Armorsmith Archive

Thread: A close look at just how much armor blocks in the CU

Sehera
Fri Apr 15, 2005 6:55 pm
#27

Here is alink for a Stats vs Protection Diagramm based on Okrams values.


http://www.imagedump.com/index.cgi?pick=get&tp=236658&poll_id=0&warned=y


as you will see, the max protection armor will grant based on this values is roughly littel over 60% maybe 65% at most



Sehera




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TitanTen
Fri Apr 15, 2005 7:18 pm
#28






Sehera wrote:

Here is alink for a Stats vs Protection Diagramm based on Okrams values.


http://www.imagedump.com/index.cgi?pick=get&tp=236658&poll_id=0&warned=y


as you will see, the max protection armor will grant based on this values is roughly littel over 60% maybe 65% at most



Sehera








Yeah i was working on making that same graph. I think that as you plot it out the maximum protection is going to be 60% at 10000 points. Which is in my mind stupid as a TKM already gets 60% innate armor, which will be "impossible" for us to acheive in normal play.


The formula just looks a simple inverse parabolic formula designed to garner diminishing returns on armor. Why they put the point system in is beyond me if they just made a max of 60% reduction.




MekWare Armor
Mekroig and Curate
+12 Point Smiths
Trinity City, Dantooine
TitanTen
Fri Apr 15, 2005 7:31 pm
#29






Sehera wrote:





TitanTen wrote:





Sehera wrote:

Here is alink for a Stats vs Protection Diagramm based on Okrams values.


http://www.imagedump.com/index.cgi?pick=get&tp=236658&poll_id=0&warned=y


as you will see, the max protection armor will grant based on this values is roughly littel over 60% maybe 65% at most



Sehera








Yeah i was working on making that same graph. I think that as you plot it out the maximum protection is going to be 60% at 10000 points. Which is in my mind stupid as a TKM already gets 60% innate armor, which will be "impossible" for us to acheive in normal play.


The formula just looks a simple inverse parabolic formula designed to garner diminishing returns on armor. Why they put the point system in is beyond me if they just made a max of 60% reduction.






well I must admit... that this kind of capping the protection is logical... but I dont see why they had to put this bug numbers in it... they just could have made it in the crafting process... but I guess the advancement in the protection is linear during crafting... 100%=10000 points...



Would have been more reasonable to have percentages shown and capping it non linear during crafting... wel well... i think they hope we wouldnt have gotten behind that :-)









Yeah i think its logical too, but the illogical part of it is giving TKM's in effect perfect armor that will never be available from armorsmiths....


If we need perfect (all 1000's) resources to hit 10000 points just to get 60% armor and TKM's get 60% armor at master dont you think that is a little stupid? I mean we MAKE armor, they practice martial arts, you would think we could make better protection than what a martial artist can do with just his body....




MekWare Armor
Mekroig and Curate
+12 Point Smiths
Trinity City, Dantooine
Sehera
Fri Apr 15, 2005 7:35 pm
#30






TitanTen wrote:




Yeah i think its logical too, but the illogical part of it is giving TKM's in effect perfect armor that will never be available from armorsmiths....


If we need perfect (all 1000's) resources to hit 10000 points just to get 60% armor and TKM's get 60% armor at master dont you think that is a little stupid? I mean we MAKE armor, they practice martial arts, you would think we could make better protection than what a martial artist can do with just his body....







Bugs me a bit too... but after all. TKM is supposed to be the uber tanking proff in the CU..

but here lies a nother inbalance...


We will see, thats the ppl getting hit the most often dont need armor... thus our market will shrink considerably... cause all groups will have one or two tanker tkms... which will never need new armor and the rest of the group will most likely seldomly hit... thus armor decay will be either very slow, or ridiculous high for each hit...



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TitanTen
Fri Apr 15, 2005 7:48 pm
#31






Sehera wrote:



Bugs me a bit too... but after all. TKM is supposed to be the uber tanking proff in the CU..

but here lies a nother inbalance...


