Armorsmith Archive

Thread: Mathematicians Guide to Armorsmithing

Trystal
Sun Aug 28, 2005 1:05 am
#1


Thanks...


Just realized moments ago that my math was off Meh it's 3am, I'm bound to make atleast 1 mistake


I have fixed it... atleast I think



Message Edited by Trystal on 08-28-2005 01:05 AM



Odati Hercinde
Master Armorsmith
Master Artisan
(Working on Master DE)
CaileSathinor
Sun Aug 28, 2005 1:44 am
#2

This gets an A+ and ***** from me. I'll stick it in the links guide in a few.



Valcyn's hawtest AS Caile Sathinor married to Naea
12 Point/+25 Assembly Master Armorsmith Retired Armorsmith Correspondent RIS Certified
Feomatar
Sun Aug 28, 2005 5:47 am
#3

Hmm... i don't think Weighted Average works now like it did pre-curb (and like you describe it). Now the quality is calculated (statcap / stat) in stead of (stat / 1000).


Assuming you make an item that uses shock ressistance & overall quality and needs 10 units of Alantium Carbonate Ore (SR cap 115) + 10 units of Crism Siliclastic Ore (SR cap 330).

Stats of the Alantium Carbonate Ore: 1000 OQ; 115 SR
Stats of the Crism Siliclastic Ore: 1000 OQ; 330 SR

The Weighted Average would be 611,25... if you're right, the experimentation cap on the item would have to be 61,125%.
However in reality you can experiment to 100%.


I hope you understand what i'm trying to say...



Feo Chri'Lar
Proud Non-Jedi Bothan
Master Carbine Fanatic / Master "12 Point" Armorsmith
Trystal
Sun Aug 28, 2005 7:14 am
#4

Hmmm.... I am not totally sure what you mean Feomatar. I have not had that equation nor situation come up before. In fear I had made a mistake I testedthe guideon a real Advanced ReconSegment. I used the following:


15 Polymer 937OQ/969SR "Ehoiri"


5 Scaley 900OQ/985SR "Meeho"


5 Iron 822OQ/934SR "Difethebot"


10 Steel 817OQ/955SR "Emekiite"


Using these resources I got an armor stat of 339 before experimenting. During the Experimentation process I had 8 Great Successes and 2 Amazing Successes, giving me my final UnlayeredSegment Stats of 929 (resource capped)


With that info written down I used my equations from the guide to see if it was correct. The Weighted Average comes to 921.65 which when divided by 10 is 92.165 or rounded to 92%. That is what I capped at. Still not satisfied I took the rest of the steps I outlined, and found that the Exp Base is 26.54. Took the Exp Base against the equation for Base Armor Stat and got 338.89 which rounded up is 339, the same as my screen showed during creation before experimentation.


So the math worked atleast, but I am in no way saying you are incorrect in your thinking as you definitely have much more time invested than I. Can you explain further what you mean so that I can test it myself. Any help you give me to makeme more accurate in this guide is most certainly welcome and thank you for posting.






Odati Hercinde
Master Armorsmith
Master Artisan
(Working on Master DE)
Brutus_Krylop
Sun Aug 28, 2005 8:27 am
#5


A very well-constructed guide, but Feomatar is correct in that with gated resources, the resource qualities are now judged versus the resource cap. Generic resources such as those used in segments are ungated, and thus it is proper to judge them versus the 1000 rating.


I'll see if I can dig up the equations from when they changed it a few months ago ...



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

The Ironhead Armor Shop will return!

Brutus_Krylop
Sun Aug 28, 2005 8:28 am
#6






Trystal wrote:

Hmmm.... I am not totally sure what you mean Feomatar. I have not had that equation nor situation come up before. In fear I had made a mistake I testedthe guideon a real Advanced ReconSegment. I used the following:


15 Polymer 937OQ/969SR "Ehoiri"


5 Scaley 900OQ/985SR "Meeho"


5 Iron 822OQ/934SR "Difethebot"


10 Steel 817OQ/955SR "Emekiite"


Using these resources I got an armor stat of 339 before experimenting. During the Experimentation process I had 8 Great Successes and 2 Amazing Successes, giving me my final UnlayeredSegment Stats of 929 (resource capped)





The problem with this type of test is that none of those particular resources are capped.


Make someenergy or kinetic layers and I think you'll see the issue.





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

The Ironhead Armor Shop will return!

Brutus_Krylop
Sun Aug 28, 2005 8:38 am
#7


OK, I dug up the resourceevaluationstuff. There have been three methods used to evaluate resource quality in SWG's history. The first one is what you are using here in the guide, but it is outdated. Below I've edited and updated a post I made a while back in a discussion thread about the changes ...






Taking the Frobozium Steel example ... let's look at your example for a theoretical resource with a 700-850 UT window.


Resource 1: OQ 1000, UT 700


Resource 2: OQ 200, UT 850


Using a 50/50 OQ/UT schematic, and requiring a 1000-point scale for each expression . . .



Original System (Dump numbers in a virtual bucket)


Formula is: (OQ+UT) / 2


Resource 1: 850


Resource 2:525


Resource 1 is clearly the better one.



CURB System 1 (Evaluate resources relative to their actual gates)


Formula is:500 * {(OQ/1000) + [ (UT - LowGate) / (TopGate - LowGate) ]}


Resource 1:500


Resource 2: 600



CURB System 2 (Newest system, evealuate resources relative to top gate)


Formula is: 500 *[ (OQ / 1000) + (UT / TopGate) ]


Resource 1: 912


Resource 2: 600










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

The Ironhead Armor Shop will return!

Feomatar
Sun Aug 28, 2005 9:10 am
#8

That's what i meant, thanks Brutus.

Apart from this, it's a very nice guide.



Feo Chri'Lar
Proud Non-Jedi Bothan
Master Carbine Fanatic / Master "12 Point" Armorsmith
Trystal
Sun Aug 28, 2005 9:13 am
#9

My profound apologies if my information is incorrect. That is exactly why I cited my sources so that if the info was not correct I would have a chance to fix it. With that in mind, Brutus, would you please put a link or where to find the thread on that discussion you had regarding the gated resources quality equations, as I would very much like to read it. And thank you for this information, it is extremely valuable to me. I like to understand how I get the results I get more than just go in blind so any information negating or argumentative to what I have written is wanted.


Thanks,





Odati Hercinde
Master Armorsmith
Master Artisan
(Working on Master DE)
TheNola
Sun Aug 28, 2005 11:22 am
#10

Excellent work. This post goes into my bookmark


and definitely deserves a sticky!





