Armorsmith Archive

Thread: Wondering why you guys are not up in arms about the craft nerf.

Ail
Thu Mar 11, 2004 11:22 am
#14






PadreBook wrote:





Ail wrote:





PadreBook wrote:





Ail wrote:





Rencon wrote:
Ali, I was using numbers just as an example. Yes I can get high 85%+ on pretty much everything I make, acept final comp of armor which always has a low durability cap around 70% or so.

The way I understand it, I will probably have to put 1 or 2 more points into resistance to cap it, and will be left with 2-3 points to put into durability instead of my usual 3-4. Not only will I have less points to put into durability, but due to the low cap on durability those points will increase the % in duability far less, resulting in significantly high encumbrence on all armor.

Comp, our flagship armor, is already very heavy, increasing it 50-100 points in each stat (which only take 5-10 point increase per piece, or 1-2 points increase on your segments or layers) is pretty stupid IMO.





You did not mention either that we will possibly be able to experiment to higher % if we use very good resources so all is not bad.

Yeah comp encumbrance is not low, but honestly these days I have people begging me to make 950 mind encumbrance stun layered suits...

Since chef revamp people care a lot less about ham ( could be because I have a food vendor in shop with 415 mind/focus/willpower be brandy and 600+ canapes...).


And anyway all AS will be affected and the pre patch stuff will have minor affect on the market once one week or two are gone....








One important detail people are forgetting, buffs will be lower from the new crafting system and changes to buff calculation. Chef foods will take 10 experimentation points to max out nutrition OR filling OR duration so brandy will have to have BE additives just to get to the level of current non-BE brandy stats. So enjoy! Days of 950 mind stun comp are gone.

Padre





That is not the assesment most chefs and doctors are making on my server...

Food and doc buffs are pretty much one line experimentation for them and the main result they expect is to have smaller stacks of food and a few charges less per enhance stims, that is alll...................


I concur with them, having a master doc on my secondary account....

I cap experimentation on power/duration with 9 pts and I pass 90% with those...

That is without any amazing successs...


Probaly will take me 10 pts post patch, no big deal it will just mean my enhance stim Ds will have 1 charge less ( where my 10th pt was going before....).


Every report I have seen about the change indicates that single line experimentation crafting is actually better and not worse after the patch..............












Well I'm sorry your chefs don't understand that they won't have extra points to put in filling or duration after they max out nutrition. As now they probably use 5-7 points to max out a line and use 3-5 points on filling or duration. Now it will be 10 points for a line EVERY time. There are almost no master armorsmiths or chefs on TC so you guys get limited details.

Padre




Unexperimented filling on brandy is 50 I think.


Check the filling on the brandy you currently buy, You will see it is not experimented , it is most likely 49 or 48...


Unexperimented duration is around 30 minutes...


I know the chef that makes 415 power be brandy and sell it in my shop spends like 9 pts on the nutrition....


Yeah maybe if you use crappy resources you use only 5-7 pts on nutrition, but people with good resources already use most of their pts there....








Aildiin Rifleman/Doctor,Rastar Master Armorsmith Master Artisan, Aildin TK

Shop located SW of Bestine at -1907 -4348

Best sellers
: Soldier's armor ( 62% elec, 54% base, 473/406/492 ham) 147k/set,
Advanced Space marine armor ( 80% energy, 70% elec, 62% base, 539/456/514 ham)252k/set,
Tera Kasi Master armor (composite 80% kinetic 70% electricity, 62% base 513/455/525 ham)252k/set,
Brawler's armor (ubese 75% kinetic 313/363/427 ham) 100k/set

LisaE
Thu Mar 11, 2004 4:27 pm
#15

Im a Tailor, my stuff is always max'ed out...


I don't see the problem, they are just lowering the maximum <or is it raising the cap ?> so armour and guns are not so overpowered. Having all "uber" stuff makes you walk through tough fights, now maybe you have to do something besides just go toe to toe.


anyway, my opinion.
Nester_of_Yavin4
Thu Mar 11, 2004 5:00 pm
#16






Rencon wrote:




Exactly, with good resoruces you can do things like get resistance up to 90%+ on a piece of armor with 8 points of experimentation. Post patch it will take 10, no matter what the resouces you use. The only thing using perfect 1000 resources would do is allow you to max out the line, again with 10 points at 100%.... if you have perfect 1000 resources right now, it would still take 10 points to max out a line at 100%.

