Armorsmith Archive
Thread: Cap on Quad Primus Battle Armor
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rahbert
Sun Jun 19, 2005 5:12 pm
#1
Sorry if I'm beating a dead horse, but I got bored after searching through 11 pages and the stickes (forum search is disabled).
Anyway, here's my theory... tell me where it's flawed please
1. You can calculate the final resists on armor by adding 400 to the stats on the Core.
2. The cap on unlayered armor is 6000 (5600 for the core).
3. Each core takes 3 segments and each segment takes 4 layers (12 layers / core).
4. The cap on Layers is +50 for kinetic/energy and -50 for elementals.
5. Battle armor has no bonus or penalty for kinetic or energy.
So the max stats for a core can be calculated by:
+ Kinetic/Energy = 5600 + (12 * 50) = 6200
+ Elementals = 5600 - (12 * 50) = 5000
Which would result in armor with:
+ Kinetic/Energy = 6200 + 400 = 6600
+ Elementals = 5000 + 400 = 5400.
+ Max combined stats = 12000 ??????
However.....
I've made primus layers with
+ Kinetic/Energy = +43
+ Elementals = -44
Which by the above equations should result in cores with 6116/5084.
However, I end up with battle cores with 6189/5121... which should give me armor with 6589/5521 for a sum of 12110. So I went over the 12000 cap by 110. Divide 110 by 2 and penalize the cores and I end up with 6534/5466.
Where am I going wrong with my calculations and what's the theoretical cap on Quadruple Primus Battle Armor?
Thanks!
Anyway, here's my theory... tell me where it's flawed please
1. You can calculate the final resists on armor by adding 400 to the stats on the Core.
2. The cap on unlayered armor is 6000 (5600 for the core).
3. Each core takes 3 segments and each segment takes 4 layers (12 layers / core).
4. The cap on Layers is +50 for kinetic/energy and -50 for elementals.
5. Battle armor has no bonus or penalty for kinetic or energy.
So the max stats for a core can be calculated by:
+ Kinetic/Energy = 5600 + (12 * 50) = 6200
+ Elementals = 5600 - (12 * 50) = 5000
Which would result in armor with:
+ Kinetic/Energy = 6200 + 400 = 6600
+ Elementals = 5000 + 400 = 5400.
+ Max combined stats = 12000 ??????
However.....
I've made primus layers with
+ Kinetic/Energy = +43
+ Elementals = -44
Which by the above equations should result in cores with 6116/5084.
However, I end up with battle cores with 6189/5121... which should give me armor with 6589/5521 for a sum of 12110. So I went over the 12000 cap by 110. Divide 110 by 2 and penalize the cores and I end up with 6534/5466.
Where am I going wrong with my calculations and what's the theoretical cap on Quadruple Primus Battle Armor?
Thanks!
Message Edited by rahbert on 06-19-2005 08:19 PM
rahbert
Sun Jun 19, 2005 5:24 pm
#2
OK. SO i just proved the following wrong...
Which would result in armor with:
+ Kinetic/Energy = 6200 + 400 = 6600 <--- this isn't a cap
+ Elementals = 5000 + 400 = 5400 <--- this isn't a cap
+ Max combined stats = 12000 <--- this IS a cap
Which would result in armor with:
+ Kinetic/Energy = 6200 + 400 = 6600 <--- this isn't a cap
+ Elementals = 5000 + 400 = 5400 <--- this isn't a cap
+ Max combined stats = 12000 <--- this IS a cap
AndJusticeForAll
Sun Jun 19, 2005 8:26 pm
#3
However.....
I've made primus layers with
+ Kinetic/Energy = +43
+ Elementals = -44
I've made primus layers with
+ Kinetic/Energy = +43
+ Elementals = -44
the kinetic/energy on those is really +44, its another display bug
Ox-
Sun Jun 19, 2005 8:47 pm
#4
The cap on base is 6000.
The cap on primus layers is 600 (50 * 12).
Therefore the cap on quad primus layered battle armor is 6600.
The 6000 cap always holds true whether layered or unlayered, it just seems to be confusing people because they think layers are part of the base. They aren't. Base is completely a function of the resources and experimentation on segments and cores. Layers are added/subtracted later.
I don't believe the "12000 combined" means anything. There's only one number for the base, and kinetic / energy / acid / cold etc. are just adjusted from the base depending on the layers used.
