Armorsmith Archive

Thread: Collecting Hide for Armorsmiths 'for dummies...'

voydangel
Thu Oct 28, 2004 1:03 pm
#1

I am a master AS and WS and have been having 'fun' trying to get good quality resources...so I came up with this...If anyone wants to add or change anything, please post and I will try to update as much as possible.


Weapon and Armor crafting, although requiring very different resources, with different stats, for different reasons, are still quite similar. In this message I will discuss armor crafting specifically because the purpose of this post is to get people to understand what we need so they can supply us with the best possible hides.

When crafting armor, you need hide, lots of hide. And on that hide, there are only 4 stats that make a difference. OQ, SR, MA, and UT. All 4 have possible ratings of 1-1000.

Overall Quality (OQ): This stat makes up 50% of the effectiveness, resistance, HAM encumberance, and durability (condition) all by itself. Without a high OQ, the hide is effectively worthless. The remaining 50% for each of these attributes of the armor are derived from the other 3 stats as follows. Low OQ = junk.

Shock Resistance (SR): This stat makes up the remaining 50% of the armors effectiveness and resistances. This makes the armor absorb more damage, and because the amount of damage absobed also dictates how much condition the armor looses per hit, it also indirectly affects the condition. Higher SR = higher damage absorbsion.

Malleability (MA): This stat accounts for the remaining 50% of the HAM encumberance costs of the armor. It is also rumored (RUMORED!!) that this stat affects success rates when trying to repair the armor later down the road. Higher MA = lower HAM costs.

Unit Toughness (UT): This stat affects the remaining 50% of the durability (condition) of the armor. It is the least important of the 4 stats as the other 3 stats directly or indirectly affect the condition anyway, and the condition can be expirimented up during the crafting process...

And again: armor requires lots of hide, so generally, any time you get hide it needs to be in very large stacks. A stack size of about 1k is the absolute minimum.

The order of preference for hide type is: Wooly/Leathery Hide tied for first, with Wooly in a slight lead. This is because Composite Armor requires Wooly hide, and Ubese requires both Wooly and Leathery.

Followed by scaley/bristly in a tie for dead last. Dont bother getting bristly or scaley unless someone specifically asks for it. This is because (generally) only the less used armors require these types of hide, such as chitin.

So there you have it. A crash course in hide collecting for armorsmiths.
voydangel
Thu Oct 28, 2004 1:32 pm
#2

I am a master AS and WS and have been having 'fun' trying to get good quality resources...so I came up with this...If anyone wants to add or change anything, please post and I will try to update as much as possible.


Weapon and Armor crafting, although requiring very different resources, with different stats, for different reasons, are still quite similar. In this message I will discuss armor crafting specifically because the purpose of this post is to get people to understand what we need so they can supply us with the best possible hides.

When crafting armor, you need hide, lots of hide. And on that hide, there are only 4 stats that make a difference. OQ, SR, MA, and UT. All 4 have possible ratings of 1-1000.

Overall Quality (OQ): This stat makes up 50% of the effectiveness, resistance, HAM encumberance, and durability (condition) all by itself. Without a high OQ, the hide is effectively worthless. The remaining 50% for each of these attributes of the armor are derived from the other 3 stats as follows. Low OQ = junk.

Shock Resistance (SR): This stat makes up the remaining 50% of the armors effectiveness and resistances. This makes the armor absorb more damage, and because the amount of damage absobed also dictates how much condition the armor looses per hit, it also indirectly affects the condition. Higher SR = higher damage absorbsion.

Malleability (MA): This stat accounts for the remaining 50% of the HAM encumberance costs of the armor. It is also rumored (RUMORED!!) that this stat affects success rates when trying to repair the armor later down the road. Higher MA = lower HAM costs.

Unit Toughness (UT): This stat affects the remaining 50% of the durability (condition) of the armor. It is the least important of the 4 stats as the other 3 stats directly or indirectly affect the condition anyway, and the condition can be expirimented up during the crafting process...

And again: armor requires lots of hide, so generally, any time you get hide it needs to be in very large stacks. A stack size of about 1k is the absolute minimum.

The order of preference for hide type is: Wooly/Leathery Hide tied for first, with Wooly in a slight lead. This is because Composite Armor requires Wooly hide, and Ubese requires both Wooly and Leathery.

Followed by scaley/bristly in a tie for dead last. Dont bother getting bristly or scaley unless someone specifically asks for it. This is because (generally) only the less used armors require these types of hide, such as chitin.

So there you have it. A crash course in hide collecting for armorsmiths.
Vorpaks
Thu Oct 28, 2004 1:43 pm
#3

Thanks voydangel! If you post it in this thread then we can keep all the informatin consolidated.



Paks
Master Ranger/Master Creature Handler
-I support ATK play

voydangel
Thu Oct 28, 2004 1:56 pm
#4

done, thanks, and youre welcome =)
Cambylobacter
Thu Oct 28, 2004 2:36 pm
#5

Good job man, appreciate this kind of post.



Oh my Gawsh!
Thar's gonna be a baby leezard Rangah!.
o_O
JBMat
Thu Oct 28, 2004 2:38 pm
#6

Call me a math major, but ....


