Commando Archive

Thread: Anyone testing out armor?

JagdKatze
Fri Apr 08, 2005 4:34 am
#1

I believe the penalty-free armour balance is intentional. It gives people a real reason to master whatever prof they picked up and got the armour from. Assuming someone grabbed a two extra novice skills just for armour variance, (see; dabbling) they would hinder the person so much it wouldnt be worth using. Essentially, a person will only get two sets at 0 negative modifiers, as we can only master2 elite professions. The give-and-take on the armour system is kinda nice. I like it. What I have to wonder is though, if I get Master Commando/Master Rifleman, why would I ever wear the scout armour again? I mean, besides the fact that its the bestest looking armour design in SW ever. In the history of everything. RIS can suck it.

If Assault armour provides us with a 'free layer' of kinetic protection then we could bring it up on energy protection to balance it out, or add even more kinetic to maximize our defense against melee. But I suppose the same could be said (in reverse) about scout armour.



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Ajo79
Fri Apr 08, 2005 5:08 am
#2

Well, I did some testing today.


I picked up a suit of Standard Battle armor, padded version (I'm currently novice Carbineer). The standard Padded armor absorbed about 36% of each hit I took. It had a rating of 4096 IIRC. The basic version had 2000 something IIRC and the advanced 6000. So I believe the max protection in the game will be about 50% (compared tp 90% now) or something.


The Advanced version of an armor is the best but also the heaviest, having a lot of hindrance, which can be migrate away with certs.



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AfeeElandra
Fri Apr 08, 2005 6:25 am
#3






Ajo79 wrote:

Well, I did some testing today.


So I believe the max protection in the game will be about 50% (compared tp 90% now) or something.







So that would make TKM toughness of 60% pretty awesome....... (if it stops all damage types)



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Jeren_Sehn
Fri Apr 08, 2005 12:31 pm
#4

It's on TC5 now, but I am no where near certed for it. I was wondering what percentage of damage it blocks from energy/kinetic attacks.

It seems to have "condition" numbers where the old percentages would be listed, but I'm certain that it must still only block some of the damage that would otherwise hit you (otherwise the armor TKM's are nt the tanks they are supposed to be).

Also, given the descriptions, I assume that our assault armor may block a lower percentage of enegy damage than it does kinetic.

What it does look like is that a Master Commando can wear any assault armor without penalty. The penalties are listed on the armor and advanced assualt armor has up to a 59.8% movement penalty ... which seems to be calculated to be completely offset by Master Commandos "60%" penalty reduction. So that means (if I'm correct) that we don't need to dual-class with BH or Squad Leader to try to stack armor penalty reductions...all three classes independently have zero penalty at Master.

It also means that being Master Commando/Master (say) Swordsman, can wear either Assault Armor or Battle Armor without penalty, which makes a dual mastery in a profession that uses a different type of armor more attractive than I thought it would be.




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Jeren_Sehn
Sat Apr 09, 2005 12:33 am
#5

I worked through the night to get myself certed for armor (for which I hereby formally apologize to my employer), and my results were about the same, about 35% damage resistance as far as I could tell.




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Wolfmann31
Sat Apr 09, 2005 12:41 am
#6

From Raphes inventory:


Battlearmor Advanced:

(Stormtrooper and Maurader)


Ranged: 5944

Kinetic: 5944


Heat: 5944

Cold: 5944

Acid: 5944

Electricity: 5944


Encumbrance:


Movement: -19.9%

Weapon speed: -19.9%

Weapon accuracy: -19.9%



Recon Armor Advanced:

(Scout Trooper, Tantel and Maurader)


Ranged: 6944

Kinetic: 4944


Heat: 5944

Cold: 5944

Acid: 5944

Electricity: 5944


Encumbrance:


Movement: -9.8%

Weapon Speed: -29.4%

Weapon Accruacy -19.9%



Lacking the Assault armor still.





RK-31
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