Armorsmith Archive

Thread: Layer nerf....anyone else notice...or care?

Slider067
Mon May 10, 2004 9:48 am
#1

This really pisses me off. Obviously, those that are simply going of the highest resists without regard to HAM don't care. Personally, I liked to make layered comp that could be worn without buffs. Not only was it challenging, but it came in very handy when getting jumped by NPCs.


I used to be able to make 1/1/1 electric layers. The final result was 61% base composite that could be worn without buffs...BEFORE slicing it. I'm out of it now, but it was possible to get the resists into the 80% range with a good slice. Everyone that used it...misses it. I'm sure I could have done the same with kinetic layers as well. Probably even get 80% kinetic.


Anyways....this is copied from an earlier post. Notice the experimentation increase on the last few tests.


_____________________________________________________________________________


I just tested this on a kinetic layer. Spent all my 10 points on durability and this is what I get:


Durability Health Action Mind


21% 15 15 15
28% 14 14 14
35% 13 13 13
42% 11 11 11
49% 10 10 10
56% 8 8 8
64% 7 7 7
71% 5 5 5
76% 4 4 4
78% 4 4 4
79% 4 4 4


All experimentation results were "great successes". Initially, every point gives a 7% increase in durability (or once even 8%!), but towards the end the increase starts decreasing. After having spent 10 points the maximum durability was not reached yet (still one box open).


So I confirm what Lira posted: it seems there is something weird going on with experiments in durability.


Emily




__________________________________________
Slyder, FS Master Crafter, 12point maker of brand-X armor 2894 5097 Tatooine
Come shop at SPS...it's just as good as the next guy's...
For a small fee, I'll train your chimpanzee how to make armor under the new system
Neiscius
Mon May 10, 2004 10:02 am
#2

What was the OQ:Mall ratio of the resources used? Just a guess.



Crafting since Publish 5. I'm holding on in hopes the Armorsmith profession gets the love it deserves. I prefer the pre-CU system, crafting and combat. I would also like to see decay and hide gathering reinstalled into the game, as well as some epic Recon, craftable of course. And make being 12 point important again.
Krallic
Mon May 10, 2004 10:49 am
#3

I'm seeing the exact same tendencies that you do. Seems to me they forgot to remove the craftingchange on durability, or similar.

And to Neiscius: all great successes should allow 7% increase each point, the table shows a clear lessening of value as you reach the cap (which probably was 79% in this example). After 71% he only got 5%, 2% and 1% increases with points. In theory he should be able to reach for instance 77% in only 8 points with all great successes. Or only 7 points with amazing results.
Slider067
Mon May 10, 2004 11:04 am
#4

The OQ+MA resources that I was using are >1800. I have the same resources I was using before. The relevent information is in the experimentation breakdown listed in the initial post.


Did you notice that the % of experimentation increase was only 1% on the final experiment? And it was a 7% increase for each of the first few experiments?


I further verified this last night. The conclusion....it's pointless to put more than a few points of experimentation into durability on the layer.



My guess is SOE is slowly implementing the changes they initially put in that created such fuss. Or...they didn't completely remove the crap.






__________________________________________
Slyder, FS Master Crafter, 12point maker of brand-X armor 2894 5097 Tatooine
Come shop at SPS...it's just as good as the next guy's...
For a small fee, I'll train your chimpanzee how to make armor under the new system
Carmien
Mon May 10, 2004 1:00 pm
#5

I noticed what you have posted with my regular high calibre Iron I use. It pushes 980 average on OQ/SR and is my resist favoured resource.


However, I have some alluminium with around 960+ OQ/Mal that I use for the lighter stuff. I can get 1/1/1 on HAM in my layers still with that stuff (or could 2 days ago).


Cheerz,

Cayne
RelicOMO
Mon May 10, 2004 1:01 pm
#6

This is not new, nor is it a nerf. I made 1/1/1 elec layers just today, experimented to 90%. They could have been 0/0/0, but I stopped there to get above 3% base as well.


