Armorsmith Archive

Thread: Armorsmith and Weaponsmith Issue

TitanTen
Mon Apr 25, 2005 10:06 am
#1

First off I am a master armorsmith and there is a problem regarding both our proffessions; lack of damage types. More specifically higher elemental damage. This would have a two fold benefit. 1) it would allow WS to sell more weapons and 2) let AS make more varied armor.


My idea for implementing this would be to have some lower level weapons, or high level ones with drastic decreases in DPS, have them switch percentages of elemental and base damage. Have it so a stun baton does 90% electrical and 10% energy, or a SG-82 does 80% cold and 20% energy. But have them have lower DPS to make up for the obvious upside to using them.


This would give more weapons meaning besides the 2 highest DPS master level weapons and armor more benefit then highest kinetic and energy resist.


In the end its all about variety. Whatcha think?



MekWare Armor
Mekroig and Curate
+12 Point Smiths
Trinity City, Dantooine
TitanTen
Mon Apr 25, 2005 10:07 am
#2


I posted this in the Weaponsmith forums and this is a copy-paste job.






First off I am a master armorsmith and there is a problem regarding both our proffessions; lack of damage types. More specifically higher elemental damage. This would have a two fold benefit. 1) it would allow WS to sell more weapons and 2) let AS make more varied armor.


My idea for implementing this would be to have some lower level weapons, or high level ones with drastic decreases in DPS, have them switch percentages of elemental and base damage. Have it so a stun baton does 90% electrical and 10% energy, or a SG-82 does 80% cold and 20% energy. But have them have lower DPS to make up for the obvious upside to using them.


This would give more weapons meaning besides the 2 highest DPS master level weapons and armor more benefit then highest kinetic and energy resist.


In the end its all about variety. Whatcha think?







MekWare Armor
Mekroig and Curate
+12 Point Smiths
Trinity City, Dantooine
Ryche_Mykola
Mon Apr 25, 2005 10:21 am
#3



TitanTen wrote:
I posted this in the Weaponsmith forums and this is a copy-paste job.

First off I am a master armorsmith and there is a problem regarding both our proffessions; lack of damage types. More specifically higher elemental damage. This would have a two fold benefit. 1) it would allow WS to sell more weapons and 2) let AS make more varied armor.
My idea for implementing this would be to have some lower level weapons, or high level ones with drastic decreases in DPS, have them switch percentages of elemental and base damage. Have it so a stun baton does 90% electrical and 10% energy, or a SG-82 does 80% cold and 20% energy. But have them have lower DPS to make up for the obvious upside to using them.
This would give more weapons meaning besides the 2 highest DPS master level weapons and armor more benefit then highest kinetic and energy resist.
In the end its all about variety. Whatcha think?





It makes too much sense to implement.



Ryche Mykola
Outer Rim Collective (ORC) High Council


Ariakus Mykola
Outer Rim Collective Master Rifleman
Cancelled accounts for Wow
TitanTen
Mon Apr 25, 2005 10:24 am
#4






Ryche_Mykola wrote:


It makes too much sense to implement.





i take that as the highest compliment



MekWare Armor
Mekroig and Curate
+12 Point Smiths
Trinity City, Dantooine
Brutus_Krylop
Mon Apr 25, 2005 10:32 am
#5

When I first saw the "Elemental Damage" stats on a weapon on TC-Ep3, I figured that it referenced the percentage of the net damage that would be counted as elemental, with the remainder being the base energy or kinetic.


Boy, was I wrong.



Ehril Gospic -- Elder Jedi
Fahoo Gua'gads -- Elder Armorsmith

The Ironhead Armor Shop will return!

TitanTen
Mon Apr 25, 2005 10:34 am
#6






Brutus_Krylop wrote:

When I first saw the "Elemental Damage" stats on a weapon on TC-Ep3, I figured that it referenced the percentage of the net damage that would be counted as elemental, with the remainder being the base energy or kinetic.


Boy, was I wrong.






just makes sense doesnt it burtus?



MekWare Armor
Mekroig and Curate
+12 Point Smiths
Trinity City, Dantooine
Lotok
Mon Apr 25, 2005 1:11 pm
#7

well described. Sounds like a good idea. Maybe try recommending it on a forum where devs look...who knows they might even bother to read it


While your being helpful are you able to explain what the stats are on armor. for example frog armor has 5999 kinetic and energy.

is that like 59.9% resists?