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Naia Draven
My own Lowca legend & tailor goddess
(-1324, -6265)
-+*+-+*+-+*+-+*+-+*+-+*+-+(Noble Legends)+-+*+-+*+-+*+-+*+-+*+-+*+-

Trystal
Sun Aug 28, 2005 12:26 pm
#11






Mathematicians Guide to Armorsmithing


Contents


1.Weighted Average
2.Experimentation Base and Experimentation points
3.Base Armor Stat
4.Armor Stat Types
5.Segments and Layers
6.Armor Cores
7.Final Combine
8.Stat Caps
9.Final Combine Bonus vs. Stat Caps
10.Armor Bonus and Penalty
11.Common Caps

12. Referrences

13. AS Little Helper

14. Last Words


Prologue


Welcome to the Mathematicians Guide to Armorsmithing. I hope the information contained within will help you to better understand the craft of Armorsmithing, and better prepare you for the questions your prospective clients will have, not to mention make you more net money. I cannot take complete credit for this guide, because even though I may have written it, the information herein has come from many referrences already available to the AS community. My goal was to consolidate the info from all the sources into one guide. I have cited the sources I used and added the links to where you can find this material at the end of this guide. So grab some paper, put your thinking cap on, and utilize this guide to become the Best AS on your Server!


1. How the weighted average quality is calculated


This section describes how the weighted average is calculated based on resource attributes. Essentially, the weighted average is a number that takes the average of all the resources used toward whatever you are crafting, to help determine the starting value of that part. The weighted average depends on a) the attributes of each resource used, b) the amount of each resource required by the schematic and c) the weighting of each attribute.


The weighted average on all armor is based on the Overall Quality and Shock Resistance at a 50-50 ratio. To get the average Shock Resistance you would: Multiply the shock resistance of each resource by the quantity of that resource, add the results of each to acquire a sum, divide the sum by the sum of the total quantity of all the resources used. The same process is performed for Overall Quality. To get the weighted average you would total the average Shock Resistance and the average Overall Quality then divide the sum in half. For materials that do not have one of the values (for example solid petrochem fuel doesn’t have a Shock Resistance stat), the equation simply removes that factor from the calculation.


For example, say you're making a Recon Segment using the following materials (we're only going to list the OQ/SR of these theoretical materials, since that's all thatapplies to resistances):


10 Steel 850 OQ/ 750 SR
5 Iron 900 OQ/ 450 SR
15 Polymer 350 OQ/ 800 SR
5 Scaley Hide950 OQ/500 SR


You're looking effectively using the following total quality of material...


((((10*850) + (5*900) + (15*350) + (5*950) / (10 + 5 + 15 + 5)) + ((10*750) + (5*450) + (15*800) + (5*500)) / (10 + 5 + 15 + 5)))) / 2


In the above equations, the average OQ would be 657 while the average SR would be 693. Consequently, the weighted average material rating for this experimental attribute would be 675.


The full equation for finding the weighted average is described below:


General equation:

OQ1: Material 1 Overall Quality
SR1: Material 1 Shock Resistance
n1: Number of Material 1 required in schematic


OQ2: Material 2 Overall Quality
SR: Material 2 Shock Resistance
n2: Number of Material 2 required in schematic


OQ3: Material 3 Overall Quality
SR3: Material 3 Shock Resistance
n3: Number of Material 3 required in schematic


OQ4: Material 4 Overall Quality
SR4: Material 4 Shock Resistance
n4: Number of Material 4 required in schematic


( ((OQ1*n1) + (OQ2*n2) + (OQ3*n3) + (OQ4*n4)) ) + ( ((SR1*n1) +(SR2*n2) +(SR3*n3) + (SR4*n4) ) )
________________________________________________________________________________
(n1+n2+n3+n4) (n1+n2+n3+n4)
_______________________________________________

( 2 )


Gated Resources and the Weighted Average

(my personal thanks to Feomatar, Brutus, Krylop, and Caile for pointing this out)


Gated resources are resources that have certain stats that are not bound by the 1000 cap that most other resource statsare. Generally these types of resources have a Minimum cap and a Maximum cap for that particular stat. For example a particular kind of named steel might only spawn with numbers ranging between 450 and 850 for the Shock Resistance stat. You will never see that particular resource outside that range as it is capped at 450 Minimum and 850 Maximum.


Since the stats on these types of resources can never reach 1000 we have to adjust their numbers as if it were on the 1000 scale. We can do that with a fairly simple equation:


(Gated Stat/Max Cap ) * 1000


How thisworks is, we take the stat that has the caps on it, anddivide that stat by themaximum cap (AKA Top Gate) that particalr resourcecan have. We thenmultiply that result by 1000 to put it on the same scale as the other resources.


Let's see this inaction by taking a theoretical Gatedresource and applying the equation. Our gated resource is Steel with the stats of ( 239 OQ /567 SR) and the SR has a cap of 750. Using these numbers we get...


( 567 / 750 ) * 1000 = 756


So if we were to use that particular steel in the Weighted Average, we would have to calculate the stats of (239 OQ / 756 SR) to keep all the resources on the 1000 scale. At the bottom of this guide I have placed a list of known gated resources and the known caps of those resources.


2. Experimentation Base and Experimentation Points


You may be asking what exactly the Weighted Average tells us. Well, it is actually used in the following equations to help determine the Experimentation base stat (AKA Exp Base). From that result we can apply the experimentation points to achieve the Final Experimentation Stat (Final Exp).

The Experimentation Base Stat Equation is as follows:


{Weighted Average * (0.000015 * Weighted Average + 0.015)}


Using this equation on the resulting weighted average from the Recon Segment in the previous chapter we get the following:


675 * (0.000015 * 675 + 0.015) = 16.96 Exp Base


Ok… for the math impaired here is how I get that….

First take the inner equation (0.000015 *675 + 0.015) and get 0.025125
Now take that result and multiply the 675 (675 * 0.025125) to get 16.959375
Round that result to 2 decimals and get 16.96


Now, for adding Experimentation Points to the Exp Base you need to determine what kind of result you got from each experiment try. Below is the figure of what each experiment point result will apply to the Exp base.


