Armorsmith Archive
Thread: Hindrance vs Protection.
Bags of sand can stop a bullet. Just like a ceramic plate in modern flack vests. Same protection. Different hindrance. Totaly diferent uses and value of the equipment based on hindrance.
A hindrance experimentation line is the most important fix for us. Armor would be personalised by smiths again. A 12pt suit would have its value restored. The value of an amazing success would be restored.
Our goal should be the resoration of a Hindrance line of experimentation and the usefulness of malubility. If we have to wait untel after the CU. Fine.
HAM and malubility were not broken. We must have them back!
_Monroe_ wrote:
I disagree. For a master (and that is the biggest consumer of armor) the hindrance is 0 no matter what.
Slicing will slightly bump up the hindrances. However, armor slicing currently seems to be tied to the generalprotection value aswell, so the higher your general protection, the lower your slice. A top-tier, sliced set will probably give you at most 5% hindrance over what your mitigations are.
Brutus_Krylop wrote:
_Monroe_ wrote:
I disagree. For a master (and that is the biggest consumer of armor) the hindrance is 0 no matter what.
Slicing will slightly bump up the hindrances. However, armor slicing currently seems to be tied to the generalprotection value aswell, so the higher your general protection, the lower your slice. A top-tier, sliced set will probably give you at most 5% hindrance over what your mitigations are.
Good point. So if you could lower it a bit belowthemitigationsit would help for slicing (the way it works now)of VERY good armor.
I just sliced some armor that I made. 20% slice.
Before: 2003, 4003, 3003, -9.3, -18.6, -27.9
After: 3144, 5144, 4144, -13.4, -26.7, -40.1
Still well below the 20, 30, 60 caps but that isn't "good armor" to start with either.
Frogged Armor
Before: 4944, 6944, 5944 -19.8, -39.6 -59.4
After: 5350, 7350, 6350, -21.2 -42.5 -63.8
So with "perfect"(?) armor a master now has a -1.2, -2.5 and -3.8.
Message Edited by _Monroe_ on 04-18-2005 01:31 PM
_Monroe_ wrote:
Frogged Armor
Before: 4944, 6944, 5944 -19.8, -39.6 -59.4
After: 5350, 7350, 6350, -21.2 -42.5 -63.8
So with "perfect"(?) armor a master now has a -1.2, -2.5 and -3.8.
Message Edited by _Monroe_ on 04-18-2005 01:31 PM
Brutus_Krylop wrote:
_Monroe_ wrote:
Frogged Armor
Before: 4944, 6944, 5944 -19.8, -39.6 -59.4
After: 5350, 7350, 6350, -21.2 -42.5 -63.8
So with "perfect"(?) armor a master now has a -1.2, -2.5 and -3.8.
Message Edited by _Monroe_ on 04-18-2005 01:31 PM
Pretty much, which in my opinion, makes hindrance experimentation wholly unnecessary.
I'd much rather be able to mitigate the yin/yang effect on layers.
Layers are a whole other story. I was just playing with some Primus layers. Pretty much the only layer worth making and even that is debatable.
81 units of resources to make one primus layer. If you load up a segment thats 324u per segment and 972u per core and 2916u per chest. For a total of 64 minutes of factory just for the layers for one chestplate.
Now I don't have the best resources obvisouly but the ones I made are +60. So a total of +720 to a piece of armor (assuming you have 720 points under the max to begin with).
Correct me if I'm wrong please!!!
Ruebacca wrote:
interesting. i am clearly behind the curve here. i will hold off on my opions.
I think what you are looking at are the hindrances for armor you are not certified to wear. In that case it would be horrible. So bad in fact that no one would ever wear non-cert armor in battle.