Armorsmith Archive
Thread: Experimentation Irregularities
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Garnax
Sun Apr 25, 2004 2:03 pm
#1
When I'm making armor I occasionally get the bad experimentation. I still make the armor since I figure I can just sell it at the bazaar or in a vendor at a reduced price. I've had something funky happening with the special resistances though.
Like just now when I got one moderate, then one great while experimenting on the base on some gloves. I made a prototype, and on that screen it said that Kinetic was 68%, which I put in the item description, but when the prototype popped out it had 76% Kinetic. Isn't it adding up correctly unless I put one point into durability or special resistance or something? Very confusing.
Garnax
Sun Apr 25, 2004 2:49 pm
#2
And another one, it said when naming it was 73% Kinetic but when made it had 80%. I think I need to do some calculations for my next set of armor though, since this one got 80% kinetic with 59% base I think I am pumping too much experimentation into special resistance that is just wasted. I should put more into HAM reduction. What tools do armormsmiths use to keep track of such things? Presently I'm using an excel spreadsheet. According to that my current materials get me 4.39% max base on my kinetic layers.
AegolinAdaron
Sun Apr 25, 2004 2:55 pm
#3
There is an update bug in the creation of composite armor. The stats will update to their true values after the final assembly or after putting a point into durability (most people save their last point for durability).
Emily
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