Armorsmith Archive
Thread: what stats do you need on battle armor segments to reach unlayered cap
This post below, to someone that has read the stickies, btw, is one of the most helpful things I have read in the forum so far, as a very new AS. (not slamming anyone either, there is a lot of good info on the forum). I would love to see this as a starting point to a newbie guide.
--Chattaming
WittyNewt wrote:
Alex, as others have said there is no magic number on segments thatensureshitting the cap without your core resources beingdecent as well.
The maths is surprisingly simple post CU
. Advanced core armor works out as follows, I am considering elemental protection here, as its the easiest to work with when looking at caps.
Each segment can add a maximum of 1000, 3 segments for a total of 3000 maximum possible if resources are perfect.
The core can add a maximum of 3000 on its own with perfect resources.
The final combine will add 400.
So if there was no cap and you had perfect resources at segment and core you could get 6400. Of course, there is a cap at 6000 so anything over 5600 at final experimented core stage is wasted.
Obivously, when working out the kinetic and energy caps for recon and assault you just need to subtract/add 1000 from the elemental base.
So recon is 7000E 5000K 6000B, battle is 6000 for all and Assault is 5000E 7000K 6000B
The nice thing about getting the best segments you can is that it allows you to use 1 or 2 sub standard core resources. Segments use relatively generic resources so collecting excellent segment resources is quite easy. However, collecting excellent core resources is harder due to them being named ones.
Being in the amormsmith business for nearly 2 years has allowed me to collect excellent resources for most of the new requirements. My segments are 975+ for all three armors. This means for example I can use pretty rubbish bristley and still get a 5600 core and get to the cap.
I also choose my core resources wisely to make sure I can as close to the 5600 mark as possible before I commit to a factory run and don't go much over it so that I can save some of my uber resources for those times when good stuff might be lacking.
Kreen
Message Edited by WittyNewt on 07-06-2005 08:52 PM
WittyNewt wrote:
Alex, as others have said there is no magic number on segments thatensureshitting the cap without your core resources beingdecent as well.
The maths is surprisingly simple post CU
. Advanced core armor works out as follows, I am considering elemental protection here, as its the easiest to work with when looking at caps.
Each segment can add a maximum of 1000, 3 segments for a total of 3000 maximum possible if resources are perfect.
The core can add a maximum of 3000 on its own with perfect resources.
The final combine will add 400.
So if there was no cap and you had perfect resources at segment and core you could get 6400. Of course, there is a cap at 6000 so anything over 5600 at final experimented core stage is wasted.
Obivously, when working out the kinetic and energy caps for recon and assault you just need to subtract/add 1000 from the elemental base.
So recon is 7000E 5000K 6000B, battle is 6000 for all and Assault is 5000E 7000K 6000B
The nice thing about getting the best segments you can is that it allows you to use 1 or 2 sub standard core resources. Segments use relatively generic resources so collecting excellent segment resources is quite easy. However, collecting excellent core resources is harder due to them being named ones.
Being in the amormsmith business for nearly 2 years has allowed me to collect excellent resources for most of the new requirements. My segments are 975+ for all three armors. This means for example I can use pretty rubbish bristley and still get a 5600 core and get to the cap.
I also choose my core resources wisely to make sure I can as close to the 5600 mark as possible before I commit to a factory run and don't go much over it so that I can save some of my uber resources for those times when good stuff might be lacking.
Kreen
Message Edited by WittyNewt on 07-06-2005 08:52 PM
thanks man that answered my questions basically
if everyone could have been so helpful
/unflame
cl0kwerq wrote:
What is all this about caps? This question alone shows you know pretty much sweet FA about crafting armour. Why start a post asking a question "What's all this...." and then go on to tell us that we're talking out our arse?
My buddy on Flurry regularly makes armor that hits about the 7k mark unlayered. Yes, i'm sure he does; and if it's unlayered as you claim, then the only stat to hit 7k on resistances will be the energy res. if it's Recon, or the kinetic res. if it's Assault. Please please please I beg of you to reply claiming he's making unlayered with any other stats going over 6k.
Whoever said the cap was 6k should rework their numbers. That's just the point where the diminishing returns really start kicking in No no no bloody no. How about you go do some research, and "rework" your post as all unlayered is capped to 6k. Assault and Recon have a 1k tradeoff between the energy and kinetic resistances, with Assault it goes in the Kinetic direction, with Recon it goes in the Energy direction, but the "base cap" is still 6k for all armours.
Seriously though, it's not a good time to come to the AS forum making really dumbass posts telling us we don't know what we're talking about as AS's. A lot of us are cranky about the nice long list of bugs which are getting pretty much outright ignored by the Devs. I visit the AS forums multiple times a day, and nearly every time I come to check and see that we still have no response about these bugs, it just infuriates me a little bit more. Then I see people like you posting idiotic claims and it just irritates me all the more. Most of the time I ignore them and in the spirit of the Empire, I move along.
