Armorsmith Archive

Thread: How experimentation now seems to work on Test

Fzoul_Inost
Tue Mar 02, 2004 2:23 am
#40


These are the best resources on Europe-Chimaera that has been tracked via swgcraft.com. Have only been master a few months, so not sure there wasn't anything better available before that which wasn't tracked.


Eaviciria Axidite Iron
CR=328 CD=155 DR=583 HR=693 MA=191 OQ=967 SR=566 UT=550


Trihidi Neutronium Steel
CD=398 CD=328 DR=737 HR=775 MA=205 OQ=812 SR=725 UT=622





Fzoul Inost [Master Rifleman / Master Doctor / Imperial Pilot Ace]
Ariela Nassin [Master Merchant / Master Artisan / RSF Pilot 4444]
"nameless" [Jedi Padawan]

JaatoWaals
Tue Mar 02, 2004 5:24 am
#41

I'm not arguing that resource caps aren't hard coded. We all know that plumbum has never had a cond above about 100. However, in general we don't get the sort end of the stick when it comes to hard caps compared to other professions. The following things seem to be hard capped:


berrylius copper (SR 500)


polysteel copper (SR 800)


axidite iron (SR 700)


Neutronium Steel (SR 800)


Those seem to be the big ones. Naboo fibroplast is not capped, nor is polymer, intrusive ore, or many of the other resources we use. Coppers all seem to be hard capped at around SR 900. Low, yes, but not going to utterly kill experimentation like plumbum does to weaponsmiths, especially since you need them in combinatino with other things.


Someone asked how they have forestall this change. The best thing you can do is go to the In Testing thread related to experimentation and post! That is the place where the devs look for comments on this issue. You should also go to TC and quickly test some of the changes in general. You can do that with a novice artisan and some sampled resources. Thus far, very few people seem to be raising a ruckus, especially given how people reacted the last time this change came down.





Waals Industries

-Armor for the new Imperium-

www.hrafnwarband.org
MonroeThanes
Tue Mar 02, 2004 9:10 am
#42

this is a great explanation of the new system, im a weaponsmith but some of my best friends are armorsmiths. i wanted to pop in and ask if maybe your correspondent could help point the devs to this post? Logix over in the weaponsmith forum has shown no inclination to do so. this is an issue that hits you harder than it does us, lord knows armorsmithing is hard enough already without a nerf. lets try to bring this to attention since we get to take the heat from our customers who dont understand the crafting system, all they see are worse goods, get ready for more, "your stuff sux" tells.



I'm Monroe Thanes and I approve of this message.
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Vote Democrat! They've got a traitor and an ambulance chaser this time around!
Rorrak37
Tue Mar 02, 2004 12:41 pm
#43

Great, more people begging me to make them armor, this is the last thing I need. Well it looks like the low enc suits are about to go up in value. Time to make some "pre nerf" armor.


- Rorrak





Master Armorsmith
Master Smuggler

Master TKA
Master Doctor
Riftmeister
Tue Mar 02, 2004 6:01 pm
#44


Alright, this is coming from a 12-point smith that has been around since launch. I think that this patch is going to change the Armorsmith (and Weaponsmith, and Food, and probably Medicine) profession(s). The fact that I have xx million and been around since luanch does not change the fact that the best Beyrillius on my server has 464 SR. It does not change the fact that the best Colat to ever spawn on my server has 670 OQ and 753 SR. What does this mean? It means as far as experimenting in 2 catagories, I'm screwed. It's either all-or-nothing with this "fix"(which brings up the point of why the hell are they fixing something that's not broken?). I pride my armor as great resists and great encumberance to go with it, but no longer will I have good encumberance. I'll be stuck with some ungodly 900/950/1000 Encumberance armor that even withbuffs will ruin sub-stats. At least that's what I've gathered so far. A 20% reduction in main experiments and 40-50% in secondaries? Un-freaking-acceptable. There's no need at all to screw over the ENTIRE crafting community (which supplies the rest of the community with their goods) for NO reason whatsoever.




