Armorsmith Archive
Thread: Any one else like this patch as well
I craft armor on a regular basis...yesterday I was getting 80%Kenetic/73% Energy/70% Electric/63% Base with 8 quality and 2 Durability experimentation points.
Today uing the same materials, I get 80% Kenetic/69% Energy/66%Electric/59% Base using 10 experimentation points in quality which also produces higher HAM. How is that good?
-Wai'Kohn
Master Armorsmith
Naritus
Oh yeah, and experimentation is all over the board, 1 suit would give me 1 critical failure yesterday (cost of say 1 chest plate worth of resources)
Today, with the experimentation all over the board, it took me 5 chest plates to get one with optimal results. I like knowing what I will get when I experiment, I can live with the critical failures.
-Wai'Kohn
Master Armorsmith
Naritus
I think we all agreed before the patch that ubese would be better because it isa one liner.
That's cool though, becuaseubese is what I used to get myself into the AS market. Good ubese could actually help the up and coming armorsmith get a foothold.
Patch is double edged, and overall I'm glad it's going away.
With best materials: (I use this very infrequently)
Armor - I was able to turn my 69% into 72% easily, and it is more ecumbrance now too because it uses those points.
Layers - I was able to turn my 4.++% layers into 5% which is going tobe very high resist.
Segments - dunno yet.
With very good materials but not best: (I use this on a daily basis)
Armor - dunno, all my resources are very good.
Layers - I get about the same resists and lose abouttwo to threeexperiment points which should go to lowering ecumbrance.
Segments - dunno yet.
With poor materials: (I use this for stun layers and all sorts of other types of armor -- again very common usage)
WarriorCode wrote:I craft armor on a regular basis...yesterday I was getting 80%Kenetic/73% Energy/70% Electric/63% Base with 8 quality and 2 Durability experimentation points.
Today uing the same materials, I get 80% Kenetic/69% Energy/66%Electric/59% Base using 10 experimentation points in quality which also produces higher HAM. How is that good?
-Wai'Kohn
Master Armorsmith
Naritus
This is why the community was against this patch. Warrior post this result in the other thread that is "Results before patch and After" or something like that. Try and get it in Vig's head that this patch was ONLY good for master smiths with 12 points. The majority of the armorsmith community doesn't have that many points and it will kill any new smiths from making any money at all.
This is why the community was against this patch. Warrior post this result in the other thread that is "Results before patch and After" or something like that. Try and get it in Vig's head that this patch was ONLY good for master smiths with 12 points. The majority of the armorsmith community doesn't have that many points and it will kill any new smiths from making any money at all.
people make bad stuff because they do like they used to: they take the first experiment they make.
experiment more on your stuff you will get better products.
I have made and experiment onmore than 200 layers last night. And I think I only got one Amazing success. Now, grant that I only got like 2 critical failures, the new patch is harder to get better armor with the same materials.
Like someone else mentioned on this thread or on another, perhaps, they are trying to make the UBER protection with low ham cost RARE. But, I really doubt that because if we have good resources, ham will not be much of a problem.
I have 11 exp points. Yes, as Pann pointed out, pre patch or not, AS with 11 or 12 will have advantages over 10 pt. And, yes. They have earned it by spending their arms and legs for those skill tapes. But, I tell you what, this patch yesterday put a BIGGERGAP between AS with 10 exp and with 11 and 12.
So, I don't know....
Message Edited by ChinGoo on 03-17-2004 05:00 AM
Message Edited by ChinGoo on 03-17-2004 05:02 AM
There are several reasons why im glad that its going away.
1. It punishes anyone without skilltapes extreemly hard because of the way that you can break the experimentation cap.
2. It forces everyone into single line experimentation.
3. It is bugged beyond belief.
4. Amazing sucesses are the new critical fails.
The 3rd and 4th argument might require som explanation.
Currently it seems that they way that cap breakage occurs is because the system does not stop at the normal cap when the last point used for experimentation. Before if you were at 79% and your cap were at 80% you would get to 80% with a great sucess. Currently you will get 85 or 86% depending on how the rounding down. This means that the best way to craft is to get as close as possible to, but not touch, the experimentation cap. With the current system that is easily achived by having 10 great sucesses in a row as that will usually leave you 1 or 2% from the cap and then using your remaining points (if you have any) to break the cap. Sometimes it is even possible to break the cap twice, exactly how this works i havent been able to figure out but i do know that i managed to experiment my segments from a cap of 83% to 95% using a total of 12 points in a single line.
Another result of this is that amazing sucesses are now only desirable under very specific conditions. Most of the time you will through an amazing sucess break the experimentation barrier at an worse point that what you would with great sucesses. For example should you get 8 great sucesses and 2 amazing there is a significant risk that you will touch the cap or just break it instead of going just under it. The result is a significant loss in experimentation power. During my crafting yesterday I cursed as much when getting amazing sucesses as when i got critical fails.