The cap on primus layers is 600 (50 * 12).
Therefore the cap on quad primus layered battle armor is 6600.
The 6000 cap always holds true whether layered or unlayered, it just seems to be confusing people because they think layers are part of the base. They aren't. Base is completely a function of the resources and experimentation on segments and cores. Layers are added/subtracted later.
I don't believe the "12000 combined" means anything. There's only one number for the base, and kinetic / energy / acid / cold etc. are just adjusted from the base depending on the layers used.
rahbert
Sun Jun 19, 2005 10:11 pm
#5
AndJusticeForAll wrote:However.....
I've made primus layers with
+ Kinetic/Energy = +43
+ Elementals = -44the kinetic/energy on those is really +44, its another display bug
It still doesn't work out though:
5600+44*12 = 6128 and I got 6189.
If it was 49 on the layer, I'd end up with 6188 using that equation.....
rahbert
Sun Jun 19, 2005 10:43 pm
#6
Ox- wrote:
The cap on base is 6000.
The cap on primus layers is 600 (50 * 12).
Therefore the cap on quad primus layered battle armor is 6600.
The 6000 cap always holds true whether layered or unlayered, it just seems to be confusing people because they think layers are part of the base. They aren't. Base is completely a function of the resources and experimentation on segments and cores. Layers are added/subtracted later.
I don't believe the "12000 combined" means anything. There's only one number for the base, and kinetic / energy / acid / cold etc. are just adjusted from the base depending on the layers used.
Yup, I get all of that. Just trying to figure out how to calculate the core stats from the layers. Don't seem to be working out correctly for me.
AH HAH! Something just clicked in my brain. I was skeptical about the caps because I've gotten higher than 5400 for elementals. But we're doing substraction here, which means you can't get below 5400.... which means you can't get higher than 6600 for the kinetic/energy. Makes sense now. Why? Because they have to add to 12000 (see below
I really think the 12000 combined does mean something. I got 6189 kinetic/energy and 5121 elemental with my cores, which adds up to 12110. Take the difference from 12000 and you get 110. Now subtract 110/2 (55) from the stats and you get 6534 kinetic/energy and 5466 elemental. Which is exactly what I got when I made a test piece.
And if you work it out.....
1. Kinetic/Energy = 5600 + 12 * X + 400
2. Elemental = 5600 - 12 * Y + 400
Where X is the Kinetic/Energy stats on the primus layer and Y is the Elemental stat on the primus layer.... and of course add 400 for final stat on armor.
Then...
Combined = Kinetic/Energy + Elemental = 5600*2 + 12*X - 12*Y + 800 = 11200 + 12*(X-Y) + 800...
So, if X = Y.... YOU WILL -->ALWAYS<-- END UP WITH 12000 ON THE CORES. And doesn't this have to be true for battle cores since they offer no bonus/penalty for kinetic/energy?
Message Edited by rahbert on 06-20-2005 01:48 AM
AndJusticeForAll
Mon Jun 20, 2005 8:27 am
#8
I saw worse in DeQ last semester![]()
Glad thats over now, good points all. Keep in mind you can also slice for that global 1176 boost (392x3)... too bad you cant get past 7k on energy and kinetic ![]()
Message Edited by AndJusticeForAll on 06-20-2005 10:27 AM
_Monroe_
Mon Jun 20, 2005 12:33 pm
#9
5600 is nota cap for cores. However cores higher than >5600 will still make 6000 armor because the cap is there.
rahbert wrote:
2. The cap on unlayered armor is 6000 (5600 for the core).
So the max stats for a core can be calculated by:
+ Kinetic/Energy = 5600 + (12 * 50) = 6200
+ Elementals = 5600 - (12 * 50) = 5000
Message Edited by _Monroe_ on 06-20-2005 03:19 PM
Ox-
Mon Jun 20, 2005 5:00 pm
#10
Sorry, I might be dense but I still don't see the point in 12,000 being a magic number.
6,000 is the cap on base.
That means if you have unlayered armor and add any 2 numbers together, you'll get 12,000. That doesn't prove anything other than that you've hit the 6,000 base.
