Armorsmith Archive
Thread: productive post: New armor slicing revealed
Armour
Enhance Resilience:
Normally armour begins to suffer from reduced effectiveness at less than 50% max condition. This slice will improve the armour’s performance under extreme decay. The armour will not begin to suffer the reduced effectiveness until it reaches the level of decay shown below.
OrderConditionCustomisation rating
140%25%
230%25%
320%25%
The first column is the order in which the slice must be made; the second is the changed percentage of condition at which the armour piece begins to suffer from the effects of decay; the third column being the amount added to the piece’s customisation rating.
Improve Impact Deflection:
This slice reduces the amount of damage/decay a piece of armour takes from each hit by 50%. Higher Ranks in this slice increases the likelihood of damage reduction.
OrderChanceCustomisation rating
120%25%
240%25%
360%25%
The first column is the order in which the slice must be made, the second is the chance in percentage terms of each hit’s effect on the armour’s condition being reduced by half, with the third column being the amount added to the piece’s customisation rating.
Add Hardening
This slice gives the armour a chance to absorb 50% of incoming damage to the player. This bonus does not stack with other armour pieces. It only applies if the sliced armour piece is hit in combat (I.E. a head piece bonus of 1% does not result in an overall bonus of 2% as each piece offers 1% for the area of body it covers).
OrderChanceCustomisation rating
11%15%
22%35%
33%50%
The first column is the order in which the slice must be made, the second is the chance in percentage terms of each hit’s damage to the character being reduced by half, with the third column being the amount added to the piece’s customisation rating.
Armour Break Reduction
This slice reduces the effect of the Armour Break ability when this armour piece is hit in combat.
OrderReductionCustomisation rate
125%20%
250%20%
375%20%
The first column is the order in which the slice must be made, the second is the amount in percentage terms that the Armour Break effect is reduced, with the third column being the amount added to the piece’s customisation rating.
Looks to me that hardening imparts a very minor chance (1-3%) of a "critical block," much like one of the weapon slicing options imparts a very minor chance of a "critical hit."
So, if I'm reading this right, a max-sliced armor piece with maximum hardening would absorb 50% off the top of about 3% of hits that strike that particular piece, then absorb the remainder as normal.
That doesn't sound all that fantastic to me. The real question I have is how long does it take for a piece (or weapon) to get "out of tune"?
""Take a look at the first option, though. Does it seem a bit ... dated ... to anyone else? When I look at armor that's below 50% condition today, it still shows full resists. When I looked at armor below 50% condition pre-CURB, its resists began to drop.""
Which makes me fear that when this smuggler revamp hits they're going to screw with armour mechanics yet again ![]()
Also from reading a bit on the smuggler forum, a highly sliced piece has a huge chance of "breaking" and needing "repaired" by a smuggler. Testing on the TC by smugglers shows that when a smuggler "repairs" one of these pieces, it puts the condition of the item to 0. Way to go devs
I'm sure it's a bug, but it doesn't exactly fill you with confidence given our current situation...
crap, the 3% isnt so much
but dont need the first 2 options so might as well
justapilgrim wrote:
crap, the 3% isnt so much
but dont need the first 2 options so might as well