Great Success = 7, Amazing Success = 8


For Example… Let’s say you are a Master Armorsmith with a total of 10 Experimentation points to use at the Experimentation Phase. We will use the Exp Base of 20.16 we got from the previous chapter for our example. Now we used all 10 points toward the protection line so that we get the full value we can from our recon segment. The results are as follows:


7 Amazing Successes

3 Great Successes


On to the equation… We know that each Amazing Success will add 8 more points to the Exp Base so we multiply the number of Amazing successes by 8. We also know that each Great Success will add 7 more points so we multiply the number of Great Successes by 7. And we get:

16.96 + (7 * 8) + (3 * 7) = 93.96Final Exp


There is a capped max that you can reach when experimenting and that cap is based on the weighted average. The cap is figured by dividing the Weighted Average by

10. Using our Recon Segment again and taking the weighted average we achieved we get the following


675 / 10 = 67.5


From this result we see that no matter how many Experimentation Points we apply we cannot exceed a Final Exp of67.50

3. Base Armor Stat


The base armor stat is the base protection value a armor piece has based solely on the resources used. In order to figure out what that stat is you will use the following equation:


Final Exp * 9 + 100


Using the Recon Segment, and its Final Exp stat of 76.25 (capped), we get the following:


67.50* 9 + 100 = 707.5


So this gives us a base armor stat of 707.5 for this recon segment.


4. Armor Stat Types


All armor parts have 6 main stats. The stats refer to how much of that type of damage is blocked if the attack doesn’t pierce the armor. The 2 most important stats are Energy and Kinetic. The remaining 4 are the Elemental Types, Acid, Electricity, Cold, and Heat.

Some armor types get a bonus and a penalty to the Energy and Kinetic stats simply from the armor type. For example Assault armor gets a Bonus of +1000 to Kinetic but suffers a Penalty of -1000 to energy for it. Following is the Bonus/Penalty numbers for the different armor types:


Armor Type Bonus Penalty


Assault +1000 kinetic -1000 Energy
Battle NO Bonus or Penalty
Recon +1000 Energy -1000 Kinetic


So far elemental stats are only affected by Layers. The bonuses and penalties are not calculated until the Core stage of crafting. You can see them in action in the chapter on Armor Type Bonus and Penalty.


5. Segments and Layers


Segments are the first stage of building a piece of armor. A basic Unlayered Segment is equal to the Base Armor Stat you get. So using the example Recon Segment from the previous chapter we conclude that the Base Protection value is 785.25 The same Segment would result in the following stats:

707.5(E)Energy
707.5(K)Kinetic
707.5(A)Acid
707.5(El)Electricity
707.5(C)Cold
707.5(H)Heat


Adding Layers is a choice at the Segment stage of crafting armor. Layers basically add to certain armor stats at the expense of another stat. Each stat has its opposite, Energy – Kinetic, Acid – Electricity, Cold – Heat. If a layer increases one type, it decreases its opposite type by the same figure.


Making Layers


Layers come in 2 forms… basic and advanced. A basic layer will increase one stat by up to 100 and decrease its opposite by up to 100. This is often referred to as 100/-100. An Advanced layer will increase 2 stats by up to 50 while it decreases all other stats by that same amount. This is often referred to as 50/-50.


When creating layers you will still use the weighted average equation to figure out the exp base, then adding the exp points to get the Final Exp. Where layers differ is in the equation for the Experimentation Points. When you get Amazing successes you will use the figure 8.05 instead of 8. You will still be capped and the cap is still figured by the equation Weighted Average/10.


The other difference is in the equation for the base armor stat. When making basic layers the result you got for your Final Exp will equal the stat for that layer type, and the stat opposite will be the negative of that result.


Example: Energy Layer
The Final Exp result is 87.3
Resulting layer protection: Energy +87.3 / Kinetic -87.3


For Advanced Layers you will take the Final Exp result and divide it in half for each of the stats it increases. All other stats get the negative number.


Example: Primus Layer
The Final Exp result is 87.3
Resulting layer protection: Energy & Kinetic +43.65/ All Elemental -43.65


Layering a Segment


Adding Layers to Segments is not near as complicated as it may sound. For this example we will use the same segment we made in earlier chapters. We are also going to use the Primus Layer from above. Now remember our recon segment has a base armor stat of 707.5 and our Primus layer had a base armor stat of +43.65/-43.65.


When we add layers at this stage, we are allowed to add up to a combination of 4 different layers. They can all be the same or all different or any combination in between. In this example we will be adding in 4 primus layers. Here is the math:


707.5+ (43.65 * 4) =882.1E
707.5+ (43.65 * 4) =882.1K
707.5- (43.65 * 4) =532.9A
707.5 – (43.65 * 4) =532.9El
707.5 – (43.65 * 4) =532.9C
707.5 – (43.65 * 4) =532.9H


To explain a bit of the math, the base armor stat of each layer is added directly to the base armor stat of the segment resulting in the Final Segment Stat. In this case we were adding 4 of the same type of layer, all with the same stats, so we multiplied that stat by 4 resulting in 174.6 Adding that number to the base stat for each type we got the Final Segment Stats for each damage type. Now let’s complicate this a bit so you can see how different layers change the figures around. This time we will add 1 primus layer, 2 energy layers and a kinetic layer. We will use the same stats for our primus layer, the energy layers we have in stock have stats of 67E/-67K and the Kinetic layer we have in stock has stats of 84K/-84E. Here is the math:


707.5+ (43.65 + 67 + 67 – 84) =801.15E
707.5+ (43.65 + 84 – 67 – 67) =701.15K
707.5 – (43.65) =663.35A
707.5 – (43.65) =663.35El
707.5 – (43.65) =663.35C
707.5 – (43.65) =663.35H


With this example we can see that each layer stat is added/subtracted together then added to the base armor stats to get our final segment stats.


6. Making Armor Cores


An armor core is essentially multiple segments put together with some resources to get the basis for your Armor Appearance. When making armor cores there will be 2 basic steps to figure out what your Core Stats will be: 1) Determine the base armor stat by using the weighted average system, and 2) add the segments to that result, which will give you the Core Stats.


Let’s start with step 1. In the previous chapters we discussed how to determine the weighted average, the exp base, and apply exp points to achieve the Final Exp. From that we are able to derive the Base Armor stats. In this example I will post the equations based on our making a Advanced Recon Core. The core takes the following resources:


35 Lokian Leathery Hide850OQ/770SR
35 Nabooian Fiberplast600OQ/920SR
35 Polymer750OQ/775SR
30 Carbonite Steel820OQ/910SR
30 Link-Steel Aluminum570OQ/770SR
25 Crystaline Gemstone800OQ/850SR


Using the weighted average system we get the following:


Average OQ =730
Average SR=831.18


Weighted Average=780.59


From this we get our Exp Base using the same equation from the previous chapter. This results in a Exp Base of 20.85


Now we get to the Experimentation phase and we use our 10 points in the protection line once again getting 6 Great Successes and 4 Amazing Successes. Using the calculations above we get our Final Exp of 78.05 (capped).


