Armorsmith Archive
Thread: New to armorsmith
I'm guessing you used the "hologrind" method? anyway...
the 4 most important stats are:
- Overall Quality & Shock Resistance (affects protections)
- Malability (encumberance & crafting success)
- Unit Toughness (Condition)
It would be wise to read the "Complete guide to armor and armor crafting" sticky post above too.
Message Edited by Jekkra on 03-01-2004 10:20 PM
Message Edited by Jekkra on 03-01-2004 10:21 PM
Stargzrrag wrote:
I was wondering if it is practical to make subcomponents for a more profficient Armorsmith until I have mastered Armorsmith.
I really hate wasting resources by practicing out a bunch of items.
I have been a Master Artisan and Master Architect for almost a year now and have trained others in Architect by having them make walls(and other non-exeriment needed items) for me, kind of like an apprenticeship program. It has worked out well for both teacher and student. The mass amounts of resources are used instead of crumbled to dust. The teacher gets some of the tedious stuff done for them and the student gets an insight into the proffesion and possibly a partner or asssociate after they have mastered.
The only real disadvantage is that it takes more storage space to hold individual units than it does crates of items.
No your idea won't work out. Unlike architect, most of the subcomponents used in Armorsmithing need to be experimented on. You being the lower level smith will produce an inferior product, not to mention the lack of high quality resources you may have issues with.
The ONLY item you could hope to do for a master would be to make PSG subcomponents, as none of those require experimentation except for the master artisan parts, and the final combine. But then of course they would have to be factory crated thus removing the possiblity of XP out of it.
So in short, forget about it,you HAVE to waste resources ![]()