Armorsmith Archive
Thread: Consolidation of crafting change experimentation threads
1. Making: Composite Chest (Krayt Composite Segments - 10% BE)
2. No change: Same quality Krayt Comp Segs (All looted Pre-patch), Same exact resources
3. Pre-patch (Initial Assembly scores included: x -> y
:
Experimentation Template (Dur // Qual // Resist) ( 3 Great (leftovers) // 7 Great, 2 Amazing // None)
Durability - 39553 -> 39553
Base - 21% -> 45%
HAM - (231 / 61 / 23) -> (207 / 55 / 21)
4. Post-patch:
Experimentation Template (Dur // Qual // Resist) ( 1 Great (leftover) // 7 Great, 3 Great, 1 Great // None)
Durability - 39553 -> 39553
Base - 21% -> 47%
HAM - (231 / 61 / 23) -> (226 / 59 / 22)
Making full triple layered stun composite armor.
Resources identical post and pre patch.
In each case all layers/segments/final assembly were made post or prepatch...
Pre patch :
37% stun 65% base 73% electricity 938/864/951 HAM for full suit .
Post patch ( layers, segments, finall assembly all post patchs)
42% stun 65% base 73% electricity 1000/924/1017 HAM.
4 pieces came out as 66% and not 65% base, with no ham diff btw a 65 or a 66% bracer. I know how to replicate it and make all 66% base but didn't have enough segments to do so....
Lost about 200 durability in average between post and prepatch ( 36200 to 36000, varies a little for each piece..)
I did a lot of testing on the day, sadly the European servers were hotfixed at4 AM GMT so we had8 hours less testing time. At first I was amazed by thehigh protection that could be done, but looking back at my test samples now after 3 days I am not that proud anymore.
pre patch: (layers, segments, finall assembly)
Composite Helmet: 79% electricity, 80% blast, 70% base, 62/59/290 HAM, 36421 Condition
post patch: (layers, segments, finall assembly)
Composite Helmet: 80% electricity, 80% blast, 76% base, 79/77/325 HAM, 35692 Condition
All post patch experimentation used 11 or 12 points on experimental quality. I found that the massive overcharge effect during experimentation would only hit full potential with 820 or better resources. If this had gone live for good only the AS loaded with HQ resources and 12 exp points would have had the huge benefit. 76% base unsliced Composite would have ruined the balance of the game for ever. Something has to be done but this was the wrong way.
JaatoWaals wrote:
Let's put these all in one thread. Please share your experiences with crafting armor below (note that this is only a discussion of armor; there's a thread in the "In Live" forum related to crafting as a whole).
Please provide the following information for your experiments:
1. What are you making? (armor type and piece)
2. What did you change from pre-patch? (i.e.: did you use pre-patch segments or did you start from scratch)
3. What were your pre-patch results?
4. What were your post-patch results?
Don't forget to tell us about both H/A/M and resists, if you want to. Also, please do not discuss whether H/A/M costs are important when crafting armor. This thread is simply a discussion of your results pre- and post-patch.