Armorsmith Archive

Thread: Consolidation of crafting change experimentation threads

JaatoWaals
Tue Mar 16, 2004 3:12 pm
#1

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.



Waals Industries

-Armor for the new Imperium-

www.hrafnwarband.org
TechBoss
Tue Mar 16, 2004 3:19 pm
#2

You need to post the HAM, resists and durablity. All three stats are important as you need an equal comparison. If I say I get 80% post patch and 75% prepatch, then it looks like a benefit. If the HAM costs are 10x as bad on the new stuff, then it is a reduction. Please post the items full stats, not partial information.



-----------------------------------------------------------------
"List?..... Where is this "list" you speak of. Writing something on toilet paper and then wiping your ass with that same paper doesn't constitute as a list." from BH forums in regards to combat balance list of issues.
RonneLykell
Tue Mar 16, 2004 3:49 pm
#3

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)




Ronne Lykell (Naritus)
~ Master Armorsmith (+25 Exp, +25 Assembly, +25 Repair) ~
apyrus\">~ Master Artisan (+25 Exp, +25 Assembly), Master Merchant ~
apyrus\">~ FS Crafting Mastery (4400) ~
~ Vendor WP: Corsica, Corellia (6899, 4551) ~

Ail
Wed Mar 17, 2004 12:27 am
#4

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..)







Aildiin Rifleman/Doctor,Rastar Master Armorsmith Master Artisan, Aildin TK

Shop located SW of Bestine at -1907 -4348

Best sellers
: Soldier's armor ( 62% elec, 54% base, 473/406/492 ham) 147k/set,
Advanced Space marine armor ( 80% energy, 70% elec, 62% base, 539/456/514 ham)252k/set,
Tera Kasi Master armor (composite 80% kinetic 70% electricity, 62% base 513/455/525 ham)252k/set,
Brawler's armor (ubese 75% kinetic 313/363/427 ham) 100k/set

Arem
Fri Mar 19, 2004 6:56 am
#5

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.








000000000000000000000000000000000000000000000000 arem
000000000000000000000000000000000000000000000000 12 pt master armoursmith
000000000000000000000000000000000000000000000000 r.i.s. certified
000000000000000000000000000000000000000000000000 equinox [-3035, -5849]
000000000000000000000000000000000000000000000000 theedmall [-5459, 3436]
000000000000000000000000000000000000000000000000 44xx fs crafting mastery
000000000000000000000000000000000000000000000000 www.swgarmor.de


Ackan111
Tue Mar 23, 2004 11:35 pm
#6






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.






While the "Changes" were still on the live servers (I have 12 experimentation points).. i was able to make 80% electricity, 74-76% base, 13% stun.. this was on full sets of armor (Chest piece was 76%) total encum for the set was like 1000/930/1000, durability did drop to like 35k .. Now this was awesome armor considering that about a 22% effectiveness slice would cause it to hit max stats of 80% elec, and 90% base.. People wouldnt have cared one bit bout the encumberance and would have just buffed this stuff on.


I was also able to create 43% stun armor.


Over all, while i was able to hit some pretty amazing highs on the effectiveness, I would still say this was a horrible change.. Encumberances on armor woulda been sky high on everything, smiths with only 10 pts of experimentation (tried some with only 10 pts) would have been totally screwed over as they would never of been able to compete without that extra 2 pts.


While i liked being able to do the extra %'s in the effectiveness .. i still consider my 80% kinetic, 69% Base 566/505/590 sets to be far superior to what i crafted that day..


Basically the major changesduring this was on average i went from being able to hit 85% experimentation on a single line (And having 3 pts left over to be able to spend on a second line) to being able to hit 95% experimentation on a single line and using all 12 points to get there.


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