In my experience, certain combinations of materials experiment differently to other combinations in the HAM bar. It is only ever the HAM bar, not any other bar - the HAM bar behaves differently, especially on layers, but also in other combines. Simply put, there are certain percentages, certain combinations of OQ/Mal, that do not experiment well. If I combine a certain wooly and a certain type of duralloy and cubirian in my advanced padded segments, for instance, I experience exactly the same thing that you see here. Change any one of those components, and I have normal experimentation, HAM bar or otherwise. With these 'bad'combinations, however, I get, exactly as you saw, smaller and smaller great successes. If I get to the point where I only need 1% to get to the cap, I will always, always, moderate or crit fail with that next point. Alter the materials slightly, however, and I experiment normally right up to the cap.


This happens generally, I find, with combinations that have HAM bars with caps of 80% or lower. If you use materials that allow HAM experimentation above 80%, this hardly ever occurs.


As to why this occurs, anyone's guess is as good as mine. I have a suspicion, however, that Malleability is somehow asymptotic, and weights results rather differently than we might expect from the listed weightings. I do recall a rumour when I first started that high Mal gave you better chances of great and amazing successes - what seems to be the case is that beyond a certain level on the experimentation bar, it starts calculating your Mal cap from the Mal of a resource other than your best one, and/or weighting the Mal result from the most used resource (ie. the one represented the most in your schem, eg 25 units of metal) rather more than you might expect.


To simplify what I'm talking about, here is an example. On Valcyn we are fortunate enough to have the ideal layer metal, polysteel copper with 998 Mal/974 OQ/796 SR. This is simply perfect, and gets used in just about all my layers. When I use this coupled with high Mal polymer, I experiment normally all the way to 1/1/1 or 0/0/0. If I use a slightly lower Mal polymer (700 or so), I can still push it all the way to 1/1/1, though I am normally using the Effect bar rather than HAM there. If I use an alternative metal, an aluminium with 998 Mal/840 OQ, I still am able to get to 1/1/1 quite comfortably. However, when I make items such as stun layers, or try to use the HAM bar with ferrous metal layers (a combo where I would normally go for base or special), I have the same results on HAM as you do here. I suspect this is because of the comparatively low Mal, because I can use an iron with 576 Mal and 900+ OQ, but I still have these funky results.


It might help to start considering the weighting for HAM as something closer to 80% Mal/20% OQ, rather than 50/50. Although the bar does not represent an 80/20 split, in experimental practice it starts to resemble that.


MasterMaverick
Mon May 10, 2004 1:15 pm
#7





This is still a problem since last time I posted and when trying I still have the same results. I have recently acquired some better resources in the OQ+Mall department and using those higher stats I don't have a problem with it. So my guess is that this is still bugged for using resources below a certain magic number and I would like for that to be fixed because it doesn't seem to be working the way it should. If it is supposed to be capped because of the resources, there should be no way that using these points would result in a 1 or 2% increase. As a 12 point Armorsmith I have almost always used my extra points to experiment on lowering Encumbrance much like Slyder. I have always mainly been geared towards making lighter PVE composite and ubese and this just made any of my resources below that magic number junk even with decent stats. Since my thread disappeared down the long line of pages without any sort of explanation I am going to try again and support yours withan attempt for some answers.


For anyone who wants more information here is the thread that I started back a while ago.


http://forums.station.sony.com/swg/board/message?board.id=armorsmith&message.id=45495


Let's hope we get some answers or and explanation this time Slyder.




Lira
Master Armorsmith/Tera Kasi Master/Master Brawler


SOS Mall -3925 3395 South East of Theed, Naboo (New location!)

Armor, Weapons, Structures, Medical Supplies, Gourmet Foods,
Droids, Clothing, Vehicles, Tools, Resources and other Fine Wares

Slider067
Mon May 10, 2004 1:36 pm
#8

That's actually the thread I was refering to. Just copied the data Emily posted to start this one.


I'm going to play around a little with it to verify what the previous poster found. I have several variations of resources to make most of the layers.


What started this was my first attempts at kinetic layered comp. Very easy to get high base and kinetic. (Though why some want to limit the kinetic to 80% is beyond me.)I want to make light kinetic layered comp. My goal is 80% kinetic...sub 550/550/550 HAM. This should work well for a slice on either stat. Considering my unlayered stuff is 54% base, it should be easy to hit 80kin/60base.





