Shipwright Archive
Thread: Mass reducing armor components
sumner wrote:
I've found the same thing, lower level with reenforcement is better than higher level with mass reduction. Maybe there is some magical combination of resources and experimentation where this is not the case, but i haven't stumbled upon it
I don't think its out there. I find that using the same level armor and reinforcement panels, by altering the experimentation from mass to armor points, you end up with the best mass-armor combinations in the mass ranges you need.
I have tried this wilh the some of the best resources on Scylla (900's on almost every needed stat) and found it true everytime, and by a wide margin (over the mass reduction numbers)
It drives me to think that no spread sheet was made with crafting ranges and loot ranges, if a graph had been made this type of thing would have been caught and fixed pre-beta. Would be easy to look at Armor for example. Drop in the 100%and 60%resource numbers. Then look at each armor base and with both subs and see that it does not fly (or mass-reductions are simply not needed).