Armorsmith Archive
Thread: Consolidation of crafting change threads
Thanks for the informative post. This is the first time I've had a fairly clear understanding of what all the yelling is about.
Ijust recently attained "master," which means I am just beginning to learn anything about armorsmithing. I have yet to try any Composite, but am enjoying playing with experimentation and resources onadv Ubese. The first thing that occurred to mefrom reading your post isto wonder what the cutoff line is between great resources and mediocre ones.Is a combined 1400 OQ and SR going to produce decent, though not great, armor after the patch or is there a new minimum we need to work toward? Even avague rule of thumb would be helpful.
Thanks.
Wynsum
River's Edge Trade Federation, River's Edge, Dantooine, Tempest
However, that being said, I think it needs to go back to the drawing board for one more pass before it goes live. From all reports I've heard, the crafts where there's more of one line of experimentation (armor, weapons) are getting shafted overall. When you only have one element to experiment on, using all your points to hit the max possible works quite well. However, when you have 3 to choose from, it severely limits what sort of results you can get.
While in a perfect world, you would be able to max out all 3, the current system is a good balance between the needs of the game balance, and the wants of the players. You can max out one experimentation bar, and have 1-2 points left to adjust one other stat a bit. The Devs need to make one more pass, and get us back to this point. The current pass has a one-size-fits all solution, and guess what, it doesn't fit everyone.
And I'd also like to see an "amazing" success in exerimentation do more... the 1 extra % you get from an amazing success is nice, but it's not enough. I'd like to see it 2-3% more than a great success, or even have it on a scale that rewards you for takeing a bigger risk... if you spend 1 point at a time, you get a 1% bonus, if you spend 2-4 points at a time, you get a 2% bonus per point, 5-7 points at a time you get 3% per point. That's just a rough idea, but make it so your chance of failing may be higher, but your reward for a success is greater too.
Ail wrote:
UmmonPrime wrote:
The problem is, what if that "great" resource already came and went.It will come back eventually...
Ummm in what--6 months or more? We have several that we have been waiting 4-6 months on so far for something to at least equal them, and those aren't 1000 stat items. What about Wooly hide, how much of that can you get to stock up on? How frequently does that spawn with 900's in more than one of the relevant stats let alone 3? What about Copper and Aluminum aren't they gated to 800 or less in some of the stats?
Padre
Don't get me started on Naboo fiber ![]()
We had one good shift 3 months ago and it is HIGH time we get a new one....
I had to restock at 100 cpu/units recently and it's a pain..
Based on my testing, I'd estimate that an AWEQ of around 8-900 would be considered "very good" under this new standard. Anything above 900 would be considered "great."
For point of reference, the resources I currently use on Live have an AWEQ of about 900-950 for layers for either Mall or SR, depending on what I'm planning on experimenting on, about 870 for advanced segments, and about the same for the final assembly. I consider these "great" resources. As another point of comparison, currently I have about 2-4 points left over after experimenting the primary line (I'm a 12 point master). After this change I expect to have 2-3 points left over to spend in most cases.
The point of this is, if you're already using 9 or 10 points to max out a single line, or come close to it, you're not going to see much deviation in that line, and will actually be able to get better results in that line than before (because of the greater quantity of amazing successes). Post patch you'll still spend 9 or 10 points in that line, depending on how many amazing successes you get. On the other hand, if you're only spending 5 or 6 points now to max out a line, you're going to have to spend 10 points to max it out post patch. That's why resource quality is so much more important post-patch.
Where the established master with great resources will see a significant decrease is in any secondary line they choose to experiment, if the resources in that line aren't very good. In other words, if you're currently spending 10 points for a layer on encumbrance and dropping your leftover 2 points in effectiveness, those 2 points will probably have a significant lower impact because you're using a resource with high Mall but not selected for SR. As a result, you may end up with an experimental percentage of 20% for the effectiveness ofthat layer rather than 26%.
I think that this promotes AS's to pay attention to resources and learn the nuances of armorsmithing. All good resources will spawn at some point. When I got master I had crap for resources, but over the course of a month I paid attention and acquired good supplies and learned the intricacies of the profession. Immediate gratification is over. BOO HOO.
Parnes
UmmonPrime wrote:
The problem is, what if that "great" resource already came and went.
It will come back eventually...