Armorsmith Archive
Thread: The Complete Guide to Armor and Armorcrafting
Message Edited by JaatoWaals on 01-15-2004 07:22 PM
CyberFett wrote:Question about the examples you gave in the guide.
AP3 (T-21 Rifle) vs. AR1 (Composite Armor)
What will be the reduction of damage in PVP if any?
Thanks
The T-21 is AP3, two above the Composite Armour AR1, so the damage done by the T-21 is mutlipled by 25% twice. The resistances of the armour would then apply.
So assuming the armour has a resist of 70%, and the T-21 does 100 damage:
100*1.25*1.25*(1 - 0.70) = 47 damage.
This is assuming that the Composite Armour doesn't have a vunerability to the damage of the T-21 for some odd reason (I appologise as I do not know the damage type of a T21).
In which case the damage dealt will be 100 with no bonuses or penalties (although as noted at the beginning of this guide this is currently believed to be a bug and may change in the future).
I am jsut now taking up the armorsmith profession, not at the direction of a holocube 'cause I can't even afford to think about one let alone get one (and only started playing on New Years) but because I think it would be an interesting profession.
-Tess Ainwyn
Ainwyn Armory
Temenos Island, Naboo: Kettemoor
In Layers, it is best to first lower the HAM costs (Durability). Then put remaining points in Special Resists?
But when doing final combines, or crafting segments it is best to max out base resists first?
Also for Layers, what is acceptable Encumbrance.
Energy Layer is:
1% Base
Mind Encum: 6
Action Encum: 6
Eneregy effect: 6%
Or would it have been better to lower teh encumb first then put remaining points into BASE %?
thanks for your time.
FYI (not that it matters to any of you
PAR
JaatoWaals wrote:
So pick one type, say - heat (one of the easiest to make). Find some good resources, throw together a layer... Use as many points as you can in "experimental durabilty" on the layer to get it down to 2-2-2 or thereabouts... 4-4-4 is decent, 6-6-6 is about the highest you'll want to go. (Keep in mind, the system isn't perfect, and sometimes if you have 8 possible points to put into durability, only 6 may be needed to get the layer down to its minimum H/A/M rating.) Hopefully, with decent materials, you'll be able to accomplish this using 6 or 7 points. The remaining points you can use to boost the resist % of the layer. At first the %'s may not look like much, but added up X3 they can be pretty significant. For this example, the heat layers are 5% heat 2% base (x3 = 15ish extra heat, 6ish extra base), which is a great setup if you can get 2-4 H/A/M on the pieces. The HAM costs of the heat layers are 3-3-3 (9/9/9 or so added on to the final piece).
Make a LOT of layers... Then throw together a segment. This part is a little trickier, as the H/A/M costs's on the segment will throw you off a little bit and make you think it stinks, but proceed as normal - keeping in mind what your usual unlayered composite segment base effectiveness % is - and bring the base effectiveness (experimental quality) up at least on par with that. Unlayered adv comp segments can easily have a resist of 19%, but bumping it up even further for the few points it takes is well worth it, as segments, like actual armor pieces, dont benefit very much from durability(H/A/M) experimentation. In addition, the special protection given by the layer stacks ON TOP of the base effectiveness, so the higher the base, the higher the special.
In our example, we bump the base effectiveness on the heat segs to 25%, put the last few points into H/A/M reduction, and it comes out at 25% base, 2541 integrity (very nice condition improvement) 19/19/21 ham (the unlayered examples are 9/9/11), 16% heat(clearly some decimal work going on here we dont see, cuz 5x3 != 16 ), 8% electrical. Blammo, make a bunch of segments (they eat up layers faaaast beware of this), and throw them together... With one amazing success on quality experimentation (4+4 points) and 2 points into H/A/M reduction, here's an example of how an Acid helmet came out:
Composite Helmet Condition: 36818/36818 Special Protection:
Acid: 79.0% (77.0% without amazing suc.) Electricity: 67.0%Effectiveness:
*: 59.0% (57.0% without amazing suc.)Vuln:
Stun: -Encumberance:
Health: 46 Action:43 Mind: 286
Without layers, these helmets are 53% bases, 60-something electrical, with a HAM of 34/31/281. Some versions of the helmets go as low as 40/40/281, some a bit higher like 48/45/289, all depending on the quality of the resources used in the layers.
There's an important lesson in this. Encumberance reduction via experimentation works similar to a slice. It's all a percentage. A reduction of 2 points on H/A/M brings the M on that helmet down from about 305 to 286(almost eliminating the M added by the layers) but the HA only drops 1 or 2 points. The same pretty much holds true on the chest/pants, so stick to making just those three pieces with layers. Using the layers on the smaller pieces with small ham hits, even with 2-2-2 layers, still make the suit way too heavy. But for a sacrifice of about 30 overall H/A/M, that is one killer set of armor. One important thing to note when doing this is that two layers with low HAM costs are better than one layer with a higher HAM cost. This seems to be due to the basic 1%/4% benefit you get when making the layer that makes multiples better than singles. One suggestion for an effective suit is to make an Acid special helm(scatter eye-shot), Heat special chest(fwg5 torso/stopping), and Energy special legs (carbine stuff). It just about covers the most popular damage types and the 3 targetable areas.
Where do you get the X3 on the layer resist? I read this thing 3 or 4 times now but can't figure out for the life of me why you are X3 on the layer calc?
I"m a new master, and trying to understand this layering bit as I plan to do most of my armor with layers. I'm not seeing how people are hitting 80% special resists. Using your math it seems as though I should be able to go well beyond the 80%.....
What am I missing here?
You can put three layers in composite.
While theoretically you could go past 80% with special resists, resists are capped at 80% for a newly crated piece, 90% after slice.