Armorsmith Archive
Thread: CURB & PSGs
I was only able to get on a few minutes but I did grab one from the frog and see that it was all enegy resists with a space like recharge on em.
- Other resists on em were listed at 0 - does this mean crafed ones might get a chance at blocking more then energy?
- Whats the difference between Mk I, II & III
- Anyone go after an Imp PSG schem to see if there is a difference there still?
- With this space like power mod now, do PSGs decay? If so when, just from dying or does decay start when the protection ends and they bascially get blown up in a second at that point?
- What kinda protection do they offer, because from the stats on the PSG (MkIII), the combat spam and the lack of any major loss in efficiency on the PSG it was hard to say it was doing much of anything for me. (still getting immediately incaped by NPCs inside bestine)
It did a tad more for the first hit and the next three it was fixed. Affter that I was dead or the criter was dead
Not much help I know but...
Ragnaat wrote:
Can someone explain to me how PSGs work post curb?
they suck and are completely useless :/
I was only able to get on a few minutes but I did grab one from the frog and see that it was all enegy resists with a space like recharge on em.
- Other resists on em were listed at 0 - does this mean crafed ones might get a chance at blocking more then energy?
Nope all energy now, and only RANGED energy not melee
- Whats the difference between Mk I, II & III
more protection faster "recharge" rates
- Anyone go after an Imp PSG schem to see if there is a difference there still?
yeah so far no change just a higher energy resist than the mark 3 can give
- With this space like power mod now, do PSGs decay? If so when, just from dying or does decay start when the protection ends and they bascially get blown up in a second at that point?
The psg now has 2 decay rates it powers up takes a few hits and shuts down, takes some minutes to recharge for more hits again (takes about 3 hits then shuts downand takes 5 mins to recharge back up again to reuse so its basically useless) aside that "temporary" decay meter the main durability will also decay with each charge, each time a psg recharges it will loose some of its main durability/condition till once it reaches 0 it wll be broken like any other armor/weapon
- What kinda protection do they offer, because from the stats on the PSG (MkIII), the combat spam and the lack of any major loss in efficiency on the PSG it was hard to say it was doing much of anything for me. (still getting immediately incaped by NPCs inside bestine)
its CRAP id say around 5-10% TOPS its basically like not wearing anything so as i said PSGs are now useless, sure they last longer but now they are pointless so who cares about the longer durability :/
I believe this whole 2 condition modifiers were implemented to avoid ppl ADKing a PSG and using it forever, but by doing so they rendered psgs useless :/, oh well they already rendered THE ENTIRE PROFESION useless so why stop there, figures PSGs were just gonna be another casualty of the CU
-FireStorm- wrote:
Ragnaat wrote:
Can someone explain to me how PSGs work post curb?
they suck and are completely useless :/
I was only able to get on a few minutes but I did grab one from the frog and see that it was all enegy resists with a space like recharge on em.
- Other resists on em were listed at 0 - does this mean crafed ones might get a chance at blocking more then energy?
Nope all energy now, and only RANGED energy not melee
- Whats the difference between Mk I, II & III
more protection faster "recharge" rates
- Anyone go after an Imp PSG schem to see if there is a difference there still?
yeah so far no change just a higher energy resist than the mark 3 can give
- With this space like power mod now, do PSGs decay? If so when, just from dying or does decay start when the protection ends and they bascially get blown up in a second at that point?
The psg now has 2 decay rates it powers up takes a few hits and shuts down, takes some minutes to recharge for more hits again (takes about 3 hits then shuts downand takes 5 mins to recharge back up again to reuse so its basically useless) aside that "temporary" decay meter the main durability will also decay with each charge, each time a psg recharges it will loose some of its main durability/condition till once it reaches 0 it wll be broken like any other armor/weapon
- What kinda protection do they offer, because from the stats on the PSG (MkIII), the combat spam and the lack of any major loss in efficiency on the PSG it was hard to say it was doing much of anything for me. (still getting immediately incaped by NPCs inside bestine)
its CRAP id say around 5-10% TOPS its basically like not wearing anything so as i said PSGs are now useless, sure they last longer but now they are pointless so who cares about the longer durability :/
I believe this whole 2 condition modifiers were implemented to avoid ppl ADKing a PSG and using it forever, but by doing so they rendered psgs useless :/, oh well they already rendered THE ENTIRE PROFESION useless so why stop there, figures PSGs were just gonna be another casualty of the CU
Message Edited by Keeper32 on 04-12-2005 11:28 PM
I'm level 14 and I was fighting level 14 NPC, they were doing 200-250 damage to me and the shield was absorbing
20-25 damage (when it worked).
With the difficulty in crafting these, not even worth it. Maybe if they were as easy to craft as a fiberplast panel,
but total junk now.
Fobok wrote:
3 hits would be an incredible use to keep someone from being one-shot killed during harvester runs. It's not much use to combatants, but it should be very useful to the pure crafters. (Still doesn't stop melee attacks, but those are easier to avoid.)
Damage scales based on the difference in level. So, with crafters being level 1. Any hit will be more than 1000 damage.
I was getting hit for 1500-1600 from level 20 NPC's.
As a side note also: A level 428 Ancient Krayt Dragon hit me for 27,770 damage.
Message Edited by AndJusticeForAll on 04-13-2005 07:00 AM