for the /select command...
I have varified this twice on my character and will triple varify it today sometime...
Jaato's response:
You're mostly right, frguy451. The draft schematic corresponding to a particular number will not change until you skill up. However, there are two caveats.
First, draft schematic numbers are dependant on the particular tool you're using. The number for a segment of bone armor may be different if you're trying to make it using a generic crafting tool, a weapon-droid-generic crafting tool, or an armor/clothing tool.
Second, being in front of a crafting station will also change the number corresponding to a particular schematic. As within using different tools, when you enter the commandto pick the draft schematic, it looks at the particular tool that is active and references the number that is entered to schematics you can make using that particular tool.
Because draft schematic lists vary from person to person, depending on which skills you acquired when, it's impossible to provide a comprehensive listing of numbers and schematics. The only way to find out what your particular list is is to use either trial and error or the method listed above. Note that when you're using the method above, you need to take into account which schematics the tool you will be using can actually make. For instance, when counting down, if you're using an armor/clothing tool, you shouldn't count generic items (other than bone armor and clothing).
The best way to do it is to approximate the schematic number of the schematic you want, open the tool, type in the schematic selecting command, and see what it brings up, then using your draft schematic listing, figure out what you need to add or subtract from the schematic number to get your target schematic.
Hope this helps!
We are still unsure of whether this is a bug, was intended, or was an unintended change that's here to stay, but here's some information on how you make BioArmor:
First, understand that there are two primary types of enhancements that BE's can make: food enhancements and cloth enhancements. Within the category of cloth enhancements there are two types: those that go in Synth Cloth and those that go in Reinforced Fibers.
Reinforced Fiber Enhancements
- Tensile (+stun resistance/+melee defense)
- Coagulating (+combat bleed resistance)
- Fear Release (+Intimidation/+Warcry)
- Scent Neutralization (+mask scent/+camoflauge)
Synth Cloth Enhancements
- Mimetic Circuitry (+cover)
- Active Biosensors (+injury and wound treatment)
- Myoflex (+mind wound healing)
unknown- active tranquilizers (+Wild and vicious creature taming)
Once you have one of these tissues, use it to make the right kind of cloth. Once you've made the cloth (or had a tailor make it for you), use it to make a piece of armor. Note that only some armors require both Synth Cloth and Reinforced Fiber; if you're not making one of these armors (composite, padded, ubese, I believe), you are limited in which enhancements you can add to the armor.
Viola! You have a piece of armor with a skill enhancement. The process is exactly the same for making clothing with skill enhancements; the only difference is that you need tailor skills.
It is suggested that you use some roleplaying means to introduce this new technology to your customers, but that is purely a matter of personal preference.
**Note- currently, it appears that using single tissues to make items may be bugged in some situations. I'm not sure about this, but keep an eye on what you're doing. If you're experiencing problems, this may be why.
Since this is my first post I would like to say that you did a fantastic job. I will agree with a couple others on a few errors, but they have been pointed out already so no need to discuss them in detail. After mastering architect I looked for a challenge. I wanted to produce some armor (low level) and sell to new players at discounted prices. I found that a combination of Mabari and Chitin is the best. This made the 'gind' enjoybale. I had the money to buy my resources and feed my harveys if needed. So I basically could have grinded away to Master, but where is the fun in that?
My knowledge of Armorsmithing is excellent now. I do not like to look for resources, so I outsource for this. Money is good, pays the dues and all. I will say that if you are looking to become a master AS, use this guide as it is a great way to understand our profession...
Excellent post.
Patch notes say the bio armor has been removed. and i spent 200K buying bio stuff last night grrrrr!
Ah well. Should have worked on armor instead of getting annoyed with my pa last night!
Thanks for the awesome guide!
As of the latest patch (11/19) disregard the supplement relating to using bio-engineered tissues in armor. Cloth containing BE enhanced tissues does not impart those bonuses to armor when used as a component, only to tailor-made items.
Also, as of the last major patch (11/12), using hex codes to add colors to names no longer works. It does not appear at the present time, from the Dev's statements, that this will be reimplemented.
You also say "Commando special weapons and Power Hammers are the primary weapons that do Blast damage"... I'd suggest "Commando special weapons and Power Hammers are the most common weapons that do Blast damage"
But besides being mr picky about grammar, excellent work....
I'm looking into going armorsmith, but what type of materials does each armor type needs in order to be crafted? Anyone mind putting that up?
btw thanks for the info, very nice
/Cheer
This is one of the best SWG Armorsmith tutorials ive read so far. Thank you a million times over, I will be refuring to it many many times and taking notes.