Rift
Master Armorsmith working with 12 Experimentation points.
JaatoWaals
Tue Mar 02, 2004 8:31 pm
#45

Thunderheart has made a number of comments on this issue over on the Weaponsmith experimentation change thread. I'd advise everyone to go read it.


http://forums.station.sony.com/swg/board/message?board.id=weaponsmith&message.id=36718#M36718


The bad news is, based on the public comments the developers have made over the last week, my own impression is that it's pretty certain this patch is going to go live. The Developers have clearly spent a lot more time thinking about it this time around and they've got a lot of confidence that this is the way it should be (regardless of the titanic change it's going to cause to the economy).


That said, I'm still very concerned about the fact that in all cases, at least for armorsmiths, it takes more than 10 points to hit the cap, even if you spend all those points in one line. In other words, if the cap for a given set of resources on a statistic is an experimental percentage of 87% and I spend all ten experimentation points, I'm still only at 84%. In some cases the differences are as much as six points. This is with all 'great' successes.


Likewise, my earlier optimism with regard to single-line experimentation does not seem to quite hold true for armorsmiths. While it seems that you can easily hit 100% using only 940 qual materials when making artisan items, with armorsmith items that number is actually closer to 92%. Before this patch is pushed live I highly recommend that the maximum experimental percentages be brought closer in line with the actual qualities of the resources, at least with respect to armorsmith items, where the maximum quality is actually lower than it apparently should be.





Waals Industries

-Armor for the new Imperium-

www.hrafnwarband.org
AtlantisCH
Tue Mar 02, 2004 9:34 pm
#46

There is also a thread in the TC forums discussing the changes on TC, may be useful information there.



AtlantisCH

Master Armorsmith (Radiant)
Vendors: TBA
LemyDaBigHairyWookie
Wed Mar 03, 2004 1:27 am
#47






Shilak wrote:


2) Shifting vulnerabilities on RIS, Tantel and Personal Shield Generators. This has to be something to do with the fact that these items are meant to have no vulnerabilities, surely it cant take more than a few hours of a devs time work out why this happens, its a piece of piss to reproduce and I am sure they would have some decent debugging software available to trace what happens to the relevant object attributes.


3) General overpowered nature of higher end armour. Some people will disagree with me here, but 90% resists on armour is just too much, especially when stacked with a 50% shield generator. They should adjust all types of armour down and introduce a new maximum of 75%. Reduce all armour effectiveness bydropping chitin/tantel by 5%, ubese/padded by 10% and composite/RIS by 15%, this should be retrospectively applied to existing armour to avoid pre-nerf crazes.


What a lot of people seem to fail to understand is that in the current state of the game all professions are overpowered when it comes to PvE, any player with a combat profession, decent buffs/food and high end armour/weapons can solo multiple red cons at a time with ease. SOE need to address this as soon as possible, as their arent really any PvE challenges in the game, even the toughest of mobs is beatable by a few organised players. I think this change to the crafting system is a small step in the right direction, it should take a long time and a lot of effort collecting resources to make the best armour in the game.


Anyway, Im half expecting to get flamed for this post. To those that decide too, at least think about the current situation in the game, with respect to PvE, before you do so.





The last piece of RIS we made on tempest has NOT shifted stats... PERIOD... that is since they made the latest changesto it...


As far as PvE its not buffs/armor/weapons that allow this... I can solo a 40k NPC with nothing but my rifle... No buffs, no powerups, no support from others... a 40k ham NPC that would kill me in 1 shot... What is overpowered is the combat professions...Nerfing crafting in general will not change this... The already set caps on the Armors a few patches ago after people started making 100% Resist Composite armor


If this is what you really want then you will be seeing it (sorta)... you will see your armor's final condition drop by 20% no matter if you have good resources or not...





MonroeThanes wrote:


lets try to bring this to attention since we get to take the heat from our customers who dont understand the crafting system, all they see are worse goods, get ready for more, "your stuff sux" tells.





This is exactly what will happen... Even from knowledgable players i STILL get asked by them for Krayt Fwg5... The only thing i can see truely happening is well established crafters will have less compitition and it will be even harder for those people in need to find someone to make things for them AND it will be quite awhile before tells asking for '80% kinetic composite with ham as low as possible' end... and since the armor won't last as long as it used to then you will be spending more and more of your online day stocking vendors...