They are making it so that if your cap on resources is lower, you are penilized experimentation points.

Also, I have a doc, and you might only have one line that is importat in the final buff comp, but not the sub components. Your ABECs will come out with less charges, right now I max my ABECs with 8 points and put 2 into charges. So yeah, you will see buff packs drop down to say 20-25 charges instead of 30-35, but will probably still be able to get the same effectiveness.

As for cheffs, I don't know which lines calc into which stats, but we are probably going to see significantly decreased power in order to get the same duration/charges/filling, or vice versa.

I guess weaponsmiths are the most impacted due to their resoruces almost always being total crap for most of the weapons they make, hence now they will be spending 10 points to max out a line that used to take 5 points, and having no points to put into condition/ham/range. But I think armorsmiths are going to be hit too, because it takes that extra 2 points to get the encumbrence to drop a tick, now we are going to have to put that into resistance from segments on up and I am willing to be that HAM costs on a full suit of stock composit go up a fair ammount. And if you thought 3 layered stuff was heavy before, imagin only being able to get those kenetic layers to 13% 13/13 instead of 13% 9/9. Thats a big ham hit.




Well, on the flipside, if you get an AMAZING success on one of your experiments, its possible to MAX out a really high quality resource BEYOND its old max...


Example:


We have OQ/SR Vertex 993/995, Ferrous 1000/965, Crism 949/349? (but 92% of theoretical max for gated resource) for our Stun Layers on Starsider... While it will take using 10 experimentation points to max out the layer, it is now possible (through uber resources,a stroke of luck and a bit of determination) to get a 5% layer that would have been impossible before! (you would have needed 1000/1000, 1000/1000, 1000/360 materials to get that before, and we all know that wasn't gonna happen.)









]\[ester Acier

Acier Industries

(2060, -4652) New Aldera, Tattooine

Rencon
Fri Mar 12, 2004 1:03 am
#17



PadreBook wrote:
Again you still don't understand the words coming out of my mouth. The new system will require 10 points to max a line no matter the quality of the resources. Ask a chef to max out a line and stop tell me what he thinks of that?

Padre




Exactly, with good resoruces you can do things like get resistance up to 90%+ on a piece of armor with 8 points of experimentation. Post patch it will take 10, no matter what the resouces you use. The only thing using perfect 1000 resources would do is allow you to max out the line, again with 10 points at 100%.... if you have perfect 1000 resources right now, it would still take 10 points to max out a line at 100%.

They are making it so that if your cap on resources is lower, you are penilized experimentation points.

Also, I have a doc, and you might only have one line that is importat in the final buff comp, but not the sub components. Your ABECs will come out with less charges, right now I max my ABECs with 8 points and put 2 into charges. So yeah, you will see buff packs drop down to say 20-25 charges instead of 30-35, but will probably still be able to get the same effectiveness.

As for cheffs, I don't know which lines calc into which stats, but we are probably going to see significantly decreased power in order to get the same duration/charges/filling, or vice versa.

I guess weaponsmiths are the most impacted due to their resoruces almost always being total crap for most of the weapons they make, hence now they will be spending 10 points to max out a line that used to take 5 points, and having no points to put into condition/ham/range. But I think armorsmiths are going to be hit too, because it takes that extra 2 points to get the encumbrence to drop a tick, now we are going to have to put that into resistance from segments on up and I am willing to be that HAM costs on a full suit of stock composit go up a fair ammount. And if you thought 3 layered stuff was heavy before, imagin only being able to get those kenetic layers to 13% 13/13 instead of 13% 9/9. Thats a big ham hit.



__________________________________________________
Col. Rincon Sari
Left For Dead, Bria.

ARR Armor: -4435 -5180
Rincon's Weapons: -4415 -5270
STRONGBADIA, NABOO


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