50% = 50

50% of 50% = 25

50% of 25% = 12.5

50% of 12.5%=6.25


not 100%


How bout OQ is 50%

SR = 25%

MA and UT both are 12.5%


100%


can I have my Monk award now?


JB

and straighten that picture too...here, let me do it



PoppaBear
Thu Oct 28, 2004 3:47 pm
#7


Thank you Thank you THANK YOU! /hi5

I needed something like this, yoydangel.

Message Edited by PoppaBear on 10-28-2004 03:48 PM



Bilos Ode-a
Soldier of the Rebellion
Duckfat
Thu Oct 28, 2004 5:52 pm
#8








voydangel wrote:
I am a master AS and WS and have been having 'fun' trying to get good quality resources...so I came up with this...If anyone wants to add or change anything, please post and I will try to update as much as possible.


Weapon and Armor crafting, although requiring very different resources, with different stats, for different reasons, are still quite similar. In this message I will discuss armor crafting specifically because the purpose of this post is to get people to understand what we need so they can supply us with the best possible hides.

When crafting armor, you need hide, lots of hide. And on that hide, there are only 4 stats that make a difference. OQ, SR, MA, and UT. All 4 have possible ratings of 1-1000.
Not all resources have possible ratings from 1-1000. There are some resources with stats that are gated (meaning they are required to fall between a smaller range than the 1-1000). For the most part gated has a bad connotationwherethe max is limited to less than 1000 but a resource can also be gated where the min does not go as low as 1.

Overall Quality (OQ): This stat makes up 50% of the effectiveness, resistance, HAM encumberance, and durability (condition) all by itself. Without a high OQ, the hide is effectively worthless. The remaining 50% for each of these attributes of the armor are derived from the other 3 stats as follows. Low OQ = junk.

Shock Resistance (SR): This stat makes up the remaining 50% of the armors effectiveness and resistances. This makes the armor absorb more damage, and because the amount of damage absobed also dictates how much condition the armor looses per hit, it also indirectly affects the condition. Higher SR = higher damage absorbsion.

Malleability (MA): This stat accounts for the remaining 50% of the HAM encumberance costs of the armor. It is also rumored (RUMORED!!) that this stat affects success rates when trying to repair the armor later down the road. Higher MA = lower HAM costs.

Unit Toughness (UT): This stat affects the remaining 50% of the durability (condition) of the armor. It is the least important of the 4 stats as the other 3 stats directly or indirectly affect the condition anyway, and the condition can be expirimented up during the crafting process...

And again: armor requires lots of hide, so generally, any time you get hide it needs to be in very large stacks. A stack size of about 1k is the absolute minimum.
Most armorers will want stacks a bit larger than 1k. Usually they will only buy what they consider to be uber resources and need enough of a supply until the next uber resource spawns. Therefore they usually want enough to make hundreds of suits. I would say no less than a 10k stack and normally when you go out hunting you get a stack of about 10-20k anyway.

The order of preference for hide type is: Wooly/Leathery Hide tied for first, with Wooly in a slight lead. This is because Composite Armor requires Wooly hide, and Ubese requires both Wooly and Leathery.
This guide is obviously just about making composite and does not include the named resources needed to make wookiee armors, such as Dath leathery, Tat wooly, Lok leathery, and both animal and avian bones from Dant. Each of these are of equal importance since they are all needed for one armor, with the Dath leathery just slightly less since it is so easy to get while the others take a bit more effort because of the amount of resources per kill.

Followed by scaley/bristly in a tie for dead last. Dont bother getting bristly or scaley unless someone specifically asks for it. This is because (generally) only the less used armors require these types of hide, such as chitin.
Again this has changed with the addition of wookiee armor. Wookiee armor requires armor padding which requires generic wooly and generic hides of any type. Therefore any hide type that has high values in OQ, SR, MA, and UT will be useful. In addition there are many people that have started to use quality 'lesser' armors like padded and not just comp and ubese.

So there you have it. A crash course in hide collecting for armorsmiths.










Duckfat - The Duck of Death

Rebel Colonel - I don't really lead, others just like to follow
Wookiee Businessman - Killing is my business, and business is good
Master Pistoleer/Smuggler/TKA - Just in case some dumb imp patrol wants to scan my shiznit.
Duckpond Vendors - Silver City, Naboo (-1963 -3564)
voydangel
Fri Oct 29, 2004 1:18 am
#9



JBMat wrote:
Call me a math major, but ....
50% = 50
50% of 50% = 25
50% of 25% = 12.5
50% of 12.5%=6.25
not 100%
How bout OQ is 50%
SR = 25%
MA and UT both are 12.5%
100%
can I have my Monk award now?
JB
and straighten that picture too...here, let me do it





Im actually decent at math, however and regardless, Im trying to make this simple. So I will put this best I can to tell you this...after all is said and done, this is what makes what on the armor:

Resistance totals are based on = 50% OQ / 50% SR
Condition totals are based on = 50% OQ / 50% UT
HAM Costs are based on = 50% OQ / 50% MA

thats what I meant by OQ is 50% of everything. Hope this clears that up a bit..... =)
JBMat
Fri Oct 29, 2004 4:04 am
#10

ohhhhh


that makes sense


good post


still would rather not have to gather talusian wooly hides tho


JB
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