Figuring the Base Armor stat varies from the different types of cores you can make. The multiplier changes based on how advanced the core is. Here are the multiplier figures per level of core:


Basic Core = 9
Standard Core=18.5
Advanced Core=28


Another difference in the equation for cores compared to segments is the adder of 200 instead of 100. In our example we are making an Adv Recon core so the Base Armor Stat equation would look like so:


Final Exp * 28 + 200


Using the Final Exp of 78.05 from our example recon core we get:


78.05 * 28 + 200 = 2385


.4 Base Armor stat


Step 2 adds in the Segments we used in making the core to get our final Core Stats. This step merely adds all segment stats together, then adds the result to the base armor stat. For this example, let’s use the recon segments with the 4 primus layers we made in the previous chapter. Since we are making an Adv core, it will require 3 segments:


882.1* 3 = 2646.3E
882.1 * 3 = 2646.3K
532.9 * 3 = 1598.7A
532.9 * 3 = 1598.7El
532.9 * 3 = 1598.7C
532.9 * 3 = 1598.7H


Now add the base armor stat to each damage type to get your Base Core Stats:


2646.3 + 2385.4 = 5031.7E
2646.3 + 2385.4 = 5031.7K
1598.7 + 2385.4 =3984.1A
1598.7 + 2385.4 =3984.1El
1598.7 + 2385.4 =3984.1C
1598.7 + 2385.4 =3984.1H


7. Final Combine


The Final Combine is essentially taking the cores and combining them with certain resources to get your Armor Appearance. At the Final Combine stage the armor appearance automatically gets a bonus based on the core type used. The different type bonuses are listed below:


Basic Core +200
Standard Core +300
Advanced Core+400


Using the Adv Recon Core from the previous chapter we would add +400 to each damage stat. Here is the results:


5031.7 + 400 = 5431.7E
5031.7 + 400 = 5431.7K
3984.1 + 400 = 4384.1A
3984.1 + 400 = 4384.1El
3984.1 + 400 = 4384.1C
3984.1 + 400 = 4384.1H


8. Stat Caps


A big topic of discussion in the Armorsmith community is about hitting caps. A cap is the maximum numeric value a stat can have. Hitting the cap means you have created the best possible armor. All armor appearances have a cap based on the type of armor core used in its creation. The caps per core type are:


Basic Core cap 2000
Standard Core cap4000
Adv Core cap6000


These are unlayered caps, meaning that if you created a armor appearance and did not use any layers, you could not exceed the cap for the type of core you used.


Now for layered armor appearances the caps change a bit. The cap at this point is affected by the type and number of layers used in the segments. To get the cap figure you would take the max possible base stat for each layer type and total those figures. For example, let’s take the recon core we made in the earlier chapters.


In that core we had 3 segments. Each segment was fully Primus Layered, meaning it had 4 Primus Layers. We know that Primus Layers have a cap of 50/-50. Knowing this information we can determine that each segment can have a possible 200/-200 additional points from layers. With using 3 segments in our core, we can calculate the max possible layer points at 600/-600. Ok, if the max core base is 6000 and the max layer base is 600 then we conclude:


6000 + 600 = 6600E
6000 + 600 = 6600K
6000 – 600 = 5400A
6000 – 600 = 5400El
6000 – 600 = 5400C
6000 – 600 = 5400H


9. Final Combine Bonus versus Stat Caps


In this chapter we will discuss the fight between the Final Combine Bonus and the Stat Caps on Armor Appearances. When we get to the final combine stage we get a bonus based on the type of core used, however, that bonus is affected by the cap. The bonus we receive is only enough to reach the Unlayered cap. Ok, that is confusing I know, but let’s get the math going to help it make sense.


In making an Adv Recon Core we know that the base (AKA Unlayered) cap is 6000. In order to determine how much of the +400 bonus we can use , we need to know what the unlayered stats of our core would be. Best way to figure that out is to take the Base Energy Core Stat (before final combine) and subtract the total energy layer bonus from it. In order to determine the total energy layer bonus we have to add the energy layer bonus from each segment used in the core (this could be a negative number). Use the following equation to get the Unlayered Core stats:


Energy core stat – (Eng layer bonus Seg1 + Eng Layer bonus seg2 + Eng Layer bonus Seg3)


Let’s apply this equation to our Adv Recon Segment from above. Our energy core stat before final combine was 5031.7. Each segment had 4 primus layers giving us a total bonus of 174.60. Since we used 3 segments that were exactly the same, the equation would look like this:


5031.7 – (174.60 + 174.60 + 174.60) = 4507.9


This tells us the Unlayered Base stats of our core were 4507.9. If we add the final combine bonus of +400 we get an Unlayered Core of 4907.9, not even close to the cap of 6000.


Now lets see what would happen if we exceeded the 6000. Let’s say in this example that our Unlayered Base was 5700. At the final combine stage we add +400 to get 6100, but the cap is 6000, so the bonus is only 300. You might be thinking that’s not so bad, we capped out, but, lets see what happens to the Layered core with this information. If we add in the primus layers we made previously to the base of 5700 we get:

5700 + 523.8 = 6223.8


Now we add the final combine bonus of +300 and get:


6223.8 + 300 = 6523.8


A fully primus layered core would have a max cap of 6600, so you might be asking yourself why I only used +300 for the bonus. This is where the fight truly is. The bonus is only determined by the Unlayered base. Since our unlayered base was 5700 the max final combine bonus is +300 in order to reach the max base of 6000. With this information we discover that when making the core, during the experimentation phase if we exceed 5600 base, we are basically wasting experimentation points as the final combine bonus wont be the full amount. What does knowing this do for us? Well, it lets us max out with less exp points meaning that we can put those points in condition, which is just more to add to your already maxed armor.


