Armorsmith Archive

Thread: shield generators...?

Scrup
Thu Apr 22, 2004 4:22 am
#1

ok im no master armorsmith and im somewhat new to the game..(2 months,working on pistoleer and weaponsmith) but recently some guildies of mine and myself got into a pvp battle with this guy.. and no one could touch him. we had a master commando, cm,bh,2 pistoleers halfway up the trees and still.. all of us hitting him at once on the same bar couldnt take more than half.... after it was all done and over with..( about an hour...kicking myself now) we still hadnt managed to get him down more than half on any bar. we hit this guy with everything we had.... llc's, gen blasters, acid, you name it we tried it.... nothing..i couldnt tell what he was saying he had mastered everything, and he used a rifle i know that, but after wards(getting to the point here) he told us it was his shield generator that made all the difference. now all the shield gens ive run across only have like 32% for just a few stats at best.. does anyone know if its possible to get more than this? if so id like to know to at least give my guildies a fighting chance...lol...thanks if you bother to read...

Scrup



?!?
Krallic
Thu Apr 22, 2004 5:10 am
#2

The imperial test prototype shields which you can find a schematic for at the imp outpost on dantooine, can reach alot higher base than the Mk III's. Makeing 47% base shields myself. The extra bonus of the imp test prototype is that it got 3 times the condition of a MkIII, so lasts you a whole lot longer. They also got armorrating 1, which leads to a 50% reduction if hit with an armorpiercing 0 weapon.

So if hit with 1000 AP0 damage with a 47% base shield and a 80% armor you will end up with like: shield reduces damage to 500 due to AR1vsAP0, shield reduces to 265 due to resists in base, armor reduces damage to 132,5 due to AR1vsAP0, armor reduces damage to 26,5 due to 80% resist to the given damage. (Asuming the shield got hit with a damage which it had a resistance in base.)

The problem at the moment is that theese shields shift vulnerabilities each time you cross server boundaries, so that your sweet stunshield can change to beeing restraint only if you take a shuttle, log in and the like. Each time this happens you need to re-equip the shield if you want it to block any damage at all.

Shields will be fixed in the upcoming publish, the vulnerabilities will be stuck at kinetic, blast and acid.
Krallic
Thu Apr 22, 2004 9:52 am
#3

Oh! A small bug in my last post, out of the context my comment about AR1 on the shield could make you believe only imperial test prototype shield got this. This is not true as all shields do have AR1 and will decrease/increase damage according to the ARvsAP rules. (read more about that in the armorguide which is stickied, if you are unsure).

Shields, or atleast MkIIIs seem to loose condition equal to 0.10 of the damage passed through by the way. So a higher condition shield might not last longer than your high resist shield.
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