Armorsmith Archive
Thread: Layers in the CURB: An Analysis
Because environmental / elemental damage (Acid, Cold, Electrical, Heat) is so small and rare compared to kinetic / energy damage, it can be reasonably assumed that those particular layers are useless, and therefore only Kinetic, Energy, and Primus layers are worth possibly using. In the following discussion, I will investigate these three layers when applied to Assault Armor.
Energy: 4922 (42.03%)
A/C/E/H: 5922 (47.61%)
Kinetic Layering
Energy: 3842 (34.88%, -7.15%)
A/C/E/H: 5922 (47.61%, no change)
Energy Layering
Energy: 5894 (47.46%, +5.43%)
A/C/E/H: 5922 (47.61%, no change)
Advanced (Primus) Layering
Energy: 5702 (46.46%, +4.44%)
A/C/E/H: 5130 (43.27%, -4.34%)
Conclusion
- Dramatically reduce the complexity of all layers.
- Dramatically reduce the quantity of resources required for layers.
- Add a new experimental line (or lines) to layers:
- General Protection, so as to increase the "base effectiveness" of layered armor, OR
- A line to reduce the penalty incurred by using the layer
If no steps such as these are taken, layers will prove to be yet another unused schematic in the armorsmith's crafting tool, and the problem of "cookie-cutter armor" will be exacerbated.
_Monroe_ wrote:
I agree. I think the primus layers will only be in PvP suits and even then they will cost a LOT of credits. Energy layers maybe for BH. Other than that everything else is pointless.
The funny thing about energy layers for BHs is that they are certified for assault armor, which has the energy penalty. If BHs want maximum energy protection, they'll be looking primarily for 12EL Recon or 12EL Battle.
Brutus_Krylop wrote:
_Monroe_ wrote:
I agree. I think the primus layers will only be in PvP suits and even then they will cost a LOT of credits. Energy layers maybe for BH. Other than that everything else is pointless.
The funny thing about energy layers for BHs is that they are certified for assault armor, which has the energy penalty. If BHs want maximum energy protection, they'll be looking primarily for 12EL Recon or 12EL Battle.
Double mastery time for BHs.
Acid
20 non-ferrous metal
12 polymer
10 crystalline gemstone
14 malab siliclastic ore (21 spawns)
Cold
20 non-ferrous metal
12 polymer
10 laboi crystalline gemstone (17 spawns)
14 malab siliclastic ore (21 spawns)
Electrical
20 non-ferrous metal
12 polymer
10 Bal'ta'ran amorphous gemstone (16 spawns)
14 ardanium siliclastic ore (15 spawns)
Energy
20 ferrous metal
12 polymer
10 plexite amorphous gemstone (15 spawns)
14 alantium carbonite ore (13 spawns)
Heat
20 ferrous metal
12 polymer
10 kerol fire-gem crystalline gemstone (17 spawns)
14 frasium carbonite ore (15 spawns)
Kinetic
20 ferrous metal
12 polymer
10 amorphous gemstone
14 chromite carbonite ore (12 spawns)
Advanced Armor Layer Primus + kin/ener - stun/acid/blast
25 neutronium steel (27 spawns)
14 polymer
14 gravatonic fiberplast (10 spawns)
16 vintrium extrusive ore (14 spawns)
12 perovskitic aluminum (11 spawns)
Advanced Armor Layer Secundas + heat/cold - acid/ener/elec
25 thallium copper (31 spawns)
14 polymer
14 gravatonic fiberplast (10 spawns)
16 chronamite extrusive ore (13 spawns, 1 this year)
12 perovskitic aluminum (11 spawns)
Advanced Armor Layer Tertius + blast/elec - heat/cold/ener
25 conductive borcarbitic copper (10 spawns)
14 polymer
14 gravatonic fiberplast (10 spawns)
16 dylinium intrusive ore (14 spawns)
12 perovskitic aluminum (11 spawns)
UmmonPrime wrote:
So after the CU, layer may not even be needed.... that may be a good thing.
Well lets forget the elementals because "so far" that damage is insignificant. That leaves us with kinetic, energy and primus layers. I can't imagine why you would want to put in kinetic layers when it will lower your energy resists. What if I only PvE you ask? All ranged creatures seem to do energy damage. So even in PvE you need energy protection.
Energy layers might be something worth putting into a "jedi hunter" suit. Beyond that, because of the lowering of the kinetic resists I don't expect to ever make these.
Primus layers. This increases kinetic and energy. A nice layer no doubt. But to quad layer a suit takes 10k+ resources per suit. I also have a feeling that if you are near the cap for your unlayered suits, adding quad primus layers might not gain very much resists percentage-wise because of the curve. So maybe, just maybe you'll make primus quad suits for PvP. At a hefty price though.
I lucked out on primus layers having a SW alt. Have all the resources for it already. But you are right, doesn't look like layering will make much sense.
_Monroe_ wrote:
UmmonPrime wrote:
So after the CU, layer may not even be needed.... that may be a good thing.
Well lets forget the elementals because "so far" that damage is insignificant. That leaves us with kinetic, energy and primus layers. I can't imagine why you would want to put in kinetic layers when it will lower your energy resists. What if I only PvE you ask? All ranged creatures seem to do energy damage. So even in PvE you need energy protection.
Energy layers might be something worth putting into a "jedi hunter" suit. Beyond that, because of the lowering of the kinetic resists I don't expect to ever make these.
Primus layers. This increases kinetic and energy. A nice layer no doubt. But to quad layer a suit takes 10k+ resources per suit. I also have a feeling that if you are near the cap for your unlayered suits, adding quad primus layers might not gain very much resists percentage-wise because of the curve. So maybe, just maybe you'll make primus quad suits for PvP. At a hefty price though.
UmmonPrime wrote:
So after the CU, layer may not even be needed.... that may be a good thing.
It's a "good thing" in terms of keeping total resource and factory costs down, but I'd say it's a "bad thing" in that it severely limits variety of armor builds and leads to cookie-cutter armor crafting.
Brutus_Krylop wrote:
UmmonPrime wrote:
So after the CU, layer may not even be needed.... that may be a good thing.
It's a "good thing" in terms of keeping total resource and factory costs down, but I'd say it's a "bad thing" in that it severely limits variety of armor builds and leads to cookie-cutter armor crafting.
I agree! It is rather sad that all of the work and effort went into making these new schems when we won't be using them.
But on the other hand we can look forward to "I want a left padded bracer green with red padding and a ubese right bracer black with a tantel chestplate kind of a blue......".
I think it is great actually that we won't be seeing people all in the same armor now, but there still won't be a variety as far as what gets made.