JaatoWaals wrote:

Those seem to be the big ones. Naboo fibroplast is not capped, nor is polymer, intrusive ore, or many of the other resources we use. Coppers all seem to be hard capped at around SR 900. Low, yes, but not going to utterly kill experimentation like plumbum does to weaponsmiths, especially since you need them in combinatino with other things.


Someone asked how they have forestall this change. The best thing you can do is go to the In Testing thread related to experimentation and post! That is the place where the devs look for comments on this issue. You should also go to TC and quickly test some of the changes in general. You can do that with a novice artisan and some sampled resources. Thus far, very few people seem to be raising a ruckus, especially given how people reacted the last time this change came down.








Intrusive ore is capped... but there are several good ores to pick from when choosing them for armor (Katrium intrusive by far the best with Ionite coming in second)


The reason that people aren't causing such a ruckus is the Holo's have decimated the dedicated Smith community... I am just about the LAST first server month Master Weaponsmith left on our server... All the others have given up crafting in search for Jedi or have tired of the trade... Myself i don't plan on given it up no matter what happens but i still think it is extremely unfair to the newbie Smiths... They even stated in this change proposal that this will make long time masters more proficient than novice masters... As if that is something that wasn't already true enough... Caps on minerals are there by design... And MOST of those limitations were taken into account when the Dev's designed the schematics in the first place...Removing/raising the caps on minerals will only offset these new changes in the slightest... The ONLY way this so called crafting 'enhancement' would truely be so would be if all crafted items were changed to a 1 line experimentation... no more 4 separate lines for weaponsmith, no more 3 lines for armorsmith, no more 4 lines for BioE...


All they are really doing is making the Rich get Richer (I DO NOT consider myself one of them... Just ask my bank balance) as they will have themeans to stockpile pre-nerf weapons/armor/food and then turn around and sell for exorbant prices... They will get those prices as nothing made after this patch will be able to compete with them...Eventually this will change... But not before most people just give up and go elsewhere...





Lemy - Master Weaponsmith/Master Artisan/Master Armorsmith
Couple of Alts - Master BioE, Master Holo-Grinder/Jedi Killer-in-training
Vendors Outside of Coronet @ 828, -4492
"...when you look long into the abyss, the abyss also looks back at you..."
-Frederik Nietzsche-
Ail
Wed Mar 03, 2004 1:57 am
#48






LemyDaBigHairyWookie wrote:





Shilak wrote:


2) Shifting vulnerabilities on RIS, Tantel and Personal Shield Generators. This has to be something to do with the fact that these items are meant to have no vulnerabilities, surely it cant take more than a few hours of a devs time work out why this happens, its a piece of piss to reproduce and I am sure they would have some decent debugging software available to trace what happens to the relevant object attributes.


3) General overpowered nature of higher end armour. Some people will disagree with me here, but 90% resists on armour is just too much, especially when stacked with a 50% shield generator. They should adjust all types of armour down and introduce a new maximum of 75%. Reduce all armour effectiveness bydropping chitin/tantel by 5%, ubese/padded by 10% and composite/RIS by 15%, this should be retrospectively applied to existing armour to avoid pre-nerf crazes.


What a lot of people seem to fail to understand is that in the current state of the game all professions are overpowered when it comes to PvE, any player with a combat profession, decent buffs/food and high end armour/weapons can solo multiple red cons at a time with ease. SOE need to address this as soon as possible, as their arent really any PvE challenges in the game, even the toughest of mobs is beatable by a few organised players. I think this change to the crafting system is a small step in the right direction, it should take a long time and a lot of effort collecting resources to make the best armour in the game.


Anyway, Im half expecting to get flamed for this post. To those that decide too, at least think about the current situation in the game, with respect to PvE, before you do so.





The last piece of RIS we made on tempest has NOT shifted stats... PERIOD... that is since they made the latest changesto it...


As far as PvE its not buffs/armor/weapons that allow this... I can solo a 40k NPC with nothing but my rifle... No buffs, no powerups, no support from others... a 40k ham NPC that would kill me in 1 shot... What is overpowered is the combat professions...Nerfing crafting in general will not change this... The already set caps on the Armors a few patches ago after people started making 100% Resist Composite armor


If this is what you really want then you will be seeing it (sorta)... you will see your armor's final condition drop by 20% no matter if you have good resources or not...





