Armorsmith Archive

Thread: Question about PSGs???

SageEidolon
Mon Apr 26, 2004 4:56 am
#1

How does Condition work? Is it the number of hits an item can take, or a duration of time? If you are hit with a kinetic attack, but your PSG is vulnerable to kinetic, does it reduce the Condition?




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Nuro Tarkona (Kettemoor), cl 90 Jedi and Alliance Colonel
"I follow the Light, and the Darkness recedes before me..."

Rami (Kettemoor), cl 1 Trader and Imperial Pilot
"I'm not your Princess, bub...just here for the credits!"

Loot Vendor: "Rami's Loot" on Corellia (4253 3697) in the South Vilas Mall
Reidar
Mon Apr 26, 2004 5:02 am
#2

I used an imperial one in the Corvette lasted about 10 secs



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MasterNerfSlayer
Mon Apr 26, 2004 5:06 am
#3

Condition works the same way it does for armour. The amount of damage it prevents is the amount of damage that comes off it's condition. Yes, they die quickly.




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SageEidolon
Mon Apr 26, 2004 7:09 am
#4

Okay, then see if I'm getting this straight or missing something:


Scenario 1: Wearing 20% energy resist armor and 50% energy resist Imp PSG - I get hit with an insane 10,000 point energy weapon, the PSG reduces the hit by half (5,000) then by 50% (2,500), then the armor reduces the hit by half (1,250), then by 20% - so the final hit is 1,000 points of damage.


Scenario 2: Wearing 20% energy resist armor and 20% energy resist Mark 1 PSG - I get hit with the same 10,000 point energy weapon, the PSG reduces the hit by half (5,000) then by 20% (4,000), then the armor reduces the hit by half (2,000), then by 20% - so the final hit is 1,600 points of damage.


So, for an insane 10,000 point hit, the difference is 600 points of damage, or 16.7% - NOT 30% - yet the price (on my server) is 35,000 credits for a crate oftwenty Mark 1's or 25,000 for one Imp PSG. Over ten times the price for less than one-fifth improvement in performance? Anyway, my point was not to condemn armor pricing, but to ask if my calculations are wrong and figure out the most protection for my credit - smart shopping.


Also, does the half-reduction count against the Condition, or just the percentile reduction after the armor benefit? I.E. did the Imp PSG lose 5,000 Condition as soon as it got hit, or just the 1,000 that it's resist blocked?


Also, my Mark 1's tend to have Conditions in the 1900's while the Imp PSG's have Conditions in the 2700's - a difference of 800, but this is only a hit or two when fighting high-level mobs. Wouldn't it be better to carry a crate of Mark 1's so you can keep throwing them up (obviously, a crate of Imp PSG's would be the BEST solution, but seriously)?


Thanks, guys.






[cn[[[[[[[[[]vn[]Xggggggggggggggggggggggggggggggggg)
Nuro Tarkona (Kettemoor), cl 90 Jedi and Alliance Colonel
"I follow the Light, and the Darkness recedes before me..."

Rami (Kettemoor), cl 1 Trader and Imperial Pilot
"I'm not your Princess, bub...just here for the credits!"

Loot Vendor: "Rami's Loot" on Corellia (4253 3697) in the South Vilas Mall
Volatile_VS
Mon Apr 26, 2004 9:20 am
#5



MasterNerfSlayer wrote:
Condition works the same way it does for armour. The amount of damage it prevents is the amount of damage that comes off it's condition. Yes, they die quickly.





I am almost 100% sure that it's the amount of damage let through that decays armor. I will see if I can find some more info on the main site to back it up, but am pretty sure thats how it works.



Volatile <VS> Bounty Hunter | 32/32 Completed | Vol'atile <VS> Padawan

I have never made but one prayer to God, a very short one: 'O Lord, make my enemies ridiculous.' And God granted it. - Voltaire

Rudeness is the weak man's imitation of strength. - Eric Hoffer

I feel like a fugitive from the law of averages. - William H. Mauldin


Volatile_VS
Mon Apr 26, 2004 9:24 am
#6

I will shut up now. Man I hate being wrong.