I just couldn't resist this time
Message Edited by Turkina on 07-06-2005 08:35 PM
Alex, as others have said there is no magic number on segments thatensureshitting the cap without your core resources beingdecent as well.
The maths is surprisingly simple post CU
. Advanced core armor works out as follows, I am considering elemental protection here, as its the easiest to work with when looking at caps.
Each segment can add a maximum of 1000, 3 segments for a total of 3000 maximum possible if resources are perfect.
The core can add a maximum of 3000 on its own with perfect resources.
The final combine will add 400.
So if there was no cap and you had perfect resources at segment and core you could get 6400. Of course, there is a cap at 6000 so anything over 5600 at final experimented core stage is wasted.
Obivously, when working out the kinetic and energy caps for recon and assault you just need to subtract/add 1000 from the elemental base.
So recon is 7000E 5000K 6000B, battle is 6000 for all and Assault is 5000E 7000K 6000B
The nice thing about getting the best segments you can is that it allows you to use 1 or 2 sub standard core resources. Segments use relatively generic resources so collecting excellent segment resources is quite easy. However, collecting excellent core resources is harder due to them being named ones.
Being in the amormsmith business for nearly 2 years has allowed me to collect excellent resources for most of the new requirements. My segments are 975+ for all three armors. This means for example I can use pretty rubbish bristley and still get a 5600 core and get to the cap.
I also choose my core resources wisely to make sure I can as close to the 5600 mark as possible before I commit to a factory run and don't go much over it so that I can save some of my uber resources for those times when good stuff might be lacking.
Kreen
Message Edited by WittyNewt on 07-06-2005 08:52 PM
ApostleofWanderhome wrote:
There is no magic number on segments in order to get cores to max out.
For instance, I have 968 on recon segments and barely max out recon cores. The culprit is lokian leathery.
Then, I get 931 on assault segments (without using my best polymer or iron). I max out assault using many 2nd best resources. The hero this time is Dantooine Wooly.
In other words, the hide hasa huge influence on armor.
Message Edited by ApostleofWanderhome on 07-06-2005 10:00 AM
WittyNewt wrote:
Thanks guys you caught me on a good day
Nyyxx wrote:
WittyNewt wrote:
Thanks guys you caught me on a good day
/golfclap ty
My first sets of unlayed battle came out 5657/5657 43500 cond
my segs were 918 (2754 total, down 246). So according to that my core was only 2503 (down 500)
My Beyrllius is only 550ish ave. That has got to be my major dilema and I cant find any better on the whole sever.
I could probably get my cores to 940ish maybe 950 but that still wont hit 6000. Maybe 5700's.
Would one so so primus help me get to 6K?I(my resources are bad for this btw)
Yes, your sums look right. The copper is not very good and is a prime candidate for upgrading. However, the gap you have is unlikely to be closed just by addressing the copper. Also, bear in mind that its possible that you can make up that difference by improving several other resources if fixing the copper is too difficult.
For example, my battle segments are 982 and with these I can hit the cap when I use bristley hide with 520 average and a relatively weak extrusive ore because my other resources are excellent.
For segments the key resources are the polymer/fiberplast and the steel because alot more is used per segment and so the weighing of these is higher. Improving these can make a big difference.
Primus will close that gap for you but you will use double the amount of resources doing it. A fully layered primus segment will add a max of 200 to kinetic and energy and reduce elemental by 200, thats with perfect resources. 3 segments per core for a total of 600. Assume you are making decent primus layers at 40/-40. 3 segments per layer for a total of 480. Then you can expect your finished armor stats to be:
6137 E and K 5177 B
Cap for primus battle is 6600 K and E 5400B
Kreen
Message Edited by WittyNewt on 07-07-2005 11:07 PM
ZK Combat Gear - 800m from Threed Starport on Naboo, waypoint -4643 3380
Kreen - Armorsmith+2, Artisan, Merchant, Master Carbineer. RIS Certified
Moeru - The all new SOE harvesting template MBH, MRifles Pistols 0404. (Goodbye Master Ranger until the revamp)
Can you explain the "harvesting template"?
--Chattaming
ravingbantha wrote:
Yeah really hoping that sometime soon we see a good Spawn of Naboo Bristley, since the CU hit We have seen 2 really good Lokian Leathery and a really good Dant Wooly, but naboo Bristley continues to be lacking... the best spawn since the CU is the current one with about 800 OQ and 500 SR....
We finally got a good spawn of naboo Bristley on Starsider this week.. Its a 919 average. To compensate, they threw us some 84 average Dant Wooly... even better, it's DR is 10... so its pretty worthless all around