Armorsmith Archive
Thread: Final Combine increasing core stats by 100? what's up?
core values increasing by ~100 instead of 400 in the final combine
though, stats seem nearly accurate... but what's the deal?
tesop wrote:
energy layered assault
core values increasing by ~100 instead of 400 in the final combine
though, stats seem nearly accurate... but what's the deal?
look at the base on your cores. Subtract it from 6000. If the number is greater than 400, 400 will be added during the final combine. If the number is less than 400, that number will be added on the final combine. This is the effect of the 6000 base cap.
-Droideka- wrote:
I did this a few days ago...I've been using better and better resources for my segments and not paying heed to the cap, as I should have been. So my 1141 primus segments gave me 5300/7300+ recon cores, which in turn gave me 5490ish/7490ish final product...very disappointing (only a 190 pt increase). To me having the cap there is both illogical and unnecessary, we should be able to push the limit to 10000 protection on armor as they originally told us before the CU (60%protection). The cap is stupid, and it should be removed.
Look at one of your primus layers. Multiply the kin/en mod by 12. Subtract this number from 6000. This will be your final combine base cap. Now, look at the base on your cores. Subtract it from your calculated final combine base cap. If the number is greater than 400, 400 will be added during the final combine. If the number is less than 400, that number will be added on the final combine.
I will agree that the cap is too low, especially given that the diminishing returns system is in place. They are both two means to the same end, and combined the only thing they do is water down high quality armor such that it is very difficult to seperate it from medium quality armor. Not many customers know what condition amounts are good or bad, so my server-capped resist armor nextto that of some guy who just mastered and used 40 resources ktis looks the same, even though mine has 20% more condition thanks to technique and proper use of appearance combine resources.
darthbock wrote:
tesop wrote:
energy layered assault
core values increasing by ~100 instead of 400 in the final combine
though, stats seem nearly accurate... but what's the deal?
look at the base on your cores. Subtract it from 6000. If the number is greater than 400, 400 will be added during the final combine. If the number is less than 400, that number will be added on the final combine. This is the effect of the 6000 base cap.
thank you for your insight, makes sense
BlazeMeister wrote:
But if there are no caps how can every player have nearly identical, balanced armor and weapons?