Armorsmith Archive

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

Rinviero
Sat Apr 16, 2005 1:44 am
#66






TitanTen wrote:








Arem wrote:


I have already pointedout that the cap on armor value by experimentation is 7200 points. The opposing bonus/malus of Reconnaicance and Assault caps at 8200/6200. So without any high impact enhancers, we will never see 10000 point armor.


See my post about the experimentation formula:


http://forums.station.sony.com/swg/board/message?board.id=armorsmith&message.id=84015






Yes i read that but what we were saying is the theoretical max to armor is 10000 points and 60% resists. The actual attainable value is nearly always less than the theoretical max, in any testing. I am sure they did this to allow for slicing and enhancements, but I am almost positive something sliped through the cracks and will allow >10000 armor.










Thats what the layers are for, we will never be able to get 10,000 across the board, but we can get it with just on stat (energy or kinetic) I would say for sure.... for example assult armor with a couple of kinetic layers and a couple of primus layers would get there I expect...

gera
Sat Apr 16, 2005 1:46 am
#67






Blixtev wrote:



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.







Blixtev, here is a tricky question :


If you are TKM padawan, which armor will override? Highest Value one which is TKM? or just jedi one which will be +20 at the first step?

if TKM + Pikeman for example, which will override Battle Armor or TKM Innate armor or will stack?


Message Edited by gera on 04-16-2005 01:52 AM




Armor removed from Jedi so they can be kited 'as designed' - Blixtev

TitanTen
Sat Apr 16, 2005 1:48 am
#68






gera wrote:





Blixtev wrote:



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.







Blixtev, here is a tricky question :


If you are TKM padawan, which armor will override? Highest Value one which is TKM? or just jedi one which will be +20 at the first step?





Great question... This is one of those things that could easily be overlooked in coding




MekWare Armor
Mekroig and Curate
+12 Point Smiths
Trinity City, Dantooine
TitanTen
Sat Apr 16, 2005 1:49 am
#69






Rinviero wrote:




Thats what the layers are for, we will never be able to get 10,000 across the board, but we can get it with just on stat (energy or kinetic) I would say for sure.... for example assult armor with a couple of kinetic layers and a couple of primus layers would get there I expect...



Good point, as soon as someone hits MAS on TC-EP3 we should have them test it, but i fear without our great resources on live we can not fully test it unless someone on Bria or Gorath (i think) tries it out...




MekWare Armor
Mekroig and Curate
+12 Point Smiths
Trinity City, Dantooine
JangoFett100
Sat Apr 16, 2005 3:20 am
#70

I ran a quick TKM test, and it said my armor absorbed 26 of 54 points of damage taken. I'd say that's some pretty good natural armor.



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Keeper32
Sat Apr 16, 2005 6:46 am
#71






Novock wrote:


No I wasn't aware of the fact. I was under the impression that the modifier remained and the only thing changed was they were lowered by 30% in PvP. My apologies for not being on top of it but I can't find even after your statement where the devs have stated the modifiers will not work in PvP. So instead of calling me a troll for voicing what I believed would be a problem that needed to be address maybe you can point me to a thread where a Dev has stated this. Thanks have and have a great day.








It's posted as part of this threads testings. Not by a dev, but by simple analysis. The very first posts states it.



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mistereous1
Sat Apr 16, 2005 7:30 am
#72






Blixtev wrote:






TheBlacknight15 wrote:

You would think the number crunchers over at SOE would have known this before hand...




We do, it's just always nice to know the formula is correct.


A question a bit high up about why change it to points instead of percentages was asked. Using points allows us to put in more methods of advancement and enhancements as time go by without ending up like the old system. A 200-500 enhancement seems nicer on the surface than a .2% to .5% gain would.







I can actually see the point of this. We AS know that there are hidden decimals in armor and have figured out how to use them effectively. Some of our armor is 70% protection, but it's really 70.25% This gives a way to show the end user that is not as well versed in armor how much protection they are really giving. Necessary, probably not...more of a to'mato/tom'ato issue.