10. Calculating the Armor type Bonus and Penalty


At the end of creating the armor appearance we have to add in the bonus and penalty for the different armor types. In our example we made an Adv Recon Core and those cores are used to make Recon Armor Appearances, so applying the bonus/penalty for Recon Armor to the stats we come to our Armor Appearance stats of:


5431.7 +1000 = 6431.7E
5431.7 – 1000 = 4431.7K
4384.1A
4384.1El
4384.1C
4384.1H


11. Common Caps

Components
Basic Layers 100/-100 (energy, kinetic etc)
Advanced Layers 50/-50 (primus)
Unlayered Segments 1000

Unlayered armor
Unlayered Recon is 5000K 7000E 6000B
Unlayered Battle is 6000 for all
Unlayered Assault is 7000K 5000E 6000B

Common layer builds
energy layered recon 3800K 8200E 6000B
primus layered recon 5600K 7600E 5400B
energy layered battle 4800K 7200E 6000B
kinetic layered battle 7200K 4800E 6000B
primus layered battle 6600K 6600E 5400B
kinetic layered assault 8200K 3800E 6000B
primus layered assault 7600K 5600E 5400B
energy layered assault 5800K 6200E 6000B (for all those bounty hunter armor folks who want to hunt jedi in it)

Some Combination layer builds
energy+primus 2+2 recon 4700K 7900E 5700B (nice build cf full energy recon - drop 1% energy, 1.5% base, pick up 5% kinetic)
kinetic+primus 2+2 assault 7900K 4700E 5700B (nice build cf full kinetic asst - drop 1% kinetic, 1.5% base, pick up 5% energy)
energy+primus 2+2 battle 5700K 6900E 5700B (nice build cf full en - drop 1% energy, 1.5% base, pick up 5% kinetic)
heat+electricity+primus+energy 1+1+1+1 battle 5850K 6450E 6150H 5550C 5550A 6150EL


Resource Caps By Type

Minerals

Titanium Aluminum: CR 1 - 174, CD 300 - 408, DR 1 - 174, HR 200 - 330, MA 300 - 452, SR 300 - 430, UT 300 - 430
Agrinium Aluminum: CR 94 - 307, CD 358 - 492, DR 94 - 307, HR 270 - 430, MA 382 - 568, SR 370 - 530, UT 370 - 530
Chromium Aluminum: CR 227 - 440, CD 442 - 575, DR 227 - 440, HR 370 - 530, MA 498 - 685, SR 470 - 630, UT 470 - 630
Duralumin Aluminum: CR 361 - 574, CD 525 - 658, DR 361 - 574, HR 470 - 630, MA 615 - 802, SR 570 - 730, UT 570 - 730
Link-Steel Aluminum: CR 494 - 707, CD 608 - 742, DR 494 - 707, HR 570 - 730, MA 732 - 918, SR 670 - 830, UT 670 - 830
Phrik Aluminum: CR 627 - 800, CD 692 - 800, DR 627 - 800, HR 670 - 800, MA 848 - 1000, SR 770 - 900, UT 770 - 900
Perovskitic Aluminium: None

Desh Copper: CR 1 - 116, CD 500 - 572, DR 1 - 102, HR 200 - 265, MA 500 - 572, SR 300 - 372, UT 300 - 372
Thallium Copper: CR 63 - 205, CD 539 - 628, DR 55 - 180, HR 235 - 315, MA 539 - 628, SR 339 - 428, UT 339 - 428
Beyrllius Copper: CR 152 - 294, CD 594 - 683, DR 133 - 257, HR 285 - 365, MA 594 - 683, SR 394 - 483, UT 394 - 483
Codoan Copper: CR 241 - 383, CD 650 - 739, DR 211 - 335, HR 335 - 415, MA 650 - 739, SR 450 - 539, UT 450 - 539
Diatium Copper: CR 329 - 472, CD 706 - 794, DR 288 - 413, HR 385 - 465, MA 706 - 794, SR 506 - 594, UT 506 - 594
Kelsh Copper: CR 418 - 560, CD 761 - 850, DR 366 - 490, HR 435 - 515, MA 761 - 850, SR 561 - 650, UT 561 - 650
Mythra Copper: CR 507 - 649, CD 817 - 906, DR 444 - 568, HR 485 - 565, MA 817 - 906, SR 617 - 706, UT 617 - 706
Platinite Copper: CR 596 - 738, CD 872 - 961, DR 521 - 646, HR 535 - 615, MA 872 - 961, SR 672 - 761, UT 672 - 761
Polysteel Copper: CR 685 - 800, CD 928 - 1000, DR 599 - 700, HR 585 - 650, MA 928 - 1000, SR 728 - 800, UT 728 - 800
Conductive Borcarbitic Copper: None

Plumbum Iron: CR 1 - 131, CD 1 - 82, DR 300 - 414, HR 500 - 581, MA 1 - 98, SR 400 - 498, UT 400 - 498
Polonium Iron: CR 71 - 231, CD 45 - 144, DR 361 - 501, HR 544 - 644, MA 53 - 173, SR 453 - 573, UT 453 - 573
Axidite Iron: CR 171 - 331, CD 107 - 207, DR 449 - 589, HR 606 - 706, MA 128 - 248, SR 528 - 648, UT 528 - 648
Bronzium Iron: CR 271 - 430, CD 169 - 269, DR 536 - 676, HR 669 - 769, MA 203 - 323, SR 603 - 723, UT 603 - 723
Colat Iron: CR 371 - 530, CD 232 - 332, DR 624 - 764, HR 731 - 831, MA 278 - 398, SR 678 - 798, UT 678 - 798
Dolovite Iron: CR 470 - 630, CD 294 - 394, DR 711 - 851, HR 794 - 894, MA 353 - 473, SR 753 - 873, UT 753 - 873
Doonium Iron: CR 570 - 730, CD 357 - 456, DR 799 - 939, HR 856 - 956, MA 428 - 548, SR 828 - 948, UT 828 - 948
Kammris Iron: CR 670 - 800, CD 419 - 500, DR 886 - 1000, HR 919 - 1000, MA 503 - 600, SR 903 - 1000, UT 903 - 1000

