Armorsmith Archive
Thread: Does anyone remember...(old time composite question)?
The main reason to make this change was point a) because too many people were whining about that usingKrayt Scales actually made the armor weaker.
Arem wrote:
This change (biggest inbalancing armor mistake ever) took effect on 8th of October. If counting backward must have been publish 3. Quoting from http://starwarsgalaxies.station.sony.com/recent_updates.jsp?o=60890
Armorsmith - Armor components that give special protections now add on top of the armor's general effectiveness. This applies only if the armor wasn't previously vulnerable to that damage type.
Armorsmith - Experimentation on general effectiveness now adds to special protections given by components. This does not apply if the armor was previously vulnerable to that damage type.
The main reason to make this change was point a) because too many people were whining about that usingKrayt Scales actually made the armor weaker.
That makes sense for specials or for Layers (which move it to special, but if it was initially a Base it still increases by base experimentation, not special).
But what about regular unlayered-uncomponented Composite. WHy does the electrical increase on that. It isn't a base resist, it is the special. And it makes no sense to me, since every other armor has 1 special, and you need to experiment special to increase it.
To answer your question, have you read the Adv. BE guide from last weeks Friday Feature?
One word.... LAZY.
The dev didn't create a separate alogrithim to differentiate between Kryat enchanced composite and regular old non-layered composite. Therefore, they pull the from the same algorithinm and the method of experimentation is exactly the same. And people wonder why Composite is the only thing out there. It has the highest number of resists, highest % of resists, and its the only armor where special effectiveness and base effectiveness are tied into 1 line of experimentation.
Message Edited by hopnasty on 04-21-2004 04:22 PM
There was a problem with layers adding to composite coming out at for example at 12% kinetic while your base started at like 30's. This was fixed by changing the layers to add on top of the base, thus you get the composite we're all used to. the electric protection was considered a layer in the coding, and therefore unlike any other armor, composite relies only on the middle bar to raise %'s. This was a long time ago when it happened, and if they fixed it now, I'm sure it'd be much harder to find really nice base and special composite like the 80/80/70 stuff we're seeing now. It would be more like RIS, where you'll see the nice loot made pieces with a crappy 60% kinetic because it's based off of initial combine and that 3rd bar, (like all other armors). I personally think that fixing composite to how it should opperate would help bring down the costs of composite because it would be of less quality. You'd still get a piece with 70% base, but you'd be seeing like 70% base and 45% electric.
Hehe I remember when I first made composite I sold my 27% suits for 125k a set, and couldn't keep them on the shelves. hell, the first week when I could make 60k off of a bone armor piece
those were the good ole days
hehe I even remember a few days into the game when someone finally realized how to use the public crafting stations and experiment! hehe took me about a week to learn that i needed good oq+sr+mal for armor
I remember good old 4% bone armor with no experimentation selling very well
ahhh the good ole days
Cheers