Armorsmith Archive

Thread: Wondering why you guys are not up in arms about the craft nerf.

Rencon
Thu Mar 11, 2004 9:11 am
#1

The weapon smiths are freaking out, I think that it is going to be incredibly lame and destructive to the crafting community.

Mind you, the way I understand it, this is an obvious nerf to experimentation.

They are making it so that if your resource quality causes say resistance experimentation to be capped at 70%, instead of that bar shrinking to be 7 points long, it will now be 10 points long but the highest experimentation you will be able to get is still 70%.

Essentially the armor that I used to be able to cap with 8 points, will now take 10, and instead of 4 points to put into encumbrance (12 pointing) I will only have 2. Hence from layers -> segments -> final comp I will greatly increase the HAM encumbrance of my armor.

This is just stupid, resources have NEVER spawned with the qualities required to make this nerf a positive change, and armor post patch will never match or exceed the quality of pre-patch armor. Yet again they are creating another situation where pre-nerf items will sky rocket in price, and post-nerf items will drop in value dramatically.

Is there need for this nerf? No

Is this a fix as they seem to be hinting at? No it is a NERF

Is this something the players want as per ThunderHearts comments? Obviously not



__________________________________________________
Col. Rincon Sari
Left For Dead, Bria.

ARR Armor: -4435 -5180
Rincon's Weapons: -4415 -5270
STRONGBADIA, NABOO


inoch
Thu Mar 11, 2004 9:23 am
#2

The only thing i can think of is the crafting system is borked to hell and really they have no idea how to fix the number of crit fails. Therefore they are redoing the whole system in order to try to fix it. There was a 20 page thread on this on one of the forums. Although there really isn't much we are going to do about it.


Inoch,

Master AS of Wanderhome

BigAke
Thu Mar 11, 2004 9:24 am
#3

i wouldnt mind if weapons would have a lower damage output - that way pvp will last a bit longer.

if the armor resistance is lowered a few percents, then the need of having armor in pvp is also lowered since there will be less difference between an armored and an unarmored player (though the difference will still be big enough)

the only thing that would be bad if this change gets through is the pre-patch artifacts. they will screw the whole economy for a long time, just because newly crafted items wont be able to reach their quality levels.



--
basically i dream of a game system that does not need to help NPCs by giving them ungodly amounts hitpoints, resistances and damage, where there is no need for special damage reductions in PvP...
Abelomosad
Thu Mar 11, 2004 9:27 am
#4

I put my 2 cents in on the WS forums, they got a whole 2 innacurate and worthless responses from ThunderHeart.


Posted.


Was Ignored.


Oh well.


Was fun while it lasted.



Abelomosad/Rook
~ Master Armorsmith ~
"2217 976 Midway Trading Post Naboo (Closest [3000m] to Theed) Contact in-game (Abelomosad/Rook) or by ICQ on profile"



Slider067
Thu Mar 11, 2004 9:31 am
#5

Crit fails? So we get a crit every now and then. It sucks when it happens, but I don't get that many. 1 in 10 maybe. Sometimes a few in a row, then not another for 20-30 trys.


I didn't realize anything was broken. Even as a novice, I realized I'd be making better stuff if I stuck with it and achieved master. Gave me time to learn how the process worked.


I don't understand why they're messing with it. IMO, crafting can get fairly complex. It takes time to learn the ropes. Now they're changing the rules.


I think it's BS. I hope I don't get frusrated to the point of a) dropping the profession or b) quiting the game. I seriously doubt I'll quit (to much other stuff I can do), but everyone has their pain threshold.



__________________________________________
Slyder, FS Master Crafter, 12point maker of brand-X armor 2894 5097 Tatooine
Come shop at SPS...it's just as good as the next guy's...
For a small fee, I'll train your chimpanzee how to make armor under the new system
Ail
Thu Mar 11, 2004 9:34 am
#6







Rencon wrote:
The weapon smiths are freaking out, I think that it is going to be incredibly lame and destructive to the crafting community.

