Armorsmith Archive

Thread: Do you have to be a 12-point Armorsmith to succeed?

Deko
Sun May 23, 2004 1:44 pm
#1


I'm thinking of picking Armorsmith up, but I'm wondering whether I can succeed as a 10-point AS.


Thanks in advance,
Garnax
Sun May 23, 2004 1:48 pm
#2

Resources matter more. Whether you're a 10 or 12-point smith you'll be able to max base or resists. However, a 12-point smith will have lower HAM, and have better Stun comp. (Since you have to bax both base and resist on those.)


As long as people don't care about HAM much, you'll sell. I'm going to try to get 12 points as soon as I can though, because it isn't too fun selling inferior products.





Xanrag Quaashie - Retired Master Armorsmith
ïXQCð
March 2004 s November 2005
PhatMadness
Sun May 23, 2004 2:03 pm
#3

I've been master AS for almost 8 months now and only got my 11th point a few weeks ago, I have done very well for myself as a 10 point AS. I can match the base resistance of most 12 pointers and I havent noticed more than a 5-10 point HAM difference between myself and the 12 pointers. Youll have to spend a great deal of time collecting the top of the line resources and also burn a lot of them to get amazing successes on schematics, but if you are dedicated enough you can do just fine as a 10 point AS in my opinion.



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Starpilots
Mon May 24, 2004 5:12 am
#4

I did also spend over 5 months colection top of the line resourse but wel diverence between 10 points and 12 points on the whay I make them is 3% base extra and 10-15 lower ham on most pieces. So holding back my big runs to get my 12points first and sitting on buffpack business to suport armor right know and making 50-80 mil first bevore Im going in to bidding in Tapes for it


Out of my experiens 10 points is good posibel but to make good moneyto get some tapes, but to make top of the line armors you have you 12 point because there are a Lot of AS around





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DirthNader
Mon May 24, 2004 5:15 am
#5

Depends on the server. On Shadowfire, there are two 12-pointers that I know of. One keeps a moderate amount of armor in stock, and the other is relatively new and doesn't seem to have the resources to back it up. Those of us who are moving the most comp on the server are 11-pointers.





The artist formerly known as Ittov
docmob
Mon May 24, 2004 5:32 am
#6

You dont need 12 points to suceed. But it helps


Nah honestly from my point of view it helps alot if ya listen to what your customers have to say and to know what they want. Try to meet their demands and you' ll be fine , no matter if ya got 10 , 11 or 12 points.


You can make the popular 80% kinetic composit without extra points , allright maybe your base and ham wont be extraordinary but well ... thats allright. Fortunately lots of people think that customer care and answering questions is more valuable (which is true!!) than 16 points less ham.



If it comes down to high end PVP armor with stun resist and high base (thats what all the PVP guys want) well its tough to do that without 12 points imO.



However i still stick to my original idea .. being a "small" AS , just doing my thing , chatting with the customers and having a good time (btw iuse12 points). To me its more fun to have a good relation with the customers than being "da man" err "da girl" with serverwide known armor series. Thats of course your personal decision after all huh?



Cheers


Alfiriel





Alfiriel (Gorath) Master Armorsmith
Darkstalker [DS]
Slider067
Mon May 24, 2004 6:56 am
#7

The difference is how many "extra" points you have after maxing one of the experimentation lines. I've yet to run into a situation where I couldn't max the experimentation on a single line. In one case, I can max 2 (due to really crappy Crism ore).


I would get the most benefit from this when making "light" composite. Use 10 to max the durability and have a couple to raise resistance. For the heavy PvP stuff...it just doesn't matter.





__________________________________________
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