Armorsmith Archive
Thread: pants! they decay fast now one last number crunch by okram
Nixen wrote:
I´m curious about this as well - with my lvl 80 combat toon I couldn't all I could get yesterday were level 15 (!?) missions. This was in Theed, mind you - does it matter which city you take the mission in?
For some strange reson it does, try moenia instead. For player cities it seems to vary, perhaps with city size?
Nixen wrote:
I´m curious about this as well -with mylvl 80 combat toon I couldn't all I could get yesterday were level 15 (!?) missions. This was in Theed, mind you - does it matter which city you take the mission in?
I usually work in Kaadara and i get missions up to a bit over my level. But you're right, some time ago i tried in Theed and only got missions of low levels.
This jives with my experience and that of my guildmates and customers.
What I think is happening is that somewhere along the way, the developers redistributed the probability of a non-targeted shot hitting the health, action, or mind pool such that they were equal. Now that action and mind cannot be targeted, everything still hits health, but the "random pool chance" hit location change stayed. With the removal of feet as a valid hit location and with helmets being the only mind pool protection, helmets and leggings will absorb the vast majority of hits.
I'm not really sure how big of an "issue" this is for us, but it is definitely interesting to note.
I came to this section just to find this very thing out. As a Trandoshan, I only wear a CHEST, HELM and LEGS. Lately they have been taking a beating. I agree with the numbers posted, and good for smiths in general. I dont mind paying for the work, I just mind working for the pay. ![]()
There are 7 places you can get hit. Chest, arm segments, helmet, and legs... So for random attacks, what is the distribution of hits across each body part? Does each body part have a 1/7 chance of getting hit? Or do you get hit in regions? For example, the (arms + chest) is a region, head is a region, and legs are a region. Thus, each region has a 1/3 chance of getting hit.
And your numbers seem to support the region concept if I'm interpreting them correctly. I'm assuming that condition is directly related to number of hits on that piece:
Chest plate + arm pieces = 33%
Helmet = 32.35%
Leggings = 34.35%
If the chest/arm region gets hit... there's a 1/2 chance that the chest gets hit or one of the arm areas will get hit.
Chest Plate: 17.75%
Arms Together: 15.25%
And if one of the arm areas are to be hit, each arm segment has approximately the same probability of being hit:
Left Bracer: 4.25%
Right Bracer: 4.0%
Right Bicep: 3.75%
Left Bicep: 3.25%
So overall with a random attack, you have a 1/3 (33%) chance of getting hit in the legs, 1/3 (33%) chance of getting hit in the head, 1/6 chance (17%) of getting hit in the chest, and 1/6 (17%) chance of getting hit on an arm segment (1/24 (4%) chance of getting hit per arm segments.)
I wonder, if the numbers would hold if an attack that targets the body were used....
EDIT:
Therefore, the only way to make each piece decay at the same rate is to have each place having a 1/7 chance (14%) of getting hit....
Message Edited by rahbert on 05-12-2005 01:34 PM
Atobusarragra wrote:
So how did you get CL80 missions?...on all the starter planets I've been on the highest mission from NPC cities I've found is CL60.....I have to admit to not trying PC cities yet though...
it seems to be dependant on the location of the mission terminal.
As far as I can tell most places capped at cl 50, but there was one player city in the south west corner of naboo with a mission terminal in the 'swampy' area where everything is all green that produced cl 80 missions. And it is very odd because there's another terminal in the town 200 meters north of the one I was using that produced cl 50 missions. Seems that they need to be in the swamps of naboo to get cl 80.
well guys, couldn't keep myself away I guess, but I decided it was time to crunch some numbers again. More specifically the changes to armor decay rates. After a few runs with my combat character I noticed that armor definatly decays much more differently then before, and this can play a big role on how you stock your individual pieces vendors. If you where used to making twice as many chest paltes as anything else before you're gonna have to change things around for sure.
Anyway, here is my report. It will prolly be my last contribution here for a while, I'm rather enjoying guild wars atm, and just trying to fade away to a small time smith
Observation:
With the blessing of good organics spawning on my server shortly after CU, specifically of naboo bristley hide, I had my hunting alt working round the clock to get enough stock pile as possible, as this resource is definatly going to be hard to come by and used en mass. Thanks to being able to pull lvl 80 missions this was a fairly easy task to accomplish, and after five days of hunting, I managed to pull in 200k units of bristley hide all by myself.
As the time ticked by, I had noticed something strange about my armor. Usually you find that your chest plate takes the most damage, then helmet and leggings and boots, then arm pieces. But with the new hit system, it didn't seem to be the case, and my helmet and leggings had significantly more damage to them then my chest plate. I decided it was time to investigate this further, as it had always been a given that chest plates absorb the full brunt of damage and are replaced the most, especially in PvE.
Hypothesis:
It is my belief that in the new damage locations system, that damage no longer occurs the way formally believed, with chest plate taking most damage, but in fact that leggings and helmets take most damage. This is important to know specifically for those who stock vendors with weighted numbers, and produce more chest plates then other pieces because chest paltes have historically had the highest decay rate of all armor and the highest need for replacement.
Test:
I created a full suit of advanced unlayred battle padded armor. Trying to keep all stats the same, I used the same resources and maxed the condition bar to 84% on each piece of armor to produce identicle results. The test will run a long series of hunting which would consist of two caper spineflap missions ranging from levels 77-83 and then the recording of the condition of armor on all pieces.
