Armorsmith Archive

Thread: Are Gated Resources Beneficial?

lisasdarren
Fri Jul 23, 2004 5:51 am
#1


With the many comments about gated resources being used in the new wookie armours and how this is a bad thing i am posting this question, please think about this.

Given that craftable items are (supposedly) designed with the limits imposed by resource gates taken into account, are these gates beneficial or not? This depends, I believe, on the answer to my senario below:

If we make three pairs of unlayered composite gloves, assuming we get identical experimentation results for each pair,as follows:


  • Pair 1: Using reources that hit the max / gates for all stats that matter - this is the absolute best a pair of composite gloves, experimented in this way, can be.

  • Pair 2: Using the same resources as 1, except for the berylius copper where the SR is the minimum it can be (Gated Resource)

  • Pair 3: Using the same resources as 1, except for the wooly hide where the SR is the minimum it can be (Ungated resource, i believe)

Obviously pair 1 are the best, but are pairs 2 and 3 the same or are pair 2 significantly better than pair 3?


  • If they are the same then gated resources are neither beneficial nor disadvantagous to crafters, the value of a stat is weighted in relation to the possible min and max.

  • If pair 2 is better then gated resources are actually beneficial to crafters, the value of a stat is weighted according to the actual numerical value. Thus because the variability of the gated stat is less than that of an ungated stat, it is more likely to be closer (numerically, not proportionally) to the maximum value. If a resource is gated at min 300 max 500 it will always be within 200 of the max, where as an ungated resource will only be within 200 of max 20% of the time.

Now i don't know he answer to my first question, so if you have any ideas on this please post them. If you can see a third alternative that shows gated resources to be harmful to crafting, please share it will the rest of us.





Trax Treort - Rifleman, Fencer & Imperial Pilot
DoWei
Fri Jul 23, 2004 11:15 am
#2

Good points...I'm not as concerned about the gated resources as long as we are working with the same thing. Our maximum stats are relative to the inputs we have, is the gating or resources a way to put a sort of soft cap on armor stats? It's hard to say what the devs are thinking, but I'm sure they have reasons for all of it (even if it never makes sense to any of us).

I'm more concerned with the number of named resources required and the time/money involved with gathering them in good quality. As a Wookie myself, I can't imagine laying out 500k or more for a suit of armor. It is hard to imagine why Composite, the armor that sells for the most, is the easiest to make. Any high level armor should be difficult to put together, I'm remaining optimistic.



« DoWei - Wookiee Master Armorsmith of The Alliance [Naritus] »
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AtPlay
Fri Jul 23, 2004 1:25 pm
#3

Well, I have no way of proving it, but the devs have stated on at least a couple of occasions that while some resources are gated, that they have "hidden" bonuses. Granted, most of the time, their "hidden" variables usually mean "non existant," but its something that they've said.

To be honest, I dont feel like it is going to make that much of a difference in the Kashyyykian armor. Oh sure, there is a significant difference between 90%base and 60%base...but most of the time you are going to be hit with either kinetic or energy. Max those out in the Special Protection (at 80%), and you should be just fine. There is relatively no difference between 80 and 90% when it comes to gameplay.



Sagax/Chilastra
Master Creature Handler forever...
Asir_SWG
Fri Jul 23, 2004 3:22 pm
#4

AtPlay - how wrong you are on the last comment.....


90% lets 10% damage in

80% lets 20% damage in - twice the damage as the 90%......



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HAMSTERHAMSTERHAMSTERHAMS
TERHAMSTERHAMSTERHAMSTERH
AMSTERHAMSTERHAMSTERHAMST
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AtPlay
Fri Jul 23, 2004 4:29 pm
#5


jamesgoddard wrote:
AtPlay - how wrong you are on the last comment.....
90% lets 10% damage in
80% lets 20% damage in - twice the damage as the 90%......




Well remember that 50% is knocked off the top because of the light armor rating (assuming that a 0AP weapon is used.) While the damage does still stay 2x more, its just not that significant...so Ill throw out a little math.

Say you are hit for 1000 damage by a mob with a 0AP kinetic attack. An 80% resistant piece of armor would first cut off 50% of the damage due to the light AP...so 500dmg is cut off the top. The rest of the 500damage is dealt with (or 400dmg) letting in 100 damage. With a 90% piece of armor, it would let 50 damage through. So, yes, the 90% is filtering 2x more damage, but its only 50 damage per 1000 hit (or 5% of the total damage). If you are hit for 10,000 kinetic, its only 500 more damage. While 500 damage may feel large, if you are taking 10k hits, nothing is gonna save yer furry butt.

90% lets 5% damage in when dealing with armor with a "light" rating vs. 0AP weapons.
80% lets 10% damage in when dealing with armor with a "light" rating vs. 0AP weapons.

And since we were talking about kinetic damage (and I was referring to PvE although I should have made it more clear), the only thing that would change the equation is if you fought against melee mobs with +1 or more AP. So vs. a 1AP weapon, your 10%/20% would apply.

Im still going to say there is no significant difference between 80 and 90%...but its a moot point after the CB.

Message Edited by AtPlay on 07-23-2004 04:31 PM



Sagax/Chilastra
Master Creature Handler forever...
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