Armorsmith Archive
Thread: What should I go for?
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Lomar4976
Mon Nov 03, 2003 3:40 am
#1
Depends:
If you're making armour with high special resist (i.e. ubese with primarily kinetic) experiment in special resists. (bottom bar)
If you're making composite for instance where the main benefit is in it's general effectiveness, experiment in general effectiveness (middle bar)
If you want to improve HAM and raise durbaility, experiment in the top bar (though if you have too much in here, you will lose out on a lot of resist)
Backy
Mon Nov 03, 2003 5:05 am
#2
So if I will make composite armor I should go for general effectiveness. But does the resist get higher? I will only take part for resist and ham cost!
Is that the best way?
Is that the best way?
Lomar4976
Mon Nov 03, 2003 5:55 am
#3
What I usually do is 8-9 dots on general effectiveness resists (maxxing that out basically) and whatever is left goes onto HAM reduction - if you have bonus experimentation points you can then add those to the HAM reduction and make easier to wear composite, though from my experience the drop in resistances compared to the drop in HAM costs point for point is much more noticable in the resistance (though of course, you can say that your suit may have 50 points less ham, but 20 percent less effectiveness, and the people will always complain that the suit doesn't protect very well.)
Backy
Mon Nov 03, 2003 1:39 pm
#4
Hi i just want to know on what experimentation I have to go, when i want to get high resistance and if it goes low ham cost!
ElBlufer
Mon Jan 12, 2004 9:14 pm
#5
I have to leave out 15 skill points worth of boxes. I am currently 0/2/0/1, heading for 0/3/0/2, what should I do beyond this? or, should I stop where I am and go up another path?
ElBlufer
Tue Jan 13, 2004 8:15 am
#6
I'm not going to bump this too many times so that I dont get flamed, but does anyone here have an opininion?
ElBlufer
Tue Jan 13, 2004 5:32 pm
#7
I just want advice from the wise master carbineers...what should I get?
Kubernetes
Tue Jan 13, 2004 5:52 pm
#8
I would say the most worthwhile shots are chargeshot, scattershot2, burstshot1 and crippleshot. Burstshot1 is a great early skill, and I would stick with it if you don't have too much speed. If you do have sufficient speed, take cripple. I think chargeshot and scattershot2 are staples though, so I would go for both. So that would be what, 3-3-1-3?
enpearalsolger
Tue Jan 13, 2004 10:42 pm
#13
you need speed u also need accury but u also have to have some counterattack so this pro is not to dab in unless your going master BH then u can dab in carbineer other then that you will be gimpd
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