Armorsmith Archive

Thread: The Complete Guide to Armor and Armorcrafting

alleyviper
Thu Jan 15, 2004 4:18 pm
#79

my composite armor segs are Base 15% Energy 12% electricity 4% Action encumbrance 16 mind encumbrance 18, how can I get my armor to come out with more then 47% effectivness.
JaatoWaals
Thu Jan 15, 2004 5:13 pm
#80

I'm guessing that you're not using advanced segments, you're using standard ones. Try to make some advanced ones and you'll really see a difference.

Message Edited by JaatoWaals on 01-15-2004 07:22 PM



Waals Industries

-Armor for the new Imperium-

www.hrafnwarband.org
TruthNZ
Fri Jan 16, 2004 1:57 am
#81


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).



There is no religion higher than the Truth.
Ainwyn
Sat Jan 17, 2004 8:33 am
#82

Fantastic guide!! I am prining a copy out and recomending it for reading for others as well.

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



Tess (Ainwyn) Dle'kkar
12 point, RIS certified, Master Armorsmith
Wild Side Armor
Rogues Landing, Corellia (4404,2619)
Kettemoor
http://www.rogueslanding.com/wildside/
Finegold12
Sun Jan 18, 2004 9:21 am
#83

Another Question - or rather confirmation.

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 %?



Name: Tebodi Moja
Profession: Master Armorsmith/Swordsman
Shop Location: New Hope, Dantooine (2770, 1590)

Finegold12
Sun Jan 18, 2004 9:46 am
#84

oh, oh... AND, what about putting an Energy Layer into Composite armor. Is that not really desirable, because it will override the electrical special reist?

thanks for your time.



Name: Tebodi Moja
Profession: Master Armorsmith/Swordsman
Shop Location: New Hope, Dantooine (2770, 1590)

Orackipe
Wed Jan 21, 2004 5:15 am
#85

Thanks for posting a reply Jaato, I am still trying to come up with a good system myself.. Thanks again for sharing the knowledge. Orackipe



*No need to advertize my hard work says it all*
xwingkiller1
Wed Jan 21, 2004 7:28 pm
#86

i really want to be an armorsmith but i am working on holocrons now.......anyways, wheni get done with that which could be any day, i really would love to be an armorsmith.

what skills should i get if i want my character to be 100% armorsmith? obviously master armorsmith, and i see that i should get field wear 2 in tailor. is there anything else i should get that will help me be asuper armorsmith?

btw, great great guide!



Tica Emipago
Master brawler/Master TK/ Master swords
Skills Mastered:
Medic, Doctor, Combat Medic, Scout, Marksman, Teras Kasi, Creature Handler, Entertainer, Musician, Image Design, Artisan, Squad Leader, Rifleman, Brawler, Swordsman, Architect, Smuggler....'wink'
par2
Mon Jan 26, 2004 10:56 am
#87

Quick experimentation question... does having Master Artisan increase the experimentation or any other "Armorsmith ability"?

FYI (not that it matters to any of you ) I am not a holo-grinder in the sense of Armorsmith. I plan on having this profession until I quit the game or it decay's.

PAR



Retired MBH
Master Armorsmith / Master Doctor
Hockey Player / Mountain Biker / Software Engineer
Never, under any circumstances, take a sleeping pill and a laxative on the same night.
KnightHawk420
Wed Jan 28, 2004 7:35 pm
#88






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?




Cheylin Mena - R.I.P.
Menon Mena - R.I.P.
Hunglo Bavmador - R.I.P.
JaatoWaals
Wed Jan 28, 2004 9:47 pm
#89

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.





Waals Industries

-Armor for the new Imperium-

www.hrafnwarband.org
Hewk
Tue Feb 03, 2004 3:04 pm
#90


/print


/frame


/cheer





Have you hugged your bothan today?
= Master of Medic, Doctor, Fencer, and being eaten by things with large pointy teeth =


clavette
Thu Feb 05, 2004 1:39 pm
#91

Im sure this will seem like a dumb question but i bought a few krayt armor segments because im almost master artisan and i was making bone armor suits and i wanted to put them in but it wont let me. Now is that because they can not go into them or is it because i need to be at least a novice armorsmith??



Gina Gershon, Iwo Kar, Oakley


Gina's Shop 400 meters outside anchorhead on tatooine 436 -5068


=KAR= Weapons Inc. 1000m from theed waterfall -4432 5322

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