Armorsmith Archive
Thread: The Complete Guide to Armor and Armorcrafting
I didn't include that because it's more properly a province of artisan, but, the answer is:
Wind Generators
Grind crafting tools (I think they use about 20 resources, so that's 40xp per craft) until you hit Engineering III. The macro works well for this, although you'll probably want to tinker with it, using about 7 or 8 tools and shortening the pauses. Once you hit engineering III, figure out how many generators you're going to need, accumulate the resources, and plug the wind generator schematic into your macro. At about 250 resources a pop, that's500 xp (plus practice xp). You'll make master artisan in about ten minutes, master armorsmith (or any crafting elite profession) about ten minutes after that, assuming you have the resources on hand. Trust me, the grind gets a *lot* harder from that point on.
Bio Enhanced armor was only able to be made for a very short period of time after the last patch. It can no longer be made.
Basically, what is done is the following: Certain tailor components (reinforced fiber panels and synth cloth, to be specific) have a slot for 'bio engineer tissue enhancements'. Various tissue enhancements made by your friendly bio engineer will fit into these slots. When the completed component is used in a tailor product that requires it, the bonuses will imbue onto the final product. For a brief period of time this worked in armor too, but it was apparently a bug and was fixed.
Nice Work JaatoWalls. I finally got around to reading it and I think this is great.
I noted some of the changes that some others here already pointed out, so I won't restate them.
/clap; Great Job!
Chitn experiments out to about 19/16 all the way down. What is going on? I've never seen any value anywhere near 35 or 40 for anything. Are you adding up all the pieces?
For ubese, try focusing entirely on the special resistance- kinetic. Experiment fully the 'experimental resistance' on both the segments and the final product and only put leftover points in 'durability'. Also, if you have them, toss on a layer. on ubese the encumbrance penalty isn't much for a single layer, even a heavy layer, and it can make up to an 15 point difference with a maxed kinetic layer.
On other suits you want to focus primarily on the base resists. Specifically, on kinetic, you want to go base resists all the way, although you may want to focus on the HAM for any layers you put on. Do not experiment special resists on composite (except the layers) as ithere is a bug that will cause problems.
As someone who just took up armoursmithing yesterday, I found this guide to be extremely valuable and also to a lesser note, very well written. This really should be in the manual, not stickied to a forum.
Brilliant work Jaato.
In your explanation of the math behind experimental qualities, you stated that stats not in a resource are not included in the average. Are you sure about this?
I have always assumed (without any evidence) that a missing stat has the value of 0. So, a resource with noSR stat, has anSR of 0(for example). That make more sense to me, and that's why I am asking.
Using your math, if an item you are making is x% OQ, y% SR (with quantities n1 and n2, and the two resourceyou are using have the stats a1 OQ, b1 SR and a2 OQ, no SR, then the equation would be
AverageOQ = ( n1 * a1 + n2 * a2 ) / ( n1 + n2 )
Average SR =( n1 * b1 )/ n1, which is equal to ( n1 * b1 + n2 * b1
/ ( n1 + n2 )
This means that the valueof a missing stat is effectively equal to the average of the others.So if you have a choice between a resource in which a stat is lower than the averageand a resource that is missing that stat, you should choose the resourcethat is missing thestat. That doesn't seem rightto me.
Nope, substantial testing has been done to establish that if a stat is missing it is removed from the equation, not treated as zero.
Try running a quick experiment. Pick an item that has 2 resource requirements and requires something other than OQ (which everything has). Use one resource that has that attribute and one that doesn't and plug it all into the formulas in the math section. You should see that the equation that removes it entirely works out to your starting/max percentages while the one that substitutes a zero doesn't.
For instance, just in simplistic terms, some basic things just don't settle with me. I tell people the stats of my armor - such as, this ubese armor jacket. In my EXAMINE window I see
Kinetic 16%
Acid 11%
Blast 11%
Energy 11%
Electricity 11%
Restraint 11%
Health 101
Action 45
Mind
Now I know that my
I'm personally very frustrated. I just can't seem to understand. I read, re-read, and don't understand the real world results of what I see.
For instance, just in simplistic terms, some basic things just don't settle with me. I tell people the stats of my armor - such as, this ubese armor jacket. In my EXAMINE window I see
Kinetic 16%
Acid 11%
Blast 11%
Energy 11%
Electricity 11%
Restraint 11%
Health 101
Action 45
Mind 23
Now when I tell folks that I am making UBESE like this I get these replies about how this armor totally sucks because they've seen 60% and 70% Ubese. I know my ingredients are high quality except the rare neutronium is low malleability. My guess is that some folks are adding the 50%, assuming a non-armor piercing weapon?
The other thing that confuses me is that the guide and my friends say that encumbrance only affects secondary stats. Well, my soon-to-be-smuggler puts this Ubese on, his *primary* stats drop!
So, I'm left totally clueless here...
Question about the weighting of the resources. I have posed this question on the Doctor forum and gotten a response that differs from your FAQ.
I asked:
What if you have a schematic that requires unequal amounts of resources? For example several of the CM schemes require 4 non-ferrous, 10 fungi and 15 chemical. Do you just add up the OQ (or whatever) in equal amounts or do they get weighted?
Scenario #1 - (Non-ferrous+fungi+chem)/3000 = some percent
Scenario #2 - (((non-ferrous*(4/29))+(fungi*(10/29))+chem*(15/29)))/3000 = some potentially very different percent
_______________
The official response from the Doc correspondent was:
The quantities are irrelavent, of that I am 99% certain. Just like th quantities of component are irrelavent. It only read teh stats from 1 thing in the stacks, whether that is resources or components, and that is all that matters. So your first equation would be the correct one.
______________
You, on the other hand, state that the amounts do matter. Has testing been done on this? Do the AS schemes usually require different amounts of resources?
Thanks.
Hmm, we've always operated on the assumption that quantities *do* matter, but just to be sure, I'll double check this tonight.
Just thinking off the top of my head, last night I made a few Swoops and Speederbikes. The ingrediant ratio on both is 4 ferrous to 1 nonferrous (I did not make any landspeeders which have a different ingrediant ratio). The ferrous metal I used had a SR of about 923 and the nonferrous was around 660.
A. If the ingrediants are, in fact, weighted, the final percentage should have come out to be around 87% ((4*923)+(1*660))/(5), giving an AWEQ of 870, which would result in a max experimental percentage of 87%.
B. If the ingrediants are, in fact, not weighted, the final percentage should have come out to be around 79% (923+660/2), giving an average experimental quality of around 790, which would result in a max experimental percentage of 79%.
My vehicles ended up having a max experimental percentage of 87%, suggesting that hypothesis A, involving weighted resource qualities, is correct, at least for vehicles.
Note, however, that this is just what I remember off the top of my head. I'll make up a vehicle later on tonight and double check it.