Armorsmith Archive
Thread: ok confused :(
what I am getting confused on is what part of the resource do you look for specifically for a certain armor? What is most important for what armor.. i.e. chitin.. do you want oq + mal or oq + toughness.. or is it a combination of all the attributes.
Some posts say "well for this armor you want more mal rather than shock.." ect.. this is were I am getting confused and its driving me crazy
on the manual in this forum this is stated..
C. Resource Choice:
Using high quality resources is very important to the armorsmith and care should be taken when selecting them. There are four traits that matter to armorsmiths: Overall Quality, Unit Toughness, Shock Resistance and Malleability. Each of these affects different things.
Overall Quality: The single most important trait. OQ provides 50% of all armor traits. Choosing resources with high OQ is imperative when crafting armor.
Unit Toughness: Affects the durability of the armor. Generally, customers don't pay attention to this value and, as a result, neither do armorsmiths. The small benefit in terms of armor durability you might see from choosing a material with a high UT is almost always outweighed by lower OQ, SR, or Mall attributes, all of which are more important.
Shock Resistance: Affects both the general and special resistances of the armor segment. Generally you want to keep this as high as possible, although sometimes you might want to stress Mall more if you are very concerned about HAM costs.
Malleability: This resource affects HAM costs. The higher the Mall, the lower the HAM
costs. There are also theories that it affects success rates - a high Mall results in fewer fails and more successes in both crafting and experimentation.
can anyone answer what armor needs what.. like chitin really needs this more than that.. ect.
sorry to sound stupid but I am a new armorsmith and quite confused, and I figured to get the right answer, I need to ask the experts..
Thanks in advance!
Overall Quality and Shock resistance affects your starting % on your protections, thus affecting your ending protection numbers also. (What most people look for)
Malleability& Overall Quality affect the encumberance levels and supposedly the assembly& experimentation stages of crafting. (For the customer who wants the lowest possible encumberance & does not care about the condition)
Overall Quality & Unit Toughness affects the starting condition number. (For the customer who likes to slice his armor and is not TO worried about protections) Using experimentation points on durability will increase the condition and lower theHAM at the same time...so so the ideal stats to look for when making this type of armor would be OQ, MAL & UT, all in the 800+ range. Sorta blends in with the MAL+OQ statement above.
- To answer your question, all armor is dependant onall 4 resource stats, and should be made with the best resource's avalable to you. It's just up to you (or your customer) if they want protection more than encumberance, encumberance over protection, or something that will last a bit longer (Condition)
Most smiths concentrate on Overall Quality and Shock resistance , encumberance is not abig issue as before, due to Master Doc buffs, Spice or Master Chef buffs, UT is something I've just started taking into concideration as most people like to slice their armor. But it gets difficult as most resourses are not as good as we all wish they were, (but thats part of the fun) usually you will find 2 out of the 4 stats in the 900+ area (stockpile these). And on the rarespawns you find 3 out of 4 in the 800-900 area (horde, buy, steal, harvest and anything else in your means to get as much of this stuff as possible)
I am not positive its possible to get resources with 800-900+ numbers in all 4 stats, as I have never seen a resource THAT good, and if I have, I have forgotten about it.
Again, its all up to you, make the armor you want to.
Hope this helps