MonroeThanes wrote:


lets try to bring this to attention since we get to take the heat from our customers who dont understand the crafting system, all they see are worse goods, get ready for more, "your stuff sux" tells.





This is exactly what will happen... Even from knowledgable players i STILL get asked by them for Krayt Fwg5... The only thing i can see truely happening is well established crafters will have less compitition and it will be even harder for those people in need to find someone to make things for them AND it will be quite awhile before tells asking for '80% kinetic composite with ham as low as possible' end... and since the armor won't last as long as it used to then you will be spending more and more of your online day stocking vendors...





JaatoWaals wrote:

Those seem to be the big ones. Naboo fibroplast is not capped, nor is polymer, intrusive ore, or many of the other resources we use. Coppers all seem to be hard capped at around SR 900. Low, yes, but not going to utterly kill experimentation like plumbum does to weaponsmiths, especially since you need them in combinatino with other things.


Someone asked how they have forestall this change. The best thing you can do is go to the In Testing thread related to experimentation and post! That is the place where the devs look for comments on this issue. You should also go to TC and quickly test some of the changes in general. You can do that with a novice artisan and some sampled resources. Thus far, very few people seem to be raising a ruckus, especially given how people reacted the last time this change came down.








Intrusive ore is capped... but there are several good ores to pick from when choosing them for armor (Katrium intrusive by far the best with Ionite coming in second)


The reason that people aren't causing such a ruckus is the Holo's have decimated the dedicated Smith community... I am just about the LAST first server month Master Weaponsmith left on our server... All the others have given up crafting in search for Jedi or have tired of the trade... Myself i don't plan on given it up no matter what happens but i still think it is extremely unfair to the newbie Smiths... They even stated in this change proposal that this will make long time masters more proficient than novice masters... As if that is something that wasn't already true enough... Caps on minerals are there by design... And MOST of those limitations were taken into account when the Dev's designed the schematics in the first place...Removing/raising the caps on minerals will only offset these new changes in the slightest... The ONLY way this so called crafting 'enhancement' would truely be so would be if all crafted items were changed to a 1 line experimentation... no more 4 separate lines for weaponsmith, no more 3 lines for armorsmith, no more 4 lines for BioE...


All they are really doing is making the Rich get Richer (I DO NOT consider myself one of them... Just ask my bank balance) as they will have themeans to stockpile pre-nerf weapons/armor/food and then turn around and sell for exorbant prices... They will get those prices as nothing made after this patch will be able to compete with them...Eventually this will change... But not before most people just give up and go elsewhere...








Seeing the intrusive ore I have my hands on i don't think neither OQ or SR is capped on Katrium Intrusive Ore...


I don't see how that patch is going to make the rich richer because I consider myself to be one of the richest AS on Valcyn and there is just no way I would be able to stockpile huge amounts of armor, even running 11 factories 24/7 like I do...

The stuff just sells too quick as it is for me to get time to stockpile and anyway experience has shown me that stockpiling is a bad idea because there is always a better resource that spawn and allow you to get better results....



I don't think this patch will necessary be a bad thing by the way...

Getting amazing success is not that hard and I am already drooling thinking about the layers I currently experiment to 93% ham that could jump up to 100%


All this patch will do is alllow me to mass produce nigthsister's like layers

/drool




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

Jekkra
Wed Mar 03, 2004 9:36 pm
#49


...sorry. deleted my post of upsetness +10...


Message Edited by Jekkra on 03-05-2004 01:37 AM



Jekkra "Da Carpet"
Master Throw Rug.
Master Poophead
Master Chicken
Baaric
Thu Mar 04, 2004 12:00 pm
#50




Shilak wrote:

I wish they would spend more time fixing the other armour issues in the game, namely: -







Agreed.. there are many many other things that they need to actually fix before "revamping" things.