Mind you, the way I understand it, this is an obvious nerf to experimentation.

They are making it so that if your resource quality causes say resistance experimentation to be capped at 70%, instead of that bar shrinking to be 7 points long, it will now be 10 points long but the highest experimentation you will be able to get is still 70%.

Essentially the armor that I used to be able to cap with 8 points, will now take 10, and instead of 4 points to put into encumbrance (12 pointing) I will only have 2. Hence from layers -> segments -> final comp I will greatly increase the HAM encumbrance of my armor.

This is just stupid, resources have NEVER spawned with the qualities required to make this nerf a positive change, and armor post patch will never match or exceed the quality of pre-patch armor. Yet again they are creating another situation where pre-nerf items will sky rocket in price, and post-nerf items will drop in value dramatically.

Is there need for this nerf? No

Is this a fix as they seem to be hinting at? No it is a NERF

Is this something the players want as per ThunderHearts comments? Obviously not




It's not as bad as you say or you are crafting with real **edit**ty resources...


I can at least reach 87-90% experimentation on final armor assembly and up to 93% for ham and 91% for effectiveness on layers....


Besides everyone will be hit so I don't see why you call this a nerf.


Stop complaining each time they make a change and play the game.


I was happy at least to notice that on my server Valcyn, someone started another petition against the change and many crafters joined me in criticizing that petition....


Prepatch items are a minor issue despite most what people are saying.


The consumption of armor on a server per week is far superior to what people can stock up....


I would estimate around 20 to 30% of the armor purchases on Valcyn are made in my shop and there is no way I would be able to stock up several weeks worth of sale even if I wanted to...


Yeah, maybe if I wanted to I could manage to make enough prepatch armor to last me 1-2 weeks but I would have to go from 11 factories to like 20 and it would be a HUGE effort....






Message Edited by Ail on 03-11-2004 08:40 AM

Message Edited by Ail on 03-11-2004 08:44 AM



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

Rencon
Thu Mar 11, 2004 9:53 am
#7

Ali, I was using numbers just as an example. Yes I can get high 85%+ on pretty much everything I make, acept final comp of armor which always has a low durability cap around 70% or so.

The way I understand it, I will probably have to put 1 or 2 more points into resistance to cap it, and will be left with 2-3 points to put into durability instead of my usual 3-4. Not only will I have less points to put into durability, but due to the low cap on durability those points will increase the % in duability far less, resulting in significantly high encumbrence on all armor.

Comp, our flagship armor, is already very heavy, increasing it 50-100 points in each stat (which only take 5-10 point increase per piece, or 1-2 points increase on your segments or layers) is pretty stupid IMO.



__________________________________________________
Col. Rincon Sari
Left For Dead, Bria.

ARR Armor: -4435 -5180
Rincon's Weapons: -4415 -5270
STRONGBADIA, NABOO


Ail
Thu Mar 11, 2004 10:00 am
#8






Rencon wrote:
Ali, I was using numbers just as an example. Yes I can get high 85%+ on pretty much everything I make, acept final comp of armor which always has a low durability cap around 70% or so.

The way I understand it, I will probably have to put 1 or 2 more points into resistance to cap it, and will be left with 2-3 points to put into durability instead of my usual 3-4. Not only will I have less points to put into durability, but due to the low cap on durability those points will increase the % in duability far less, resulting in significantly high encumbrence on all armor.

Comp, our flagship armor, is already very heavy, increasing it 50-100 points in each stat (which only take 5-10 point increase per piece, or 1-2 points increase on your segments or layers) is pretty stupid IMO.





You did not mention either that we will possibly be able to experiment to higher % if we use very good resources so all is not bad.

Yeah comp encumbrance is not low, but honestly these days I have people begging me to make 950 mind encumbrance stun layered suits...

