Armorsmith Archive

Thread: Unlayered segment stats

ShammusKildaire
Tue May 31, 2005 5:13 pm
#1

Until I gather up some decent resources to make some good primus layers I've been mostly focusing on unlayered rebel armor. Most of my unlayered segments are hitting just over 930. I just recently started a factory run of some 935 assault layers andwas wondering what is considered average or good for unlayered segements.



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Shammus
Master Rifleman/BH
Tarq

MaxPower
Master Armorsmith
Tarq
Skadoink
Tue May 31, 2005 5:50 pm
#2

Same as my best. But then I don't have particularly uber resources.


And still cannot make layers yet






(FARSTAR) Bogaba - Armoursmith - nr Mos Eisley (WP 3796 -3716)
(INFINITY) Annaka - CH/Ranger
(CORBANTIS) Lyissan - Smuggler

All cancelled the minute NGE goes live.
ConfusedRecruit
Tue May 31, 2005 6:13 pm
#3


if you are making unlayered armor, getting as high as possible may or may not be necessary. since unlayered armor is protection capped, you only need to reach a certain point - anything past that is a waste of resources.


my reccomendation is as follows:


for each type of armor (recon, assault, battle), make three (3) segments as good as you can. next, make one (1) core for each type of armor. you are trying to get to the following numbers in the core:


battle: 5600energy/5600kinetic/5600other

recon: 6600energy/4600kinetic/5600other

assault: 4600energy/6600kinetic/5600other


anything past this is just a waste in my opininon. from what i have seen. the final assembly adds 400 points to each protection, so with these numbers, you will reach the caps set by the game. basically, 5600 in a battle core becomes 6000 in the final piece. 5700 in a battle core becomes 6000 in the final piece, so why go any higher than what you need? my first test was on recon, and my segments were 979, and the core was 6790/4790/5790 with my best materials, so i was able to shave 190 points off by using lesser resources, and still hit the mark.


it does not matter how you get to these numbers. you can have great segments, and not-so-good cores, as long as you hit these numbers. If your cores come out higher than these numbers, you can then look at your resource usage, and see what you can substitute. this is a great way to save that small amount of a "uber" resource, and use a lesser one which will yeild the same results. then at a later date, that uber resource can also be mated with a different lower resource to produce the same stats. i hate to say it, but it's a business. you need to operate as efficient as possible, and still provide the best numbers you can.


one thing i did not mention, if you are still not reaching the caps on final assemblies with your cores / segments, then it is a matter of resources. keep looking for better ones. the new resource quality bar in the crafting stage will clue you in to where your weak spots are.


hope this helps in some way.


edit: i forgot to say this applies to armor that is not going to be sliced. if you slice this under the curent slicing scheme, it will be too heavy to be effective.

Message Edited by ConfusedRecruit on 06-01-2005 08:10 AM

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