Here it is straight from the main site.

"Condition is a measure of how much damage the armor can absorb before becoming useless."



Volatile <VS> Bounty Hunter | 32/32 Completed | Vol'atile <VS> Padawan

I have never made but one prayer to God, a very short one: 'O Lord, make my enemies ridiculous.' And God granted it. - Voltaire

Rudeness is the weak man's imitation of strength. - Eric Hoffer

I feel like a fugitive from the law of averages. - William H. Mauldin


Shlo_mo_shun
Mon Apr 26, 2004 9:55 am
#7






SageEidolon wrote:

Okay, then see if I'm getting this straight or missing something:


Scenario 1: Wearing 20% energy resist armor and 50% energy resist Imp PSG - I get hit with an insane 10,000 point energy weapon, the PSG reduces the hit by half (5,000) then by 50% (2,500), then the armor reduces the hit by half (1,250), then by 20% - so the final hit is 1,000 points of damage.


Scenario 2: Wearing 20% energy resist armor and 20% energy resist Mark 1 PSG - I get hit with the same 10,000 point energy weapon, the PSG reduces the hit by half (5,000) then by 20% (4,000), then the armor reduces the hit by half (2,000), then by 20% - so the final hit is 1,600 points of damage.


So, for an insane 10,000 point hit, the difference is 600 points of damage, or 16.7% - NOT 30% - yet the price (on my server) is 35,000 credits for a crate oftwenty Mark 1's or 25,000 for one Imp PSG. Over ten times the price for less than one-fifth improvement in performance? Anyway, my point was not to condemn armor pricing, but to ask if my calculations are wrong and figure out the most protection for my credit - smart shopping.


Also, does the half-reduction count against the Condition, or just the percentile reduction after the armor benefit? I.E. did the Imp PSG lose 5,000 Condition as soon as it got hit, or just the 1,000 that it's resist blocked?


Also, my Mark 1's tend to have Conditions in the 1900's while the Imp PSG's have Conditions in the 2700's - a difference of 800, but this is only a hit or two when fighting high-level mobs. Wouldn't it be better to carry a crate of Mark 1's so you can keep throwing them up (obviously, a crate of Imp PSG's would be the BEST solution, but seriously)?


Thanks, guys.







1. You are talking about AP0 hits here it seems. Doubt you will take high damage hits in AP0, odds are they are AP1 or higher, meaning that the initial 50% reduction is gone, and now you are blocking 30% more damage with the IMP (note: condtion on either would go down even quicker on either with AP1, but the IMP would then be absorbing 30% more)


2.Unexperimented, a MK-1 is about 1750 condition....an Imp about 2700, In my experience. But I am pretty sure that increases at a much higher rate for the IMP ones with experimentation. I seem to remember making MK-1's with several points of experimenation as high as 2250. But just 2 points of experimentation into my IMP ones gets them up to 3400. Either way, even that minimum of 1000 condition means that it lasts about 1 or more rounds of combat. All that time, you would have to equip a new MK-1, meaning the costs of the IMPerial are lower. In the example above, you are talking about the MK-1 taking about 1600 damage (meaning it is near dead) while the Imperial takes only 1000 damage (a little over 1/3 of it's condition) Assume it can take another 1.5 hits before dying, and you are talking about a difference in absorbtion of 18750points for the IMP one and 6000 for the MK-1. That is about 3x more absorbtion.


But in all, you are right, the price premium is quite expensive for the IMP ones even if they do block 3x more damage. I sold my MK-1's for 7.5k and my IMPs for 30k, or1:4. Then again, the 'best of everything' attitude of most gamers is what allows this product to still sell, even if the price point is higher. Additionally, on my own shields, I repair when they reach 50% condition (about every 2 missions or so), and get pretty good results, meaning I have had an IMP shield fully repair 2 or 3 times usually. That makes it worth the price if you pay attention.