Still it is good to see the lines of communication open...Hopefully it can STAY a little more frequent.




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Ajo79
Sat Apr 16, 2005 12:36 pm
#73

These numbers confirm the little testing I've done so I believe them. Frankly I think the current resists are pretty ok. Armor helps, but they are not uber. Good work.


But the 4 figure numbers doesn't realy make sense. Please bring back Percentages, since everything should be easy and accessable after CURB, correct?


Now bring back the old crafting system.



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DaBarge
Sat Apr 16, 2005 12:49 pm
#74

Come on now these devs have gone through theoretical calculas letthemuse it at least once with the useless ass numbers in the armor so they can feel good about their education, cause otherwise they are failures in their programming profession. Either that or EQ holdovers, whichever worthless.
TitanTen
Sat Apr 16, 2005 1:39 pm
#75

bump, for the sole reason that i think this should qualify as a sticky, at least short term.



MekWare Armor
Mekroig and Curate
+12 Point Smiths
Trinity City, Dantooine
Aramathin
Sun Apr 17, 2005 10:41 am
#76






Moge_Tira_Tru wrote:

I think he was talking about a single loot object. per piece of armor you can have a Segment attachment, Core attachment, Biological-Mechanical Cartridge, Feathered Appearence Enhancement and a Armour Appearence Enhancement.
If each of these can offer a 0.5% increase and you can have 7 pieces of armor (gloves and boots dont count anymore) then you can have up to a 15% increase in armor.

Granted that is a lot of loot to gather but for hardcore PVP'er that is a big upside.

Message Edited by Moge_Tira_Tru on 04-16-2005 12:31 AM




The only problem with this is that all the enhancers add points, not %.


This also works with slicing - here are examples using the previously posted formula.


2000 (19.4%) increased by 20% to 2400 (23%) is a 18.6% gain in actual protection.


5000 (41.9%) increased by 20% to 6000 (47%) is a 12.2% gain in actual protection.


8000 (53.6%) increased by 20% to 9600 (55.4%) is a 3.4% gain in actual protection.



Unfortunately we need to refine the formula, as it tops out around 9750 (55.4%) after which the protection goes down.


The situation with point add items as opposed to % adds is even worse! for a 100 point gain:


2000 (19.4%) to 3000 (28.1%) = 50% gain in points but 44.8% gain in protection


5000 (41.9%) to 6000 (47%) = 20% gain in points but 12.2% gain in protection


8000 (53.6%) to 9000 (55.1%) = 12.5% gain in points but 2.8% gain in protection



For higher levels of armor, slicing or adds may not even be worth any disadvantage that comes with it. The only use I can see for slicing armor over about 7500 is to bring the secondary protections closer to the level of the main protection.




Aramathin
12 point Master Armorsmith (and Weaponsmith/Artisan/Politician by NGE)
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HairlessWook
Tue Apr 19, 2005 4:07 pm
#77

I had not realized I was sorround by such intellectuals...keep up the good work. Y'all treat this like an engineering final...now at least I dont seem so out of the ordinary crunching Armor stats in decimal increments.



Nelorr
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Carrion1
Thu Apr 21, 2005 11:55 am
#78






Expedience wrote:

I believe the demand for armor will go way down. Currently people chew up armor by tanking high level creatures. Everything in this cu is so level based anyone fighting a creature over their level will be taking a trip to the cloner with or without armor. If you want to fight higher level creatures than yourself you must group to artificially raise your level thus reducing the damage you take. TKA's are the best tanks and they can't wear armor. I think the only necessary place for armor will be in pvp.







Hmm, doubt demand will be down even if this becomes true. If a person dies against a critter even insured they take a condition hit. But honestly now with all armor being the same resitances, you will have a person walking in and buying 10 suits of armor just so they can have 10 different looks, or they will special order the same armor in many different colors.... Basically we just became glorified Tailors.





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