Rhodium Steel: CR 1 - 105, CD 1 - 85, DR 500 - 565, HR 600 - 652, MA 1 - 53, SR 500 - 565, UT 400 - 478
Kiirium Steel: CR 57 - 185, CD 46 - 150, DR 535 - 615, HR 628 - 692, MA 29 - 93, SR 535 - 615, UT 442 - 538
Cubirian Steel: CR 137 - 265, CD 111 - 215, DR 585 - 665, HR 668 - 732, MA 69 - 133, SR 585 - 665, UT 502 - 598
Thoranium Steel: CR 217 - 345, CD 176 - 280, DR 635 - 715, HR 708 - 772, MA 109 - 173, SR 635 - 715, UT 562 - 658
Neutronium Steel: CR 297 - 424, CD 241 - 345, DR 685 - 765, HR 748 - 812, MA 149 - 212, SR 685 - 765, UT 622 - 718
Duranium Steel: CR 377 - 504, CD 306 - 410, DR 735 - 815, HR 788 - 852, MA 189 - 252, SR 735 - 815, UT 682 - 778
Ditanium Steel: CR 456 - 584, CD 371 - 475, DR 785 - 865, HR 828 - 892, MA 228 - 292, SR 785 - 865, UT 742 - 838
Quadranium Steel: CR 536 - 664, CD 436 - 540, DR 835 - 915, HR 868 - 932, MA 268 - 332, SR 835 - 915, UT 802 - 898
Carbonite Steel: CR 616 - 744, CD 501 - 605, DR 885 - 965, HR 908 - 972, MA 308 - 372, SR 885 - 965, UT 862 - 958
Duralloy Steel: CR 696 - 800, CD 566 - 650, DR 935 - 1000, HR 948 - 1000, MA 348 - 400, SR 935 - 1000, UT 922 - 1000
Crystallized Bicorbantium Steel: None
Hardened Arveshium Steel: None

Alantium Carbonate Ore: CR 300 - 414, DR 1 - 115, HR 400 - 498, MA 300 - 414, SR 1 - 115, UT 200 - 330
Barthierium Carbonate Ore: CR 361 - 501, DR 62 - 202, HR 453 - 573, MA 361 - 501, SR 62 - 202, UT 270 - 430
Chromite Carbonate Ore: CR 449 - 589, DR 150 - 289, HR 528 - 648, MA 449 - 589, SR 150 - 289, UT 370 - 530
Frasium Carbonate Ore: CR 536 - 676, DR 237 - 377, HR 603 - 723, MA 536 - 676, SR 237 - 377, UT 470 - 630
Lommite Carbonate Ore: CR 624 - 764, DR 324 - 464, HR 678 - 798, MA 624 - 764, SR 324 - 464, UT 570 - 730
Ostrine Carbonate Ore: CR 711 - 851, DR 412 - 551, HR 753 - 873, MA 711 - 851, SR 412 - 551, UT 670 - 830
Varium Carbonate Ore: CR 799 - 939, DR 499 - 639, HR 828 - 948, MA 799 - 939, SR 499 - 639, UT 770 - 930
Zinsiam Carbonate Ore: CR 886 - 1000, DR 586 - 700, HR 903 - 1000, MA 886 - 1000, SR 586 - 700, UT 870 - 1000

Ardanium Siliclastic Ore: CR 300 - 452, DR 1 - 152, HR 300 - 452, MA 300 - 452, SR 1 - 131, UT 1 - 152
Cortosis Siliclastic Ore: CR 382 - 568, DR 83 - 269, HR 382 - 568, MA 382 - 568, SR 71 - 231, UT 83 - 269
Crism Siliclastic Ore: CR 498 - 685, DR 199 - 385, HR 498 - 685, MA 498 - 685, SR 171 - 330, UT 199 - 385
Malab Siliclastic Ore: CR 615 - 802, DR 316 - 502, HR 615 - 802, MA 615 - 802, SR 271 - 430, UT 316 - 502
Robindun Siliclastic Ore: CR 732 - 918, DR 432 - 618, HR 732 - 918, MA 732 - 918, SR 370 - 530, UT 432 - 618
Tertian Siliclastic Ore: CR 848 - 1000, DR 549 - 700, HR 848 - 1000, MA 848 - 1000, SR 470 - 600, UT 549 - 700
Fermionic Siliclastic Ore: None

Bene Extrusive Ore: CR 200 - 304, DR 300 - 391, HR 400 - 478, MA 1 - 79, SR 400 - 478, UT 400 - 478
Chronamite Extrusive Ore: CR 256 - 384, DR 349 - 461, HR 442 - 538, MA 43 - 139, SR 442 - 538, UT 442 - 538
Ilimium Extrusive Ore: CR 336 - 464, DR 419 - 531, HR 502 - 598, MA 103 - 199, SR 502 - 598, UT 502 - 598
Kalonterium Extrusive Ore: CR 416 - 544, DR 489 - 601, HR 562 - 658, MA 163 - 259, SR 562 - 658, UT 562 - 658
Keschel Extrusive Ore: CR 496 - 624, DR 559 - 671, HR 622 - 718, MA 223 - 318, SR 622 - 718, UT 622 - 718
Lidium Extrusive Ore: CR 576 - 704, DR 629 - 741, HR 682 - 778, MA 283 - 378, SR 682 - 778, UT 682 - 778
Maranium Extrusive Ore: CR 656 - 784, DR 699 - 811, HR 742 - 838, MA 342 - 438, SR 742 - 838, UT 742 - 838
Pholokite Extrusive Ore: CR 736 - 864, DR 769 - 881, HR 802 - 898, MA 402 - 498, SR 802 - 898, UT 802 - 898
Quadrenium Extrusive Ore: CR 816 - 944, DR 839 - 951, HR 862 - 958, MA 462 - 558, SR 862 - 958, UT 862 - 958
Vintrium Extrusive Ore: CR 896 - 1000, DR 909 - 1000, HR 922 - 1000, MA 522 - 600, SR 922 - 1000, UT 922 - 1000

Berubium Intrusive Ore: CR 200 - 316, DR 300 - 401, HR 700 - 743, MA 1 - 88, SR 500 - 572, UT 400 - 487
Chanlon Intrusive Ore: CR 262 - 404, DR 354 - 479, HR 723 - 777, MA 48 - 154, SR 539 - 628, UT 447 - 553
Corintium Intrusive Ore: CR 351 - 493, DR 432 - 557, HR 757 - 810, MA 114 - 221, SR 594 - 683, UT 513 - 620
Derillium Intrusive Ore: CR 440 - 582, DR 510 - 634, HR 790 - 843, MA 181 - 287, SR 650 - 739, UT 580 - 687
Oridium Intrusive Ore: CR 529 - 671, DR 588 - 712, HR 823 - 877, MA 247 - 354, SR 706 - 794, UT 647 - 753
Dylinium Intrusive Ore: CR 618 - 760, DR 666 - 790, HR 857 - 910, MA 314 - 420, SR 761 - 850, UT 713 - 820
Hollinium Intrusive Ore: CR 707 - 849, DR 743 - 868, HR 890 - 943, MA 380 - 487, SR 817 - 906, UT 780 - 887
Ionite Intrusive Ore: CR 796 - 938, DR 821 - 946, HR 923 - 977, MA 447 - 553, SR 872 - 961, UT 847 - 953
Katrium Intrusive Ore: CR 884 - 1000, DR 899 - 1000, HR 957 - 1000, MA 513 - 600, SR 928 - 1000, UT 913 - 1000