We will see, thats the ppl getting hit the most often dont need armor... thus our market will shrink considerably... cause all groups will have one or two tanker tkms... which will never need new armor and the rest of the group will most likely seldomly hit... thus armor decay will be either very slow, or ridiculous high for each hit...





Yeah TKM is supposed to be the best tank, but why at the expense of our proffesion?


And the armor decay thing is just going to make our prices skyrocket even more. A 20% profit doesnt seem so good when you are talking about 1 sale a week.....





MekWare Armor
Mekroig and Curate
+12 Point Smiths
Trinity City, Dantooine
Brutus_Krylop
Fri Apr 15, 2005 8:09 pm
#32






Sehera wrote:


Bugs me a bit too... but after all. TKM is supposed to be the uber tanking proff in the CU..

but here lies a nother inbalance...


We will see, thats the ppl getting hit the most often dont need armor... thus our market will shrink considerably... cause all groups will have one or two tanker tkms... which will never need new armor and the rest of the group will most likely seldomly hit... thus armor decay will be either very slow, or ridiculous high for each hit...





I think you're overestimating the effect of the Teras Kasi tank. Not everyone will be going Teras Kasi (other than the damage avoidance, it's a fairly sparse profession at present),not every group going after single-mob high-end content will have multiple TK tanks, and tanking is never a 100% deal. Swordsmen, Pikemen, and to a lesser extent, Pistoleers will all still perform some tanking duty in group PvE.


Everyone is going to take a good deal of damage -- it's inevitable, and the way the system looks to have been designed. PvPers will continue to need a good deal of armor. One thing that makes armor more durable under the current system is that the amount of damage taken is what precipitated the decay -- with 90% armor, that was a pretty small armor. Capping the armor at 60% will cause more decay.


The net effect is indeterminate right now, but I think it's too early to say that armor will not be in demand at all post-CURB.







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Blixtev
Fri Apr 15, 2005 8:54 pm
#33






TitanTen wrote:





Sehera wrote:

Here is alink for a Stats vs Protection Diagramm based on Okrams values.


http://www.imagedump.com/index.cgi?pick=get&tp=236658&poll_id=0&warned=y


as you will see, the max protection armor will grant based on this values is roughly littel over 60% maybe 65% at most



Sehera








Yeah i was working on making that same graph. I think that as you plot it out the maximum protection is going to be 60% at 10000 points. Which is in my mind stupid as a TKM already gets 60% innate armor, which will be "impossible" for us to acheive in normal play.


The formula just looks a simple inverse parabolic formula designed to garner diminishing returns on armor. Why they put the point system in is beyond me if they just made a max of 60% reduction.






Before "TKA's get 60% armor" becomes folklore I want to point out that is incorrect. The TKA + armor translates into 6000 armor(still tweaking this number).


Nice to see the number crunchers have already shown the end balance of armor stats.





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Star Wars Galaxies
Skywalker123
Fri Apr 15, 2005 9:04 pm
#34






Blixtev wrote:






TitanTen wrote:





Sehera wrote:

Here is alink for a Stats vs Protection Diagramm based on Okrams values.


http://www.imagedump.com/index.cgi?pick=get&tp=236658&poll_id=0&warned=y


as you will see, the max protection armor will grant based on this values is roughly littel over 60% maybe 65% at most



Sehera








Yeah i was working on making that same graph. I think that as you plot it out the maximum protection is going to be 60% at 10000 points. Which is in my mind stupid as a TKM already gets 60% innate armor, which will be "impossible" for us to acheive in normal play.


The formula just looks a simple inverse parabolic formula designed to garner diminishing returns on armor. Why they put the point system in is beyond me if they just made a max of 60% reduction.






Before "TKA's get 60% armor" becomes folklore I want to point out that is incorrect. The TKA + armor translates into 6000 armor(still tweaking this number).


Nice to see the number crunchers have already shown the end balance of armor stats.