Test subject is a male twi'lek master rifleman, master ranger.
All pieces of armor had identicle stats:
44632 condition
5302 protection rating
Testing will run for 20 phases, or until any piece begins to lose protection rating, or until I went crazy from hunting caper spineflaps (which is what really happened).
Results:
Key:
(armor piece): (current condition)/(total condition) = (Condition)%; (decrease in % from last phase); (% of total decay)
Phase 0: (before starting)
Cht: 44632/44632 = 100%; 0%
(chest plate)
Hlm: 44632/44632 = 100%; 0%
(helmet)
Leg: 44632/44632 = 100%; 0%
(leggings)
LBr: 44632/44632 = 100%; 0%
(Left Bracer)
LBi: 44632/44632 = 100%; 0%
(Left Bicep)
RBr: 44632/44632 = 100%; 0%
(Right Bracer)
RBi: 44632/44632 = 100%; 0%
(Right Bicep
Tot: 312424/312424 = 100%; 0%
(Total)
Phase 1:
Cht: 43770/44632 = 98.1%; 1.9%; 17%
Hlm: 43085/44632 = 96.5%; 3.5%; 32%
Leg: 42951/44632 = 96.2%; 3.8%; 35%
LBr: 44428/44632 = 99.5%; 0.5%; 5%
LBi: 44466/44632 = 99.6%; 0.4%; 4%
RBr: 44458/44632 = 99.6%; 0.4%; 4%
RBi: 44444/44632 = 99.6%; 0.4%; 4%
Tot: 307602/312424 = 98.5%; 1.5%
Phase 2:
Cht: 42597/44632 = 95.4%; 2.7%; 15%
Hlm: 40797/44632 = 91.4%; 5.1%; 29%
Leg: 40059/44632 = 89.8%; 6.4%; 37%
LBr: 44075/44632 = 98.8%; 0.7%; 4%
LBi: 44136/44632 = 98.9%; 0.7%; 4%
RBr: 43992/44632 = 98.6%; 1.0%; 6%
RBi: 44059/44632 = 98.7%; 0.9%; 5%
Tot: 299715/312424 = 95.9%; 2.6%
Phase 3:
Cht: 41920/44632 = 93.9%; 1.5%; 17%
Hlm: 39451/44632 = 88.4%; 3.0%; 34%
Leg: 38702/44632 = 86.7%; 3.1%; 34%
LBr: 43896/44632 = 98.4%; 0.4%; 4%
LBi: 44034/44632 = 98.6%; 0.4%; 4%
RBr: 43886/44632 = 98.3%; 0.3%; 3%
RBi: 43943/44632 = 98.5%; 0.2%; 2%
Tot: 295832/312424 = 94.7%; 1.2%
Phase 4:
Cht: 41237/44632 = 92.4%; 1.5%; 22%
Hlm: 38420/44632 = 86.1%; 2.3%; 34%
Leg: 37751/44632 = 84.6%; 2.1%; 31%
LBr: 43792/44632 = 98.1%; 0.3%; 4%
LBi: 43944/44632 = 98.5%; 0.1%; 1%
RBr: 43767/44632 = 98.1%; 0.2%; 3%
RBi: 43845/44632 = 98.2%; 0.3%; 4%
Tot: 292756/312424 = 93.7%; 1.0%
Average portion of Condition loss:
Chest Plate: 17.75%
Helmet: 32.25%
Leggings: 34.25%
Left Bracer: 4.25%
Left Bicep: 3.25%
Right Bracer: 4.0%
Right Bicep: 3.75%
Arms Together: 15.25%
Conclusions:
Now one must realize that there is a large amount of randomness involved with the process of armor decay, as each hit lands on a random piece of armor each attack. This makes it hard to track accuratly what the real decay proportions are, however we can get a close estimate from this test. Further testing would be needed for more precise numbers, but I think for our purpose here this test should be a close enough approximation. It basically breaks down, for every chest plate a customer goes through, they will go through two helmets and leggigns, and arm pieces will last a very long time.
This means that:
-Arm pieces are going to rarely need to be replaced and purchases even less than before.
-If you want to place AA's in an armor piece, biceps are definatly the place to go, and they will last a very long time. Especially if you purchase a RIS arm piece. A 100k condition RIS arm piece could last a month or two of heavy use before needing to be repaired.
-If you are on a budget and looking to cut armor costs, I see the possibilty of a new three piece suit entering the market. A Helmet, Leggings, and Chest plate would protect you from 85% of all attacks overall.
-If you stock armor, the ratios you will need to make now will be, for every 1 arm piece, you will need 5 chest plates, and 9 helmets and leggings, or a 1:5:9 ratio.
-Putting tons of extra effort into helmets and leggings will far outweigh extra effort into a chest plate. So if you have an ultra awesome loot item, it will be best to put it into the leggings and chest plate if you are aiming to block the most damage possible.
Fun Facts:
During testing I was incapacitated 7 Times
I didn't die once
I made a little over 71k credits doing the missions.
I harvested a little over 120k units of scaley hide.
I am now completly sick of hunting spine flaps and never want to see one ever again.
It took me 2 days to complete this test, and then 3 days of debating if I wanted to do another phase or just write up the report.
Hope you enjoy, and hope this helps those who stock lots of armor.
Message Edited by Okram2k on 05-12-2005 02:55 AM