Armorsmith Archive
Thread: 12 pt armorsmith
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GKM
Wed Mar 31, 2004 6:20 pm
#1
Hi,
So how much difference does it make to be a 12pt armorsmith? I'm a 10 point armorsmith and I'm producing 3layer stuff that comes out at base 66%. With helms about in the 320's-315's for encumb. I was hoping some people would help answer a few questions I have.
1)Some people have talked to me about so and so making 72% base stuff because he has 30mil worth of experimentation tapes. I think thats not true because even if I had 2 more xp points I cap out with the resouces I have at 66% base so they would go into Encumb.
2) I've seen armor posted that are 3-layerd and man the chest plates come out at base 169 health encumb (they claim no slices). I can only get that with a encumb slice. Is that what a 12pt AS can do? If I had 12pts, I can see that if I put 2 more xp into the layers for encumb then 2 more xp into the segments for encumb and 2 more into the chest for encumb I would have armor that is the same 66% base but much lower in encumb... But not low enough to compete with a 40% slice i might add.
I think 1) and 2) are not true and either the person in 1) didn't know what he was talking about. The armor for 2) is sliced for encumb and it isn't possible to get that low even with 12pts. Hope someone can answer that question because I'm trying to educate my guild on armor. Thanks for your time 
Asir_SWG
Thu Apr 01, 2004 3:09 am
#2
number 1) - you are correct - even if they had 30 points they could not put more in to base than a 10 point smith (apart from possibly the final combine where you need to save a point to bump the specials)
number 2) - I think this could be done if low ham layers are used 1/1/1 or 2/2/2 and the final combine was experimented fully for encumberance, but this would result in a low base resist thus no point really.
IKMaverick
Thu Apr 01, 2004 6:13 am
#3
You can get much lower HAM's by adding segment enhancers such as Nightsister Shards, which will usually drop HAM's by -10 to -25 for all three stats. Other than that, its by using materials with a Malleability of over 950, thats the only way to get massive HAM changes with only a few experimentation points pumped in.
IKMaverick
Thu Apr 01, 2004 6:17 am
#4
Forgot to add that things like Overall Quality help too, naturally. A lot of the statistics work together for armor, like Malleability, OQ, and Unit Toughness.
I just spend a lot of time and resources fiddling around with things to see what certain combos give... then when I find a good combo I put them all together with some looted Janta Hide, Nightsister Shards, Nightsister Layers, Rancor Hide... etc.
10 or 12 points, it doesnt matter. I mean, it can help in certain situations, if you are creating strong armor with low HAM's, for instance, but otherwise it doesnt really matter. Just keep an eye out for materials with high Malleability, OQ, Shock Resistance, and UT... thats the only way to make the best of the best. I've got decent materials, but I always cap out around 66% base... a slice gets it up to 85% if I'm lucky.
Good luck to you.
Paradox Jast
Master Armorsmith
Flurry
Dova
Thu Apr 01, 2004 7:46 am
#5
You can get the HAM much lower by haveing 12 points. Why? Because it is not the difference between 10 and 12 points for experimentation. It's the difference between 30 and 36 points for experimentation. A 12 point smith gets 6 extra points to use on each piece of armor. This is a huge difference. Until you get 12 points you will never approach the HAM costs of a 12 point master.
Base is completely dependant upon your resource stock. You should be able to easily max out the base (quality) line with 10 points. So to get higher base, you'll need better resources for layers, segments and for the final combine. Good luck.
Asir_SWG
Thu Apr 01, 2004 8:05 am
#6
I agree, a 12 point smith can have more points to spend on HAM, but.... 10 or 12 points, the resource quality still has the biggest affect on the end result, half baked resourced will create half baked armor - even for a 12 pointer...
Dova
Thu Apr 01, 2004 10:19 am
#7
Ummm, if you can afford to purchase the tapes for +2 you can easily afford the resources to make great armor.
TalixArchilon
Thu Apr 01, 2004 11:43 am
#8
not trying to hijack the thread or anything but point of information, what is the going average rate for +2 skill tape?
Okram2k
Thu Apr 01, 2004 11:48 am
#9
exp skill tapes are usually 200k per point on my server, sometimes more, sometimes less, hard to tell really.
Bargain_Bob
Fri Jul 01, 2005 8:03 am
#10
what does it mean to be a 12 pt armorsmith, how do you become one, and how do you know weather you are one or not? thanks for you help
Aroogala
Fri Jul 01, 2005 8:27 am
#11
A 12-point armorsmith is someone who has compiled at least +20 pointsin armorsmith experimentation in skill tapes. This will lend that armorsmith +2 actual points to throw into experimentation during combines on armor. Skill tapes usually run about 1 million per point, however this varies from server to server.
JeCy
Fri Jul 01, 2005 11:36 pm
#13
what he forgot to say is it doesnt help you make better armor anymore.. soo save your money.. if anything just pick up assmebly as it will help with less fails on final..
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