Armorsmith Archive

Thread: A few questions to the masters..

Pyrozio
Wed Apr 21, 2004 2:48 am
#1


hi!


ijust became master as yesterday andafter thatispent hours with reading about how to make good armor.i couldnt find answers to all of my questions soi would like to ask them to you.


1.i often see vendors selling compo armor with 80% kinetic and base of about 65%.. what kind of segments/segment enhancerts are used for that?


2. when i craft a kinetic layer.. what is a really good stat for it?


3. what kind of influence does the quality of the crafting tool have on the stats of the armor or on the experimentation points? is there any?


4. are there any math formulas soi cansee whati possibly get beforei start to craft? i.e.i use resources (oq 826 sr 865 + ... = base eff.)* spended experimentation points = % base eff segment.. etc.. something like that please tell me what you know.


5. at least maybe there are some tips from you about how to get the extra percent.. this would be very helpful.


Greetings


Pyro
Pyrozio
Wed Apr 21, 2004 2:57 am
#2

err i forgot that 80% kin and 65% base armor is sliced.. but i still want to know how to make the prescliced armor of this..
Bey
Wed Apr 21, 2004 3:06 am
#3


  1. Typically 3 kinetic layers with max special protection, in segments optimized for max effectiveness. You can achieve those stats with no special drops.

  2. 12+ on special protection is decent

  3. Not known in any detail. I use 99% tools, just to be sure

  4. You will find various formulas. One fairly good rule of thumb is trying to get materials that have 1400+ total of OQ + SR. But try for : High as possible OQ+SR, and if lucky, high UT and if very lucky high Malleability as well. That is what I go for and that rule works well for me.

  5. Materials, materials, materials. It can take literally months to catch and collect the really super spawns of materials for the very best armor ( talking unsliced, non-drop-enhanced armor here ). You may be able to buy some of the good stuff, but expect to pay steep prices. The best stuff is best mined by yourself if you dont want your armor prices to escalate due to material prices, to a level where people can get as good or better cheaper elsewhere. Some miners do mine at a reasonable price for you as well. Once you have the materials, all you need to do is learn what experimentation produces the effects you want. Basic rule : For normal adv composite with high base, triple layers experimented for max effectiveness, rest in durability. For high special protection, triple layers of the type in question, maxed for special protection, rest in effectiveness. If you want the extra stress ( and revenue ) of special drops, sprinkle those into the mix as well. But remember you need IDENTICAL serials on the drops when using them to factory make segments. Also keep in mind that anything but the very best experimentation results are generally no sale. Meaning that any special drops used in a failed experiment is a writeoff. If this bothers you, you dont want to try to explain to people why their übah l00t went to the big loot graveyard in the sky, and should do like me : focus on great unsliced adv un-enhanced armor.

Thats my take on things. I'm sure others will confuse you further




Xexo Sparks
No longer : Master Armorsmith / Master Merchant / Master Artisan due to lack of content for non combat characters
Bey
Wed Apr 21, 2004 3:07 am
#4






Pyrozio wrote:
err i forgot that 80% kin and 65% base armor is sliced.. but i still want to know how to make the prescliced armor of this..





No, it is easily doable unsliced. Sliced, I'd expect it to be 80% kin and 75% + base.




Xexo Sparks
No longer : Master Armorsmith / Master Merchant / Master Artisan due to lack of content for non combat characters
Dova
Wed Apr 21, 2004 6:08 am
#5

Question 2 depends on the base you're getting on your layers and what your ultimate goal is. 12+ would be a complete waste of points if you are triple layering a suit. It's overkill and will only lead to an 80% Kinetic suit that weighs more than it should. I hit 80% Kinetic if I use 2/6, 3/5 or 4/4 layers. 12 in specialis silly unless it's a special order suit. For instance I had a client that wanted an 80% Heat/80% Kinetic suit with high base. I used 4/5 and 4/6 Kinetic layers and 3/12 Heat layers. The end result was a suit that was 80% Kinetic/80% Heat and 68% base.
AegolinAdaron
Wed Apr 21, 2004 6:16 am
#6

Here are some empirically determined formulas that have helped me. They may be resource dependent but I'll give them anyway:


Kinetic layers:


Final Quality = Initial Quality + Npointsx 7%

(Example: while making a kinetic layer my resources produce 24% quality; putting 10 points intoquality will yield 24% + 10 x 7% = 94% quality, assuming all great successes)


Final Resistance = Initial Resistance + Npoints x 7%


(Example: similarly if my resources produce 24% resistance; putting 1 point intoresistance will yield 24% + 1 x 7% = 31% resistance, assuming all great successes)


Final base resist of layer = 0.0414 x Final Quality + 0.0043

(Example: using this formula 94% quality translates into 4.3% base resist)


Final kinetic resist of layer = 0.1416 x Final Resistance + 0.0081


(Example: using this formula 31% resistance translates into 5.2% kinetic resist)



Advanced Composite Segments (3-layered kinetic):


Initial base resist segment = Base resist layerx 3 + 0.073

(Example: using layers with 4.3% base resist, my segments will have an initial base resist of 20.2%)


Initial kinetic resist segment = Kinetic resist layer x 3

(Example: 5.2% kinetic resist layers give a 15.6% kinetic resist segment)


Final base resist segment = Initial base resist + Npoints x 7% x 0.2402

(Example: putting 8 points into quality while experimenting on the 20.2% segment, I obtain a 33.6% base resist segment)


Final kinetic resist segment = Initial kinetic resist segment

(Example: no matter how I spend points, the initial 15.6% kinetic resist will translate into a 15.6% final kinetic resist of the segment)



Advanced composite gloves:


Initial base resist gloves = Final base resist segment + 0.11

(Example: using a 34% base resist segment will give me 45% base resist gloves)


Final base resist gloves = Initail base resist gloves x Npoints x 7% x 0.388

(Example: putting 8 points into quality on the 45% gloves will result in 67% base resist gloves)


Initial kinetic resist gloves= Final kinetic resist segment + Final base resist segment + 0.11

(Example: using the 34%/16% segment, will give me gloves with 61% kinetic resist)


Final kinetic resist gloves = Initial kinetic resist gloves + Npoints x 7% x 0.388

(Example: putting 8 points into quality on the 61% gloves, will result in 85% gloves, truncated to 80%).


All the above formulas were obtained using similar resources and a limited number of expermients. The accuracy is probably within a few percent.


I would be interested to know if anyone else has found similar results.


Emily

Bey
Wed Apr 21, 2004 8:38 am
#7






Dova wrote:
Question 2 depends on the base you're getting on your layers and what your ultimate goal is. 12+ would be a complete waste of points if you are triple layering a suit. It's overkill and will only lead to an 80% Kinetic suit that weighs more than it should. I hit 80% Kinetic if I use 2/6, 3/5 or 4/4 layers. 12 in specialis silly unless it's a special order suit. For instance I had a client that wanted an 80% Heat/80% Kinetic suit with high base. I used 4/5 and 4/6 Kinetic layers and 3/12 Heat layers. The end result was a suit that was 80% Kinetic/80% Heat and 68% base.






I agree. Bad example. It was based on my recent Stun layers who my customers wanted as high %as possible.



Xexo Sparks
No longer : Master Armorsmith / Master Merchant / Master Artisan due to lack of content for non combat characters
Pyrozio
Wed Apr 21, 2004 8:49 am
#8


thanks alot to you all! that really were the answers i was lookig for


Greetings


Pyro
Page 1 of 1
Previous Next