Armorsmith Archive
Thread: Where to put the experimentation points?
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jugbug
Sun Feb 22, 2004 5:05 pm
#1
Hi everyone,
I just recently made master armorsmith by grinding it out, and now i have collected the resources necessary for composite armor.
My question concerns the construction and experimentation.
When making the segments, what layers or layer should i add that most people like? Where should i concentrate my experimentation?
Basically how do you get those really high resists on the armor final product?
Munkeybob
Sun Feb 22, 2004 5:12 pm
#2
If you're just doing advanced composite without any layers, then max out the Quality first, then put the remaining points into HAM. Unless you want to make low-ham armor, then you'd max out the HAM, then put the remaining points into quality.
DHUScreed
Sun Feb 22, 2004 5:16 pm
#4
jugbug wrote:
Hi everyone,
I just recently made master armorsmith by grinding it out, and now i have collected the resources necessary for composite armor.
My question concerns the construction and experimentation.
When making the segments, what layers or layer should i add that most people like? Where should i concentrate my experimentation?
Basically how do you get those really high resists on the armor final product?
Layers depends on the crowd, I found that most people like the kinetic layers. Some PvP's like the stun layers.
As for experimentation....... its really a trial and error type deal. My suggestion is try to get layers that are 3% base effectiveness and 11-15% on the special resistance, example: Kinetic layer 3% Base 15% Kinetic Resist.
if possible try and put 1-2 points into Experimental Durability to lower the HAM costs.
I myself am still quite new to the Armor Smithing, so my advice might not be the best.
Cybst0rm
Sun Feb 22, 2004 5:42 pm
#5
Here is what I do...
Most people don't care about the HAM cost becuase they buff when they are going to use it. I generally ask what type of combat they do, if they say PvE, I put in 3 kinetic layers. If they say PvP, that gets a little touchy and you'll have to ask them more in depth detail about the type of combat they get into.
As for experimenting, it's up to you. Dropping points into quality will raise the base resists (The standard at which every player looks at). Dropping them into special resist will lower the electricity resist (Who cares about that, right?). Durability will lower HAM cost (Basically, this is secondary to raising the base resists).
You only have 3 layers to play with so make sure your giving your customer what they need. Non-layered Composite is for the low-end poor player. It will bearly sell if at all. I did what these guys said and "experimented" and figured out that non-layered will get you around 50% resists with average resources and decent HAM cost. Adding layers... you can go MUCH higher on the base besides putting in special resists.
For example- My first Compsite set with no layers ended up being around 47% base with OK HAM cost. Next set I added 3 kinetic layers. Base went up to 63% (I had better materials all around, but only slightly better) and Kinetic skyrocketed to the 90% cap. The HAM cost was only more by 100 or less across the board. Guess which set sold and guess which set is still on my vendor?
Akinoor
Mon Feb 23, 2004 5:05 am
#8
IMO
If you wanna make really good armor:
-Get layers to ham cost 3, 2 or 1 (7-9 points) (stop on 3 or 2 if you have the default 10 exp points) then get base to 2% (1-2 points)
-Experiment segments and final armor to full resistance, put the rest in ham or special.
If you wanna make armor that sells best:
-Experiment on resistance all the way, put rest in ham or special.
When it comes to layers, that depends on your own resources first of all. If you have great resources for cold but not for the rest, then make cold. Most people will slice their armor anyway and by not picking Kinetic, that opens up for a great effiency slice. On my server, most AS seems to go for Energy layered for those reasons.
XyberViri
Mon Feb 23, 2004 6:40 am
#9
As far as pvp goes
Acid/Stun layers in the head, Heat/Acid layers in the Chest and Heat/Electricty in the legs.
Akinoor
Mon Feb 23, 2004 7:02 am
#10
XyberViri wrote:
As far as pvp goes
Acid/Stun layers in the head, Heat/Acid layers in the Chest and Heat/Electricty in the legs.
To be picky, that's not 100% true. First it's not too good to mix layers. Second that's assuming every class uses their "pool attack".Andsince stun helmets have become more common, many riflemen uses advanced strafe which targets random ham pool, lots of pistoleers are using last ditch or stopping stop which targets random ham pool etc. Because itscrystal clear that the mind pool is the weak spot, everyone's using what they can to do as much dam as possible to that. What's the use for a pistoleer to spam bodyshot to someone with a comp chest and buffs etc.
Dova
Mon Feb 23, 2004 8:36 am
#11
Ummm, no it did not. The cap is 80% on Special Protection. The only way to hit 90% is for the stat to be in base resists, have a mid to high 60's base and get wonderful slice. 90% is simply not possible in special resist.
Cybst0rm wrote:
Here is what I do...
For example- My first Compsite set with no layers ended up being around 47% base with OK HAM cost. Next set I added 3 kinetic layers. Base went up to 63% (I had better materials all around, but only slightly better) and Kinetic skyrocketed to the 90% cap. The HAM cost was only more by 100 or less across the board. Guess which set sold and guess which set is still on my vendor?
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