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shlomoshun Master Armorworks - Imperial Prototype Shields
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Aerius
Mon Apr 26, 2004 10:05 am
#8






Volatile_VS wrote:





MasterNerfSlayer wrote:
Condition works the same way it does for armour. The amount of damage it prevents is the amount of damage that comes off it's condition. Yes, they die quickly.





I am almost 100% sure that it's the amount of damage let through that decays armor. I will see if I can find some more info on the main site to back it up, but am pretty sure thats how it works.




Anyone know how slicing armor affects this? Slicing is suppose to increase the rate at which item decays, but if it is determined by the armor that goes through, then wouldn't sliced armor last longer? (since less damage gets though)








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Shlo_mo_shun
Mon Apr 26, 2004 10:33 am
#9

seems to me, armor doesn't degrade exactly at 1:1 by the amount of damagethat goes through. I have seen my stuff for example degrade by 10 points, when hit, but I know I was taking more than 10 damage. I think it might be a percentage of what goes through, like 50% or something. That woud mean perhaps slicing ups this to 75% or some such change. Just a guess.



shlomoshun Boutros -
shlomoshun Master Armorworks - Imperial Prototype Shields
Far Haven, Tatooine, Ahazi (across from the cantina)
SageEidolon
Mon Apr 26, 2004 10:49 am
#10

This is all good stuff, guys.


I don't blame any armorsmith for charging top dollar, or any player for wanting the best. I just can't play that way right now, so I have to economize...but I still want to play and adventure with the big boys, ya know?


Maybe Condition degrades by how much they let through?


Other than Composite, what is the best all-around armor for kinetic and energy. I know Ubese is the general king of kinetic, but it's energy rating is almost pathetic...how does padded do?


Also, if you get hit with an AP1 weapon, then the 50% upfront reduction doesn't happen, huh? But the specific resist still does? What if the weapon is AP2? Does it still reduce damage a little?






[cn[[[[[[[[[]vn[]Xggggggggggggggggggggggggggggggggg)
Nuro Tarkona (Kettemoor), cl 90 Jedi and Alliance Colonel
"I follow the Light, and the Darkness recedes before me..."

Rami (Kettemoor), cl 1 Trader and Imperial Pilot
"I'm not your Princess, bub...just here for the credits!"

Loot Vendor: "Rami's Loot" on Corellia (4253 3697) in the South Vilas Mall
Krallic
Mon Apr 26, 2004 4:47 pm
#11

It seems to me that armor decays based on the damage it didn't prevent multiplied with a modifier like 0.10 for shields.

So in the example of 10000 AP0 damage to a shield of 50% resist you'll have 250 condition knocked off the shield due to the 1/10th damage passed through=condtionloss. This was true for MkIIIs a few weeks ago. The modifier might be slightly different with other types, but shouldn't be significantly so.
Volatile_VS
Tue Apr 27, 2004 12:24 am
#12



Aerius wrote:


Volatile_VS wrote:


MasterNerfSlayer wrote:
Condition works the same way it does for armour. The amount of damage it prevents is the amount of damage that comes off it's condition. Yes, they die quickly.



I am almost 100% sure that it's the amount of damage let through that decays armor. I will see if I can find some more info on the main site to back it up, but am pretty sure thats how it works.

Anyone know how slicing armor affects this? Slicing is suppose to increase the rate at which item decays, but if it is determined by the armor that goes through, then wouldn't sliced armor last longer? (since less damage gets though)






I looked on the main site and fund out that it decays according to how much damage the armor prevents, therefore, sliced armor with effectiveness will decay faster. As for SOE putting some type of multiplier for armor decay, in case you get encumberance slice, I have no idea. They may have.



Volatile <VS> Bounty Hunter | 32/32 Completed | Vol'atile <VS> Padawan

I have never made but one prayer to God, a very short one: 'O Lord, make my enemies ridiculous.' And God granted it. - Voltaire

Rudeness is the weak man's imitation of strength. - Eric Hoffer

I feel like a fugitive from the law of averages. - William H. Mauldin


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