Armorsmith Archive
Thread: Formulas for CU-Armour experimentation explained
SPK = Standard protection Kinetic
Message Edited by Arem on 04-15-2005 07:00 AM
Message Edited by Arem on 04-18-2005 12:54 AM
Biseks
Brutus_Krylop wrote:This is a very important post with some serious implications. The fact that the general protection stat is entirely dependent only on segment and core experimentation almost implies that layers may not be needed quite so much as before.If we only knew what the numbers actually meant . . . and if we only knew how elemental damage worked . . . and if we only knew how much damage a top-tier combatant will need to absorb through their armor . . .
Yea, that's the problem with going to an 'abstract number' instead of the old % based system.....
We can assume a higher number is better, but how do we figure out how much damage a 3000 protection armor absorbs, compared to, say a 5000 protection armor?
Brutus_Krylop wrote:
This is a very important post with some serious implications. The fact that the general protection stat is entirely dependent only on segment and core experimentation almost implies that layers may not be needed quite so much as before.
If we only knew what the numbers actually meant . . .and if we only knew how elemental damage worked . . . and if we only knew how much damage a top-tier combatant will need to absorb through their armor . . .
not so much.. 6000 is theoretical perfect... to be realistic most will be hovering around 51-5200...
there are the tertius primus secundus layers taht add both kinetic and energy at the cost of elementals.... less of a bonus but those will probably be hte more sought after layers
speardancer wrote:
Brutus_Krylop wrote:This is a very important post with some serious implications. The fact that the general protection stat is entirely dependent only on segment and core experimentation almost implies that layers may not be needed quite so much as before.If we only knew what the numbers actually meant . . . and if we only knew how elemental damage worked . . . and if we only knew how much damage a top-tier combatant will need to absorb through their armor . . .
Yea, that's the problem with going to an 'abstract number' instead of the old % based system.....
We can assume a higher number is better, but how do we figure out how much damage a 3000 protection armor absorbs, compared to, say a 5000 protection armor?
Good points. We really need some "hard" #'s both with PVE and PVP. We have 3 weeks to try and put these together and bring up any problems we see.
Rancor418 wrote:
speardancer wrote:
Brutus_Krylop wrote:
This is a very important post with some serious implications. The fact that the general protection stat is entirely dependent only on segment and core experimentation almost implies that layers may not be needed quite so much as before.
If we only knew what the numbers actually meant . . . and if we only knew how elemental damage worked . . . and if we only knew how much damage a top-tier combatant will need to absorb through their armor . . .
Yea, that's the problem with going to an 'abstract number' instead of the old % based system.....
We can assume a higher number is better, but how do we figure out how much damage a 3000 protection armor absorbs, compared to, say a 5000 protection armor?
Good points. We really need some "hard" #'s both with PVE and PVP. We have 3 weeks to try and put these together and bring up any problems we see.
to be honest... i dont think any of us AS testers have any professional certs for the armos so we wouldnt be able to even test it...
this is where the combat professions need to kick in and get to work and relay us what protection modifications are necessary and how appropriate armor is at different levels..
Very true. Then you are taking the numbers from someone who my not know a lot about armor. Mybe we can find someone who used to be an AS to help..Or hope the blue frogs hit soon. I just dont feel like grinding up on TC5 ATM
TurboSith wrote:
Rancor418 wrote:
speardancer wrote:
Brutus_Krylop wrote:This is a very important post with some serious implications. The fact that the general protection stat is entirely dependent only on segment and core experimentation almost implies that layers may not be needed quite so much as before.If we only knew what the numbers actually meant . . . and if we only knew how elemental damage worked . . . and if we only knew how much damage a top-tier combatant will need to absorb through their armor . . .
Yea, that's the problem with going to an 'abstract number' instead of the old % based system.....
We can assume a higher number is better, but how do we figure out how much damage a 3000 protection armor absorbs, compared to, say a 5000 protection armor?
Good points. We really need some "hard" #'s both with PVE and PVP. We have 3 weeks to try and put these together and bring up any problems we see.to be honest... i dont think any of us AS testers have any professional certs for the armos so we wouldnt be able to even test it...
this is where the combat professions need to kick in and get to work and relay us what protection modifications are necessary and how appropriate armor is at different levels..
Message Edited by Rancor418 on 04-15-2005 11:47 AM
TurboSith wrote:
not so much.. 6000 is theoretical perfect... to be realistic most will be hovering around 51-5200...
there are the tertius primus secundus layers taht add both kinetic and energy at the cost of elementals.... less of a bonus but those will probably be hte more sought after layers
Yeah, my current thinking is that Primus Layers (+Kin/En -Acid/Elec/Heat) will be the big thing for most folks, particularly since elemental damage is the big "huh?" right now. High-Kinetic stuff will always be big, though I'm not sure if folks will want to so obviously gimp themselves on energy protection. The real problem with the advanced layers (and with all the layers, for that matter) is the massive resource cost.
Going off of what we know right now and how combat tends to break down, 4KL will be a very common build for creature-based PVE, 4EL will be a specialty for Jedi hunters, and 2PL+(basic)+(elemental) will probably be the most common PvP build.
I suppose what we'll really need to do is just test different builds and see what we can come up with. There's still a bit of thought that will have to go into the armor crafting system now, but the loss of experimental control still feels like a gutshot.
Rancor418 wrote:
Very true. Then you are taking the numbers from someone who my not know a lot about armor. Mybe we can find someone who used to be an AS to help..Or hope the blue frogs hit soon. I just dont feel like grinding up on TC5 ATM![]()
Message Edited by Rancor418 on 04-15-2005 11:47 AM