If so does the balancing where more energy means less kinetic apply?






Lotok Lekkmen
Elder 12pt Master Weaponsmith
-
Location:Tatooine -4453 5977 (behind bandits Hideout shuttleport)
TitanTen
Mon Apr 25, 2005 2:51 pm
#8

Ok the point system. This can get complicated. Basically the points are on a linear scale from 0 - 10000, 0 obviously being the lowest resist 0%. The resists the points are equal to are not on a linear scale, they are on more of a inverse parabolic scale (diminishing returns.) The MAX resist you can have is 60% (at 10000 points), 6000 = 48%ish, 7000=51ish % 8000=54ish 9000=57ish


There is a good thread in the armorsmith boards explaining the graph of the function and all the plots, also TKM's get innate 6000 points of armor.



MekWare Armor
Mekroig and Curate
+12 Point Smiths
Trinity City, Dantooine
Lotok
Mon Apr 25, 2005 2:56 pm
#9

TKMs inate 6k armor (47% Resists) on everthing or just kinetic?



Lotok Lekkmen
Elder 12pt Master Weaponsmith
-
Location:Tatooine -4453 5977 (behind bandits Hideout shuttleport)
TitanTen
Mon Apr 25, 2005 3:12 pm
#10

everything it counts as battle armor.




MekWare Armor
Mekroig and Curate
+12 Point Smiths
Trinity City, Dantooine
Lotok
Tue Apr 26, 2005 12:03 am
#11

Its not a bad idea. They could have to cap the elemental damage resists on armor higher than they intend to. I dont know a lot about Post CU armor to be honest, I dont understand how to know what weapon is best against what armor nor how armor resists now work, but im under the impression armor doesnt defend well against elemental.


If thats true that would need to change since it would become a huge pvp issue where pvpers only use x weapon because armor cant defend against it.


Defiantly has merit tho, our professions need love.



Lotok Lekkmen
Elder 12pt Master Weaponsmith
-
Location:Tatooine -4453 5977 (behind bandits Hideout shuttleport)
TitanTen
Tue Apr 26, 2005 12:14 am
#12






Lotok wrote:

Its not a bad idea. They could have to cap the elemental damage resists on armor higher than they intend to. I dont know a lot about Post CU armor to be honest, I dont understand how to know what weapon is best against what armor nor how armor resists now work, but im under the impression armor doesnt defend well against elemental.


If thats true that would need to change since it would become a huge pvp issue where pvpers only use x weapon because armor cant defend against it.


Defiantly has merit tho, our professions need love.







right now think of elemental protection on armor as base, and energy/kinetic as special. If you put in a cold layer it increases cold protection, but also lower heat protection. All layers have this dual mentality, raise one and lower the other. So if a pvp'er has been getting lit up by commando's with flamers he may want to have full heat layered recon armor, but that would open him up completely to an SG-82 attack, or a well placed cryoban grenade.


Also with the new skinning system on armor, where the look of the armor doesnt matter only the class (ie. bone is as good as RIS) you could never tell what kind of armor the person you were fighting was wearing.


This whole new layer to pvp would be welcome i suspect, as long as we keep the DPS on the elemental weapons low enough to warrant using the normal weapons too. It would also open up the roles a bunch, which the devs wanted, think of it. Your 3 commando's are not putting a dent in this rifleman with thier flamers, so you call in your rifleman buddy with a krayt SG-82 and he blasts him away.



As i see it pvp'ers would have 2-3 suits of armor and maybe 5-6 weapons. Basic all around armor, and 1-3 specific element protection armors. Their weapons would be 1 high level energy, 1 high level kinetic, and 3-4 elementals.




MekWare Armor
Mekroig and Curate
+12 Point Smiths
Trinity City, Dantooine
maigy
Tue Apr 26, 2005 6:08 am
#13






Brutus_Krylop wrote:

When I first saw the "Elemental Damage" stats on a weapon on TC-Ep3, I figured that it referenced the percentage of the net damage that would be counted as elemental, with the remainder being the base energy or kinetic.


Boy, was I wrong.







This isnt how it works?



I though all weapons were base of either kinetic or Energy Damage adn then the do additional Elemental damage.


SG-28 for example may be 200-400 damage with +80 cold damage.



in other words... 200-400 Energy +80 Cold



This isn't how it works?





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