The same holds true for layered armor if you're just adding the 2 opposite numbers together that were modified by the layers. In other words, primus layers add to kinetic/energy and reduce elementals, so yeah, if you're at the 6000 cap you'll always get 12,000 when adding kinetic/energy and one of the elemental numbers together. It still doesn't mean anything other than that you've hit the 6000 base.
In your system what happens if I quad layer battle armor with perfect +100 acid layers and hit the cap on cores? This should give me 6000 kinetic and energy, 6400 acid, 5600 electricity, 6000 heat, and 6000 cold. Where do you get 12,000 from and what does it mean?
A more accurate number, but still meaningless, would be 36,000. If you hit cap all the protections should hit 36,000 regardless of layers used and also regardless of armor type.
It's still meaningless though because all it does is prove you hit the 6000 base cap.
6,000 is the cap on base.
That means if you have unlayered armor and add any 2 numbers together, you'll get 12,000. That doesn't prove anything other than that you've hit the 6,000 base.
The same holds true for layered armor if you're just adding the 2 opposite numbers together that were modified by the layers. In other words, primus layers add to kinetic/energy and reduce elementals, so yeah, if you're at the 6000 cap you'll always get 12,000 when adding kinetic/energy and one of the elemental numbers together. It still doesn't mean anything other than that you've hit the 6000 base.
In your system what happens if I quad layer battle armor with perfect +100 acid layers and hit the cap on cores? This should give me 6000 kinetic and energy, 6400 acid, 5600 electricity, 6000 heat, and 6000 cold. Where do you get 12,000 from and what does it mean?
A more accurate number, but still meaningless, would be 36,000. If you hit cap all the protections should hit 36,000 regardless of layers used and also regardless of armor type.
It's still meaningless though because all it does is prove you hit the 6000 base cap.
-Droideka-
Mon Jun 20, 2005 6:33 pm
#11
I don't know what the cap is, but I've seen quadprimus battle hit 6900+ kin/en on our server. Therefore, your calculations must be inaccurate. Not that I can give you the correct forumla, just thinking about it gives me a headache.
Ox- wrote:
The cap on base is 6000.
The cap on primus layers is 600 (50 * 12).
Therefore the cap on quad primus layered battle armor is 6600.
The 6000 cap always holds true whether layered or unlayered, it just seems to be confusing people because they think layers are part of the base. They aren't. Base is completely a function of the resources and experimentation on segments and cores. Layers are added/subtracted later.
I don't believe the "12000 combined" means anything. There's only one number for the base, and kinetic / energy / acid / cold etc. are just adjusted from the base depending on the layers used.
rahbert
Tue Jun 21, 2005 5:22 am
#13
Ox- wrote:
Sorry, I might be dense but I still don't see the point in 12,000 being a magic number.
6,000 is the cap on base.
That means if you have unlayered armor and add any 2 numbers together, you'll get 12,000. That doesn't prove anything other than that you've hit the 6,000 base.
The same holds true for layered armor if you're just adding the 2 opposite numbers together that were modified by the layers. In other words, primus layers add to kinetic/energy and reduce elementals, so yeah, if you're at the 6000 cap you'll always get 12,000 when adding kinetic/energy and one of the elemental numbers together. It still doesn't mean anything other than that you've hit the 6000 base.
In your system what happens if I quad layer battle armor with perfect +100 acid layers and hit the cap on cores? This should give me 6000 kinetic and energy, 6400 acid, 5600 electricity, 6000 heat, and 6000 cold. Where do you get 12,000 from and what does it mean?
A more accurate number, but still meaningless, would be 36,000. If you hit cap all the protections should hit 36,000 regardless of layers used and also regardless of armor type.
It's still meaningless though because all it does is prove you hit the 6000 base cap.
Wasn't really saying 12,000 was a magic number. It was just something I noticed with RIS that I've seen floating around. I haven't really looked at how stats on armor are calculated and what the caps were until now. I'm probably just rambling known facts to you guys already ahah
"That doesn't prove anything other than that you've hit the 6,000 base."
That's true I guess... Although, if I made unlayered cores with the same exact resources I made with the RIS I don't think I would've hit 6,000.
"In your system what happens if I quad layer battle armor with perfect +100 acid layers and hit the cap on cores? "
I'm was talking exclusively about quad primus layered battle cores.
With all that being said......... I really just want to know how to calculate the core stats from the layers. rofl.
Message Edited by rahbert on 06-21-2005 08:28 AM
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