Bospridium Armophous Gemstone: ER 1 - 105, CR 1 - 131, DR 1 - 131, HR 600 - 652, MA 1 - 79, SR 1 - 131, UT 1 - 131
Baradium Armophous Gemstone: ER 57 - 185, CR 71 - 231, DR 71 - 231, HR 628 - 692, MA 43 - 139, SR 71 - 231, UT 71 - 231
Regvis Armophous Gemstone: ER 137 - 265, CR 171 - 331, DR 171 - 331, HR 668 - 732, MA 103 - 199, SR 171 - 331, UT 171 - 331
Plexite Armophous Gemstone: ER 217 - 345, CR 271 - 431, DR 271 - 431, HR 708 - 772, MA 163 - 259, SR 271 - 431, UT 271 - 431
Rudic Armophous Gemstone: ER 297 - 424, CR 371 - 530, DR 371 - 530, HR 748 - 812, MA 223 - 318, SR 371 - 530, UT 371 - 530
Ryll Armophous Gemstone: ER 377 - 504, CR 471 - 630, DR 471 - 630, HR 788 - 852, MA 283 - 378, SR 471 - 630, UT 471 - 630
Sedrellium Armophous Gemstone: ER 456 - 584, CR 570 - 730, DR 570 - 730, HR 828 - 892, MA 342 - 438, SR 570 - 730, UT 570 - 730
Stygium Armophous Gemstone: ER 536 - 664, CR 670 - 830, DR 670 - 830, HR 868 - 932, MA 402 - 498, SR 670 - 830, UT 670 - 830
Vendusii Armophous Gemstone: ER 616 - 744, CR 770 - 930, DR 770 - 930, HR 908 - 972, MA 462 - 558, SR 770 - 930, UT 770 - 930
Bal'ta'ran Armophous Gemstone: ER 696 - 800, CR 870 - 1000, DR 870 - 1000, HR 948 - 1000, MA 522 - 600, SR 870 - 1000, UT 870 - 1000

Byrothsis Crystalline Gemstone: ER 500 - 581, CR 1 - 163, DR 1 - 163, HR 700 - 749, MA 1 - 66, SR 300 - 414, UT 300 - 414
Gallinorian Rainbow Crystalline Gemstone: ER 544 - 644, CR 88 - 288, DR 88 - 288, HR 726 - 786, MA 36 - 116, SR 361 - 501, UT 361 - 501
Green Diamond Crystalline Gemstone: ER 606 - 706, CR 213 - 413, DR 213 - 413, HR 764 - 824, MA 86 - 166, SR 449 - 589, UT 449 - 589
Kerol Fire-Gem Crystalline Gemstone: ER 669 - 769, CR 338 - 538, DR 338 - 538, HR 801 - 861, MA 136 - 215, SR 536 - 676, UT 536 - 676
Seafah Jewel Crystalline Gemstone: ER 731 - 831, CR 463 - 663, DR 463 - 663, HR 839 - 899, MA 186 - 265, SR 624 - 764, UT 624 - 764
Sormahil Fire Gem Crystalline Gemstone: ER 794 - 894, CR 588 - 788, DR 588 - 788, HR 876 - 936, MA 235 - 315, SR 711 - 851, UT 711 - 851
Laboi Mineral Crystal Crystalline Gemstone: ER 856 - 956, CR 713 - 913, DR 713 - 913, HR 914 - 974, MA 285 - 365, SR 799 - 939, UT 799 - 939
Vertex Crystalline Gemstone: ER 919 - 1000, CR 838 - 1000, DR 838 - 1000, HR 951 - 1000, MA 335 - 400, SR 886 - 1000, UT 886 - 1000

Class 1 Solid Petrochemical: DR 1 - 149, PE 300 - 430
Class 2 Solid Petrochemical: DR 81 - 264, PE 370 - 530
Class 3 Solid Petrochemical: DR 195 - 378, PE 470 - 630
Class 4 Solid Petrochemical: DR 309 - 492, PE 570 - 730
Class 5 Solid Petrochemical: DR 423 - 606, PE 670 - 830
Class 6 Solid Petrochemical: DR 537 - 720, PE 770 - 930
Class 7 Solid Petrochemical: DR 652 - 800, PE 870 - 1000

Class 1 Radioactive: DR 400 - 474, PE 500 - 593
Class 2 Radioactive: DR 440 - 531, PE 550 - 664
Class 3 Radioactive: DR 497 - 589, PE 621 - 736
Class 4 Radioactive: DR 554 - 646, PE 693 - 807
Class 5 Radioactive: DR 611 - 703, PE 764 - 879
Class 6 Radioactive: DR 669 - 760, PE 836 - 950
Class 7 Radioactive: DR 726 - 800, PE 907 - 1000
High Grade Polymetric Radioactive: None

Unknown Ferrous: CR 1 - 800, CD 1 - 600, DR 300 - 1000, HR 300 - 1000, MA 1 - 600, SR 400 - 1000, UT 400 - 1000
Unknown Non-Ferrous: CR 1 - 800, CD 300 - 1000, DR 1 - 700, HR 200 - 800, MA 300 - 1000, SR 300 - 900, UT 300 - 1000
Unknown Sedimentary Ore: CR 300 - 1000, DR 1 - 700, HR 300 - 1000, MA 300 - 1000, SR 1 - 700
Unknown Igneous Ore: CR 200 - 1000, DR 300 - 1000, HR 400 - 1000, MA 1 - 800, SR 400 - 1000, UT 400 - 1000
Unknown Gemstone: HR 600 - 1000, MA 1 - 600
Unknown Solid Petrochemical: None
Unknown Radioactive: DR 1 - 800

Chemicals

Class 1 Liquid Petrochemical: DR 1 - 600
Class 2 Liquid Petrochemical: DR 1 - 600
Class 3 Liquid Petrochemical: DR 1 - 600
Class 4 Liquid Petrochemical: DR 1 - 600
Class 5 Liquid Petrochemical: DR 1 - 600
Class 6 Liquid Petrochemical: DR 1 - 600
Class 7 Liquid Petrochemical: DR 1 - 600

