Armorsmith Archive
Thread: what stats on resources do i need to pay attention too in order to make great armor???
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Sobyv
Tue Aug 10, 2004 6:29 am
#2
An established 'smith told me this:
7*OQ + 3*(MA + SR) + UT
If you get a rating at over 11000 it's OK, 12000's are ideal armorsmith materials.
Ryche_Mykola
Tue Aug 10, 2004 7:10 am
#3
Resistance = Overall Quality and Shock Resistance
Encumbrance = Overall Quality and Malleability
Condition = Overall Quality and Unit Toughness
DirthNader
Tue Aug 10, 2004 7:27 am
#4
Sobyv wrote:
An established 'smith told me this:
7*OQ + 3*(MA + SR) + UT
If you get a rating at over 11000 it's OK, 12000's are ideal armorsmith materials.
Until the combat rebalance makes HAM mean anything to fully buffed players, I'd never give MA the same wieght as SR.
Pay attention to OQ and SR, that determines resists. If the MA is good, that's a bonus, as that determines encumbrance. I've never seen significant differences in conditionto worry about UT at all.
Garnax
Tue Aug 10, 2004 9:28 pm
#5
Only time I want OQ+MA is when I'm making Kinetic Layers for light kinetic composite. Even then I usually don't bother but just use my OQ+SR stuff and end up with 3/3/3 HAM on the layers.
znaxx
Wed Aug 11, 2004 3:07 am
#6
The protection of the armor, segs and layers are all 50/50 dependant on OQ and SR. The Enc of the armor is dependant on OQ and MA. Since Comp already has a condition of over 30k, I don't really care about the UT on my resources since ppl would rather but a 35k cond cehst plate with 80/71 protection then a 40k cond chest with 70/50 resists.
Garnax
Wed Aug 11, 2004 6:44 am
#7
Besides it isn't even certain that a suit with higher condition but lower resistances will last longer than a suit with lower condition but higher resistances since the amount of damage the armor takes is relative to the amount of damage that passes through the armor.
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