Shilak wrote:

3) General overpowered nature of higher end armour. Some people will disagree with me here, but 90% resists on armour is just too much, especially when stacked with a 50% shield generator. They should adjust all types of armour down and introduce a new maximum of 75%. Reduce all armour effectiveness bydropping chitin/tantel by 5%, ubese/padded by 10% and composite/RIS by 15%, this should be retrospectively applied to existing armour to avoid pre-nerf crazes.







Disagree quite emphatically, but that's not what this thread is about.






Shilak wrote:


What a lot of people seem to fail to understand is that in the current state of the game all professions are overpowered when it comes to PvE, any player with a combat profession, decent buffs/food and high end armour/weapons can solo multiple red cons at a time with ease. SOE need to address this as soon as possible, as their arent really any PvE challenges in the game, even the toughest of mobs is beatable by a few organised players. I think this change to the crafting system is a small step in the right direction, it should take a long time and a lot of effort collecting resources to make the best armour in the game.






Agreed that players are overpowered.. but this is completely SOEs fault. When they nerfed pets/creatures to kingdom come they made everyone overpowered.. this is 100% their own doing.. supposedly for the combat balance. Creatures I used to somewhat "fear" now I just charge in and take on. I also believe that SOE is hung up way too much on this red con thing.. and instead of adjust /con and how it should relate to players.. they're "fixing" players.. Con only ever took into account you character level based on your weapon.. never anything else.. so SOE never did, and still doesn't understand why people can take out RED cons..


After the combat balance comes in this will be a completely different game then it is now.. And whileI disagree with your take on #3, I do believe that is really what this all about. I'm even willing to bet it was more about HAM then anything.. Doc buffs are essentially getting nerfed, though I know some would disagree with calling it a "nerf", This puts a hard cap on max stats. Experimenting will now be for protection OR HAM not both anymore.. you'll have a significant trade off now experimenting HAM. No more 500 power Brandy@49 fillings.


After this patch, and the combat balance.. there will not be a profession left that wasn't hit with the nerf bat, I'm sad to say.


SOE thinks they have database problems now, wait until everyone starts making 1000s of items to trying to get things done before this goes live..


And I have to agree with out corespondent.. it seems like from TH's attitude that these changes are going live not matter what..



In game known as Oset
Former Master Doc, Medic, Rifleman, Squad Leader, Creature Handler, Commando, & Marksman.
Former Architect, Pistoleer & Combat Medic dabbler
Currently Master TKA, Master Artisian, Master Armorsmith.
Shop - Shadowfalls, Talus, Naritus
Centurion
Thu Mar 04, 2004 12:12 pm
#51

[sarcasm on]
Yea, this'll make the game lots more fun ...
[/off]

Guess it might be time to move on to the next one (or maybe back to DAoC). [looks at Devs] Smart move gang! {wonders to himself if they even PLAY this game}

Message Edited by Centurion on 03-04-2004 01:14 PM



Master Sergeant Banzai Draloh, sVn [W]
Master BE/TK
Wefaki J'org, sVn
Master Tailor/Artisan
Wookiee Wonderland Mall, Theed, Naboo: -4858, 3333 (Wefaki's Bioclothes and BE Pets)
Wefaki's Bargain Bioclothes, Kestrel, Naboo: 106 -4339 & -78 -4025

Aselas
Fri Mar 05, 2004 6:40 am
#52

aSHDGAHSASDGFHASDGHASDYGTAUST!!NKASHDGQ!!!!!!



is what i have to say... Im nearing my Master mark (spent a few weeks grinding out mabari) And im already having guildys tell me "Ill only buy from you if your better than XXX or close" And now with this patch its saying "Well, looks like we are shafting the new master armorsmith over even more so than now because they dont have stockpiles (You guys talking millions?! Jesus the most of anything iv had is like 300k copper -i grind with- and i am happy with that!) of DECENT resources, dont know the places to find sellers (Rangers/Resource pushers) And dont have the "word of mouth" about there armor yet. so basicly i get to sit on my master armorsmith title for 3 months making PSG's for my guildmates while i stockpile resources to even attempt to get into the game.... WHY?!




- Signed

One very mad Armorsmith



Kill one man and you are a murderer.
Kill millions of men and you are a conqueror.
Kill them all and you are God.

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