Armorsmith Archive
Thread: Question about PSGs???
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.
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.
Here it is straight from the main site.
"Condition is a measure of how much damage the armor can absorb before becoming useless."
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.
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)
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?
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.
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.