Armorsmith Archive

Thread: How do you know if your a +2 or +12 armorsmith?

Yastar
Mon Jun 07, 2004 5:43 pm
#1

How do you know what your + value is? thx. I use the food...i have some cakes that add +15 to assembly...some drink that adds +10 to experimentation....and +10 in experimentation CA's and around +4 CA in assembly....can someone tell me how this works. This is two different questions. I think. heh
prosnow16
Mon Jun 07, 2004 5:59 pm
#2

+10 armor expermentation = 1 point..a +12 point armorsmith has +120 armor exp



Prosnow/Antisnow
..:Death and Taxes/Apex:..
Ciirybeccaskyr
Mon Jun 07, 2004 6:01 pm
#3

you have


+10 experimentation (one extra Point to use)


+19 assy from your food and tapes


+10 of the experimentation mod that increases your chance to have a better result on your attemps just like a city does



The general use of +2 smith is a smith with +20 in attachments giveing him 12 exp points to spend (that 12 is the 12 hear) The only mods that go for this is the attachments and posibly in the future the Jedi mods





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Yastar
Mon Jun 07, 2004 6:31 pm
#4

So a +12 armorsmith is one with +10 clothing attachment total? And a +2 is a standard Master Weaponsmith?


prosnow16
Mon Jun 07, 2004 6:36 pm
#5

no +12 you need +20 clothing attachments



Prosnow/Antisnow
..:Death and Taxes/Apex:..
Yastar
Tue Jun 08, 2004 3:48 pm
#6

I think your blowing snow at me...your figures dont work..pro snower
Areriye
Tue Jun 08, 2004 4:00 pm
#7

What makes armorsmith moreexasperating is that most of the posts in the forums are guesses, assumptions and suppositions... where is the forum correspondant for some manner of confirmation or at least a "that's not been declared yet"?



-
Chilastra: Areriye Tsion, 47th IEF Squad Corporal

Starsider: Dackelrra, Dragoon (Master Pike/Tracker)
Kiom
Tue Jun 08, 2004 7:14 pm
#8

You get one experimentation point for every 10 points of armor experimentation skill you have. A master armor smith will have a +100 armor experiemtnation skill mod which results in 10 experimentation points during crafting. In order to get the 12 points total you need a +120 skill mod. Excluding force skills the only way to get this is via clothing attachments. If someone says +2 or +12 they are talking about the experimentation points used.


Foods give bonuses to experimentation/assembly rolls. They do not give more experimetation points.





Monroe Glesn - Distant cousin of Kiom
Master Tailor
justapilgrim
Tue Jun 08, 2004 7:21 pm
#9

there is no confusion


you get 1 extra experimentation point for every +10 armor experimentation you get in clothing attachments. This can be spread out over multiple tapes.


a master is a 10 point smith


with +10 (+110 total) he becomes a 11 point smith


and with +20 (+120 total) he becomes a 12 point smith


what is confusing about that?


SkinnyManDo

Master Armorsmith, Part time tailor, Rifleman, Businessman, R.I.S. Certified, 12 experimentation points


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Ox-
Wed Jun 09, 2004 1:55 am
#10

... and Bespin Port, the experimenting drink, doesn't add to the number of points you have to experiment with. It adds to your next experiment "roll" thus improving your chances of getting an amazing success (and decreasing your chance of getting a failure). This is just like a player city that is a "research center" or an "industrial society".

Pyolian Cakes add to your next assembly roll thus decreasing your chances of getting a crit fail on assembly. This is just like a player city that is a "manufacturing center" or an "industrial society".

All the answers provided in this thread are not guesses. It can either be found in offical notes/documention here on the sony site, or has been verified by many players.




Ego Ietava, Corbantis Master Armorsmith, R.I.S. Certified
Ox-, Corbantis, Master Smuggler
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