Unknown Liquid Petrochemical: None
Lubricating Oil: None
Fiberplast: None
Polymer: None

Gas

Hydron-3 Inert Gas: DR 1 - 81
Malium Inert Gas: DR 44 - 142
Bilal Inert Gas: DR 105 - 204
Corthel Inert Gas: DR 167 - 265
Culsion Inert Gas: DR 228 - 327
Dioxis Inert Gas: DR 290 - 388
Hurlothrombic Inert Gas: DR 351 - 450
Kaylon Inert Gas: DR 413 - 511
Korfaise Inert Gas: DR 474 - 573
Methanagen Inert Gas: DR 536 - 634
Mirth Inert Gas: DR 597 - 696
Obah Inert Gas: DR 659 - 757
Rethin Inert Gas: DR 720 - 800

(The DR ranges on these were changed in Publish 4)
Eleton Reactive Gas: DR 1? - 400?
Irolunn Reactive Gas: DR 100? - 600?
Methane Reactive Gas: DR 200? - 700?
Orveth Reactive Gas: DR 300? - 800?
Sig Reactive Gas: DR 300? - 900?
Skevon Reactive Gas: DR 400? - 900?
Tolium Reactive Gas: DR 500? - 1000?
Unstable Organometallic Reactive Gas: None

Unknown Inert Gas: None
Unknown Reactive Gas: None

Energy / Water

Water: OQ 600 - 1000
Wind Energy: PE 1 - 400, OQ 500 - 500
Solar Energy: PE 200 - 600, OQ 500 - 500

Flora Structural

Conifer Wood: DR 1 - 600, MA 600 - 1000, SR 100 - 400, UT 1 - 300
Evergreen Wood: DR 1 - 500, MA 800 - 1000, SR 1 - 400, UT 1 - 300
Decidious Wood: DR 1 - 800, MA 400 - 800, SR 300 - 700, UT 1 - 800

Flora Food

Beans: None
Berries: None
Flowers: PE 1 - 700
Fruits: None
Fungi: None
Greens: None
Tubers: None
Domesticated Corn: FL 1 - 700, PE 300 - 1000
Domesticated Oats: FL 1 - 700, PE 300 - 1000
Domesticated Rice: FL 1 - 700, PE 300 - 1000
Domesticated Wheat: FL 1 - 700, PE 300 - 1000
Wild Corn: FL 300 - 1000, PE 1 - 700
Wild Oats: FL 300 - 1000, PE 1 - 700
Wild Rice: FL 300 - 1000, PE 1 - 700
Wild Wheat: FL 300 - 1000, PE 1 - 700

Creature Structural

Animal Bone: DR 300 - 1000, MA 1 - 500, SR 400 - 1000
Avian Bone: DR 1 - 700, MA 1 - 600, SR 100 - 500, UT 1 - 500
Horns: DR 200 - 1000, MA 1 - 500, SR 300 - 700, UT 1 - 500
Scaley Hide: None
Wooly Hide: None
Bristley Hide: None
Leathery Hide: None

Creature Food

Avian Meat: FL 1 - 700, PE 300 - 1000
Carnivore Meat: FL 300 - 1000, PE 300 - 1000
Crustacean Meat: None
Domesticated Meat: FL 300 - 1000, PE 1 - 700
Fish Meat: None
Herbivore Meat: FL 1 - 700, PE 1 - 700
Insect Meat: PE 300 - 1000
Mollusk Meat: None
Reptilian Meat: None
Wild Meat: FL 1 - 700, PE 300 - 1000
Eggs: None
Domesticated Milk: FL 1 - 700, PE 300 - 1000
Wild Milk: PE 1 - 700



12. References


“Layer, Segment, Core, and Final Assembly math for starting smiths” – by Kreen
Found here: http://forums.station.sony.com/swg/board/message?board.id=armorsmith&message.id=103706


“The complete guide to armor and armorcrafting” – by Jaato (pre-CU)
Found here: http://forums.station.sony.com/swg/board/message?board.id=armorsmith&message.id=42983


"Lunariels guide to Resource Caps and Math" - by Lunariel



13. Armorsmith’s Little Helper


Now that you know most of the math involved in armor creation I want to share an extremely useful tool with you. The tool is known as “The Armorsmiths Little Helper”. It’s an excel spreadsheet program that utilizes all the math you seen in this guide. Instead of the pencil and paper method you will just add your resource stats, and your experimentation successes and the program will do the rest. This is a must for nearly every AS. You can find AS Little Helper here:


http://www.swgcraft.com/forum/showthread.php?t=10294


Make sure you get the most recent version.


14. Last Words


I hope you enjoyed this guide and were able to understand the information given here. If there is some way I can help you further, whether it be making you armor (on the Chilastra server), or explaining chapters of this guide a bit further indepth, you can post a reply here, or contact me via ingame email. Have fun, Good luck, and may all your experimentations be amazing!


Odati Hercinde/ Member of Immortal Council

Chilastra Server
Master Armorsmith (Working my way to 12pt)
Master Artisan
(Master DE in progress)


Vayoh Onemi/ Member of Immortal Council

Chilastra Server
Master Smuggler
Master Combat Medic


Message Edited by Trystal on 08-28-2005 12:30 AM


Message Edited by Trystal on 08-28-2005 01:03 AM


Message Edited by Trystal on 08-29-2005 06:10 AM

Message Edited by Trystal on 08-29-2005 09:14 AM



Odati Hercinde
Master Armorsmith
Master Artisan
(Working on Master DE)
Felix07
Sun Aug 28, 2005 12:36 pm
#12

WOW, & I thought 7 being the magic # took a little thought.


/salute


Awsome job





Daxter Sask ???
Holdein Sast Soon to expire
New Republic Order
=(HK)= Industries Theed Tradeing Post -3923 4027

TheNola
Sun Aug 28, 2005 1:28 pm
#13

Math is wonderful, ain't it?



-+*+-+*+-+*+-+*+-+*+-+*+-+(SRNTY)+-+*+-+*+-+*+-+*+-+*+-+*+-
Naia Draven
My own Lowca legend & tailor goddess
(-1324, -6265)
-+*+-+*+-+*+-+*+-+*+-+*+-+(Noble Legends)+-+*+-+*+-+*+-+*+-+*+-+*+-

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