Since chef revamp people care a lot less about ham ( could be because I have a food vendor in shop with 415 mind/focus/willpower be brandy and 600+ canapes...).


And anyway all AS will be affected and the pre patch stuff will have minor affect on the market once one week or two are gone....




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

Slider067
Thu Mar 11, 2004 10:11 am
#9

You're right. It will effectthe armorsmithsin pretty much the same fashion. And armor decays, so it will be replaced with what's currently available. Some people decay armor faster thanothers, so that will have an effect on the people who use itdifferently. The bottom line...after a few months, it will be mostly forgotten.


I just don't understand why they've decided it needs to be changed. I can think of many other things that could use the attention. I'm just glad I haven't been able to make it long. As it will be easier for me to transition to new methods of experimenting.



__________________________________________
Slyder, FS Master Crafter, 12point maker of brand-X armor 2894 5097 Tatooine
Come shop at SPS...it's just as good as the next guy's...
For a small fee, I'll train your chimpanzee how to make armor under the new system
PadreBook
Thu Mar 11, 2004 10:15 am
#10



Ail wrote:


Rencon wrote:
Ali, I was using numbers just as an example. Yes I can get high 85%+ on pretty much everything I make, acept final comp of armor which always has a low durability cap around 70% or so.

The way I understand it, I will probably have to put 1 or 2 more points into resistance to cap it, and will be left with 2-3 points to put into durability instead of my usual 3-4. Not only will I have less points to put into durability, but due to the low cap on durability those points will increase the % in duability far less, resulting in significantly high encumbrence on all armor.

Comp, our flagship armor, is already very heavy, increasing it 50-100 points in each stat (which only take 5-10 point increase per piece, or 1-2 points increase on your segments or layers) is pretty stupid IMO.


You did not mention either that we will possibly be able to experiment to higher % if we use very good resources so all is not bad.
Yeah comp encumbrance is not low, but honestly these days I have people begging me to make 950 mind encumbrance stun layered suits...
Since chef revamp people care a lot less about ham ( could be because I have a food vendor in shop with 415 mind/focus/willpower be brandy and 600+ canapes...).
And anyway all AS will be affected and the pre patch stuff will have minor affect on the market once one week or two are gone....





One important detail people are forgetting, buffs will be lower from the new crafting system and changes to buff calculation. Chef foods will take 10 experimentation points to max out nutrition OR filling OR duration so brandy will have to have BE additives just to get to the level of current non-BE brandy stats. So enjoy! Days of 950 mind stun comp are gone.

Padre
Ryche_Mykola
Thu Mar 11, 2004 10:20 am
#11

This change does sound stupid, but I'll have to wait to see how it is after the patch to really say though.


What I would LIKE to see changed though, is how quick armor wears out. I think armor wears out WAAAAAAAAY to quick.
1 - Decay on Death
2 - Decay from normal usage
3 - Decays faster when its sliced


I have weapons that have been sliced and they last 20x longer than my armor. I don't even get my own armor sliced anymore because it just wears out way to quick then.





Ryche Mykola
Outer Rim Collective (ORC) High Council


Ariakus Mykola
Outer Rim Collective Master Rifleman
Cancelled accounts for Wow
Ail
Thu Mar 11, 2004 10:26 am
#12






PadreBook wrote:





Ail wrote:





Rencon wrote:
Ali, I was using numbers just as an example. Yes I can get high 85%+ on pretty much everything I make, acept final comp of armor which always has a low durability cap around 70% or so.

The way I understand it, I will probably have to put 1 or 2 more points into resistance to cap it, and will be left with 2-3 points to put into durability instead of my usual 3-4. Not only will I have less points to put into durability, but due to the low cap on durability those points will increase the % in duability far less, resulting in significantly high encumbrence on all armor.

Comp, our flagship armor, is already very heavy, increasing it 50-100 points in each stat (which only take 5-10 point increase per piece, or 1-2 points increase on your segments or layers) is pretty stupid IMO.