Oh and BTW those number crunchers were supplied with those number by the AS Corr you helped can. Please press you computer off button before you nerf the AS prof anymore




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InfluenzaSWTA
Fri Apr 15, 2005 9:05 pm
#35

Isn't it past your bedtime, Skywalker?



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Skywalker123
Fri Apr 15, 2005 9:06 pm
#36

Probably older than you are just pissed and rightfully so . . . so move along



Power Nine - 12pt Master Armorsmith

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TitanTen
Fri Apr 15, 2005 9:09 pm
#37






Blixtev wrote:






TitanTen wrote:





Sehera wrote:

Here is alink for a Stats vs Protection Diagramm based on Okrams values.


http://www.imagedump.com/index.cgi?pick=get&tp=236658&poll_id=0&warned=y


as you will see, the max protection armor will grant based on this values is roughly littel over 60% maybe 65% at most



Sehera








Yeah i was working on making that same graph. I think that as you plot it out the maximum protection is going to be 60% at 10000 points. Which is in my mind stupid as a TKM already gets 60% innate armor, which will be "impossible" for us to acheive in normal play.


The formula just looks a simple inverse parabolic formula designed to garner diminishing returns on armor. Why they put the point system in is beyond me if they just made a max of 60% reduction.






Before "TKA's get 60% armor" becomes folklore I want to point out that is incorrect. The TKA + armor translates into 6000 armor(still tweaking this number).


Nice to see the number crunchers have already shown the end balance of armor stats.







Thanks for posting...


I had just read on the TK boards that it was 60% but 6000 points is a little better, around 48% reduction which would be about advanced battle armor.


While your hear though, care to explain the reasoning behind the point system? Its a little confusing since the points are pre-calculation numbers it seems. Wouldnt it just be easier and more simple to have the points hidden and have the resists percentages shown? Other wise will be explaining to everyone who buys armor about the calculations involved...





MekWare Armor
Mekroig and Curate
+12 Point Smiths
Trinity City, Dantooine
Novock
Fri Apr 15, 2005 9:10 pm
#38






Blixtev wrote:






TitanTen wrote:





Sehera wrote:

Here is alink for a Stats vs Protection Diagramm based on Okrams values.


http://www.imagedump.com/index.cgi?pick=get&tp=236658&poll_id=0&warned=y


as you will see, the max protection armor will grant based on this values is roughly littel over 60% maybe 65% at most



Sehera








Yeah i was working on making that same graph. I think that as you plot it out the maximum protection is going to be 60% at 10000 points. Which is in my mind stupid as a TKM already gets 60% innate armor, which will be "impossible" for us to acheive in normal play.


The formula just looks a simple inverse parabolic formula designed to garner diminishing returns on armor. Why they put the point system in is beyond me if they just made a max of 60% reduction.






Before "TKA's get 60% armor" becomes folklore I want to point out that is incorrect. The TKA + armor translates into 6000 armor(still tweaking this number).


Nice to see the number crunchers have already shown the end balance of armor stats.







Does it matter much? Just being honest here but in system that allows level to dictate dmg taken your level has far more to do with the dmg you take than armor or any defense. IN the curent System a full combat template verse a mix template, we'll use swordsman/armorsmith for example, will be 50 levels higher. The full combat template can wear no armor the swordsmen/armorsmith can be in fullarmor and will most likely still be one shot incapped with current dmg modifiers.


In the system its seems armor, strength of weapons, foods and strategy will only matter when fighting something the same level. Unless the dmg multipliers are removed armor is not needed anyway as long as you fight critters your level.


So we are seeing a system like evry other system outhere where level is all that matters. So much for the idea if including everyone unless you are full combat template you can forget about PvP unless you are grped with someone eklse to raise your level. And then when you throw Jedi into the mix and their level is that much higher from FRS who ever is in theregrp will be untouchable but a grp of common full template combat proffession forcing them to "must have" a high level jedi.


The dmg mulitpliers will kill PvP.





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Okram2k
Fri Apr 15, 2005 9:12 pm
#39

guys try to keep flaming out of this thread, I'd hate to see this one get deleted



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