Armorsmith Archive

Thread: Buffs damage AS profession?

DeathbyNerfing
Sat Sep 11, 2004 9:37 am
#1

I've always had a feeling about this, but never really posted about it. I want to see if anyone feels the way I do about the synergy of buffs/armor.


When I first was an armorsmith (back in the fall of last year) I had 3 different styles of armor, PvP Group Combat, PvP Duels, and PvE. They were Tantel/Mabari mix, Composite, and Ubese respectively.


My reasoning was:

PvP Group Combat: You want a wide variety of resists with the lowest HAMs possible so you don't eat yourself alive

PvP Duels: HAMs didn't matter as much because the fight would be over so quick it wouldn't matter (This before the 75% reduction)

PvE: Kinetic was all that was important, and you could get as high of resists to kinetic as Composite with drastically lower HAMs


Since buffs became the rage, HAMs don't matter anymore and all that is left is Composite. With basically no HAM penalty (or at least with the penalty being relatively meaningless), only the resists matter and Composite has the best resists. I tried a few triple layered suits back then, and although they turned out with high resists according to today's standards, the HAMs were so high (comparable with HAMs now) that people wouldn't buy them.


Do you guys think that secondary HAM buffs have limited the use of non-master skills in our profession?


Koweim
owako
Sat Sep 11, 2004 9:47 am
#2

Non-master skills were severly limited before buffs.



Only two things are infinite, the universe and human stupidity, and I'm not sure about the former.
Albert Einstein
Mo-Ti
Sat Sep 11, 2004 10:03 am
#3

For the CB, I think armor should stay the same, but buffs should max out around 700




Owem Mo-Ti
"I pledge myself to your teachings. To the ways of the Sith."

Asir_SWG
Sat Sep 11, 2004 1:37 pm
#4






Mo-Ti wrote:

For the CB, I think armor should stay the same, but buffs should max out around 700







Agree, but I would also like to see slicing cap at 80% as I think 90% armor is in itself un-balanced.


I think those two things would sort out all the problems with in this area....




ERHAMSTERHAMSTERHAMSTERHA
MSTERHAMSTERHAMSTERHAMSTE
RHAMSTERHAMSTERHAMSTERHAM
STERHAMSTERHAMSTERHAMSTER
HAMSTERHAMSTERHAMSTERHAMS
TERHAMSTERHAMSTERHAMSTERH
AMSTERHAMSTERHAMSTERHAMST
ERHAMSTERHAMSTERHAMSTERHA

MSTERHAMSTERHAMSTERHAMSTE

Mo-Ti
Sat Sep 11, 2004 1:44 pm
#5






Asir_SWG wrote:






Mo-Ti wrote:

For the CB, I think armor should stay the same, but buffs should max out around 700







Agree, but I would also like to see slicing cap at 80% as I think 90% armor is in itself un-balanced.


I think those two things would sort out all the problems with in this area....





Most definetly.





Owem Mo-Ti
"I pledge myself to your teachings. To the ways of the Sith."

Co-valent
Sat Sep 11, 2004 3:20 pm
#6

The problem is not neccesarily with buffs themselves, but the fact that they have become too powerful. It is now possible to get buffs to surpass any need for HAM costs, there-in lies the problem, we can concentrate on getting the highest base armour with no regard for the cost the user would have if he used it.


As already said, lowering buffs, by at least half perhaps, and lowering the resists of at least all the non-special Armour would go along way to easing the problem.




Nightshade - 12 Point Force Sensitive Armoursmith
R.I.S. Certified
J&Js Of Bestine
-1755 -3150, Tatooine






TalynMox
Sat Sep 11, 2004 7:33 pm
#7






Asir_SWG wrote:






Mo-Ti wrote:

For the CB, I think armor should stay the same, but buffs should max out around 700







Agree, but I would also like to see slicing cap at 80% as I think 90% armor is in itself un-balanced.


I think those two things would sort out all the problems with in this area....








/agree


IMHO buffs in the 1000-1500 point range would provide a good level of survivability, as long as you were careful about how you kitted yourself out. This would then mean that many people would need to sit down and spend at least a little time thinking about what they wanted in a suit of armour, and not just go for huge base at any cost.


The cap on slicing would mean that layers other than stun, elec, and coldmight become more viable options.


</my 2 creds>




Retired after CU, came back for NGE, leaving again...
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