You did not mention either that we will possibly be able to experiment to higher % if we use very good resources so all is not bad.

Yeah comp encumbrance is not low, but honestly these days I have people begging me to make 950 mind encumbrance stun layered suits...

Since chef revamp people care a lot less about ham ( could be because I have a food vendor in shop with 415 mind/focus/willpower be brandy and 600+ canapes...).


And anyway all AS will be affected and the pre patch stuff will have minor affect on the market once one week or two are gone....








One important detail people are forgetting, buffs will be lower from the new crafting system and changes to buff calculation. Chef foods will take 10 experimentation points to max out nutrition OR filling OR duration so brandy will have to have BE additives just to get to the level of current non-BE brandy stats. So enjoy! Days of 950 mind stun comp are gone.

Padre





That is not the assesment most chefs and doctors are making on my server...

Food and doc buffs are pretty much one line experimentation for them and the main result they expect is to have smaller stacks of food and a few charges less per enhance stims, that is alll...................


I concur with them, having a master doc on my secondary account....

I cap experimentation on power/duration with 9 pts and I pass 90% with those...

That is without any amazing successs...


Probaly will take me 10 pts post patch, no big deal it will just mean my enhance stim Ds will have 1 charge less ( where my 10th pt was going before....).


Every report I have seen about the change indicates that single line experimentation crafting is actually better and not worse after the patch..............








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

PadreBook
Thu Mar 11, 2004 10:41 am
#13



Ail wrote:


PadreBook wrote:


Ail wrote:


Rencon wrote:
Ali, I was using numbers just as an example. Yes I can get high 85%+ on pretty much everything I make, acept final comp of armor which always has a low durability cap around 70% or so.

The way I understand it, I will probably have to put 1 or 2 more points into resistance to cap it, and will be left with 2-3 points to put into durability instead of my usual 3-4. Not only will I have less points to put into durability, but due to the low cap on durability those points will increase the % in duability far less, resulting in significantly high encumbrence on all armor.

Comp, our flagship armor, is already very heavy, increasing it 50-100 points in each stat (which only take 5-10 point increase per piece, or 1-2 points increase on your segments or layers) is pretty stupid IMO.


You did not mention either that we will possibly be able to experiment to higher % if we use very good resources so all is not bad.
Yeah comp encumbrance is not low, but honestly these days I have people begging me to make 950 mind encumbrance stun layered suits...
Since chef revamp people care a lot less about ham ( could be because I have a food vendor in shop with 415 mind/focus/willpower be brandy and 600+ canapes...).
And anyway all AS will be affected and the pre patch stuff will have minor affect on the market once one week or two are gone....





One important detail people are forgetting, buffs will be lower from the new crafting system and changes to buff calculation. Chef foods will take 10 experimentation points to max out nutrition OR filling OR duration so brandy will have to have BE additives just to get to the level of current non-BE brandy stats. So enjoy! Days of 950 mind stun comp are gone.

Padre


That is not the assesment most chefs and doctors are making on my server...
Food and doc buffs are pretty much one line experimentation for them and the main result they expect is to have smaller stacks of food and a few charges less per enhance stims, that is alll...................
I concur with them, having a master doc on my secondary account....
I cap experimentation on power/duration with 9 pts and I pass 90% with those...
That is without any amazing successs...
Probaly will take me 10 pts post patch, no big deal it will just mean my enhance stim Ds will have 1 charge less ( where my 10th pt was going before....).
Every report I have seen about the change indicates that single line experimentation crafting is actually better and not worse after the patch..............





Well I'm sorry your chefs don't understand that they won't have extra points to put in filling or duration after they max out nutrition. As now they probably use 5-7 points to max out a line and use 3-5 points on filling or duration. Now it will be 10 points for a line EVERY time. There are almost no master armorsmiths or chefs on TC so you guys get limited details.

Padre
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