__________________________________________
Slyder, FS Master Crafter, 12point maker of brand-X armor 2894 5097 Tatooine
Come shop at SPS...it's just as good as the next guy's...
For a small fee, I'll train your chimpanzee how to make armor under the new system
Srednii
Mon May 10, 2004 4:04 pm
#9

I had always though the hams bar acted stupid cause it's hams and durability, ie: HAMs: oq/mall, durability oq/UT.





------------------------------------------------------------

Sre'dni Vashtar - Bria
sv Armoury -4976, 2712 Corellia
JaatoWaals
Mon May 10, 2004 4:10 pm
#10

This has been ongoing for a while. I'm still not sure what's causing it, so any inquiry into the problem would be welcomed. I'll add it to the list of bugs to look at as well- there's definitely something strange going on here. In addition, I'm not sure whether this problem affects all layer types equally.



Waals Industries

-Armor for the new Imperium-

www.hrafnwarband.org
BigAke
Tue May 11, 2004 3:37 am
#11



Srednii wrote:
I had always though the hams bar acted stupid cause it's hams and durability, ie: HAMs: oq/mall, durability oq/UT.




if that is true then i already have the answer (was discussed some while ago on the doctor boards regarding the experimentation of enhance packs - duration and power are tied to a single experimenation line but rely on different resource attributes):

when a single experimentation line consists of two different effects that rely upon different resource attributes, then the maximum experimentation that can be reached is equal to the average of the two different resource attribute sets.

that means if the materials would allow a 70% experimentation because of their OQ/UT (properly acknowledging resources with missing stats, etc.) and 90% experimentation because of OQ/MA, then you will only get a maximum experimental value of 80%.

after reaching the lower value (ie 70%) the corresponding effect will not rise any further and the percentage increase for each experimentation point is halved.



--
basically i dream of a game system that does not need to help NPCs by giving them ungodly amounts hitpoints, resistances and damage, where there is no need for special damage reductions in PvP...
Slider067
Tue May 11, 2004 6:51 am
#12






BigAke wrote:

when a single experimentation line consists of two different effects that rely upon different resource attributes, then the maximum experimentation that can be reached is equal to the average of the two different resource attribute sets.

that means if the materials would allow a 70% experimentation because of their OQ/UT (properly acknowledging resources with missing stats, etc.) and 90% experimentation because of OQ/MA, then you will only get a maximum experimental value of 80%.

after reaching the lower value (ie 70%) the corresponding effect will not rise any further and the percentage increase for each experimentation point is halved.




Interesting. The UT stat may have just taken a giant leap in importance.


As soon as the good wooley spawn is over, I'm gonna run some tests. Should be any day now.





__________________________________________
Slyder, FS Master Crafter, 12point maker of brand-X armor 2894 5097 Tatooine
Come shop at SPS...it's just as good as the next guy's...
For a small fee, I'll train your chimpanzee how to make armor under the new system
VarnaxDespin
Wed May 12, 2004 9:10 am
#13

I dont have all the stats with me right now, but this is interesting to me as I have seen a minor shift in crafting results in the last few days.

1st I have been using the exact same resources for at least 2 months, many of them for 4-5months. So it cannot be the result of changing resource values.

Last Fri I did 3 batches of my normal Kin layers (1/1/1 3%base 6% kin) for a run of high Kin comp. The segments that came out of those layers had the same numbers as in past (13/13/13 26%Base 19%kin).
Yet on my final craft I noticed I had to spend on average 2 extra points in base to reach my 62%mark on Chest/legs/Helm. And lost 1 point of HAM exp in minor pieces (arms/boots etc) unless I got 2 amazings in a row

Now all the resources are the same in the final craft that I have used countless times before, but the resulting final has me puzzeled. Instead of my segments base coming out 26.333 or better they appear to have come out more along the lines of 26.2

Without back to back amazings (which I havnt needed before) My Chest plate Health Ham has risen from 208 to 217.

I did 2 small runs of "new" layers and had similar resutls.

Big deal you all say And youd be right, as most people could care less about 9 more Ham in a chest piece.

I just thought it was strange and reflected the heart of this post.



Varnax Despin
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