Tailor Archive

Thread: The skinny on Padded Segments experimentation from an Armorsmith

Shlo_mo_shun
Tue Mar 30, 2004 3:42 pm
#1

From a quick check, I haven't seen a thread outlining this for you guys, so I thought I would send a quick message. I am not interested in debating whether this should be an AS component, or a Tailor one, or how much you should charge, just what to experiment and what kind of materials you should worry about.


First, from all looks, it appears that the Encumberance on this armor is very low, owing to the fact that it is only 4 pieces per suit. For this reason, you need not concern yourself with the durability experimentation line of your construction.


Armorsmiths will be looking for only high stats from theQUALITY line. For this you will need materials with high OQ and SR. This shouldn't be too hard. Take noteof the percentage experimentation you get up to on this line, and name your crates/schematics according to this percentage (IE: Padded Segment 93%). Once you pass 75%, it will provide 4% base which all armorsmiths will want at the least, but if you can get up to 90% or more, it will sell better (even though it still says 4% base, there is a hidden fraction which can help us make better stuff sometimes)


Imight suggest scaley or bristley hide for the unnamed hide slot, cause you can usually buy it much cheaper than the others, and with much better stats oftentimes too. Butthe best hide will be what you want to use. Wooly is usually difficult to come by unless you hunt it yourself or hire a ranger. Fiberplast is easy to find with good OQ and SR.


If you have extra points after maxing Quality, put em into durability, but really this won't make much difference to us. Hope this makes it pretty clear what to experiment on, and what kind of hides you need. Good luck.



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Kwee
Tue Mar 30, 2004 4:02 pm
#2

Thank you!




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GarVa
Tue Mar 30, 2004 4:14 pm
#3

Thanks just what I was looking for too





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ImpSlave

Joined: 26 Sep 2022
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PostPosted: Tue Mar 30, 2004 4:23 pm Post subject:

This is great! Thanks very much for posting, now I know what to do



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NJ62

Joined: 26 Sep 2022
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PostPosted: Tue Mar 30, 2004 4:24 pm Post subject:

Sticky for you!



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Dayre

Joined: 26 Sep 2022
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PostPosted: Tue Mar 30, 2004 7:31 pm Post subject:

Thanks very much! I'll play with it a bit when I get home.



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ZahrIna

Joined: 26 Sep 2022
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PostPosted: Tue Mar 30, 2004 9:10 pm Post subject:

Thanks!! 10 stars! (ok 5 but hey)



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RandDarkstar

Joined: 26 Sep 2022
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PostPosted: Wed Mar 31, 2004 4:44 am Post subject:

Here is what YOU the tailor need to know...


Schematic: ArmourPadding


Requires: 15 hides,10 Wooly hides, 5 fiberplast


Important stuff:


  • Durability - This experimentation will alter the HAM costs and Integrity of the armour

  • Quality - This will change the Base Effectiveness of the armour

These padded armour segments have some stats affected by the quality of the resources you use...



  • Base Effectiveness is OQ50% / SR50%

  • Integrity is OQ50% / SR 50%

  • ArmourHealth Encumberance OQ100%

  • Armour Action Encumberance OQ 50% / UT 50%

  • ArmourMind Encumberance OQ 50% / SR 50%

So if your Overall Quality is very high, that helps every aspect of the armour. High Unit Toughness and Shock Resistance is also going to improve certain stats.


I created two different pieces. One was with good quality resources, and the other with average to low.


Good: Base: 4%, Integrity: 231, HAM: 5/7/5


Bad: Base: 4%, Integrity: 196, Ham: 6/7/6


Overall, pretty similar, but adding them together with the other components may make them pathetic. I would like an armoursmith to judge that....




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Gyopi

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PostPosted: Wed Mar 31, 2004 8:54 am Post subject:

Armorsmiths are telling me to put everything I can into "quality" and anything that helps durability and encumberance is just gravy. That also means that OQ and SR are the important stats.







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Nuke490

Joined: 26 Sep 2022
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PostPosted: Wed Mar 31, 2004 9:13 am Post subject:

I stated this in another thread, but after several hours of experimentation last night with a ton of different materials, it would appear that you can get a 4% base easily with OQ+SR greater than 1500 (average of 750 each).


I managed to get a run of segments up to 89% by using OQ 945 and SR 950 wooly, 1000 OQ and 600 SR FP...that's pretty much the best I've seen on my server. This AS is correct...the HAM costs are so low, just plunk all your experiment points into the effectiveness, and stick whatever you have left into making it 'lighter'





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Z_Rahl

Joined: 26 Sep 2022
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PostPosted: Wed Mar 31, 2004 9:21 am Post subject:

Does the Tailor Apron give you more than 10 experiment points? If I have tailor tapes would that help this at all?




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Nuke490

Joined: 26 Sep 2022
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PostPosted: Wed Mar 31, 2004 9:24 am Post subject:


No, the Tailor Apron gives you +5 Clothing experimentation.


+10 clothing experimentation gives you just 1 more 'experimentation point' (exp pt. here). Masters get 10 of those points, so if you had +10 clothing tapes, you'd have 11 exp. pts.


The best way to check this is look at your skills sheet: you will see something like 'Clothing Experimentation +100/+110'


If it's +100/+109...too bad.


The max you can get is 12 exp. pts, so +100/+120. Every +10 gets you one more point...no rounding up!


Clear as mud?


Message Edited by Nuke490 on 03-31-2004 11:25 AM



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SueDenim

Joined: 26 Sep 2022
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PostPosted: Wed Mar 31, 2004 10:20 am Post subject:

Question about the actual armor itself - do the pieces themselves require factory components? Or just some of them, or none of them?



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ChryssSR

Joined: 26 Sep 2022
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PostPosted: Wed Mar 31, 2004 3:05 pm Post subject:

Just as a general rule of thumb for resource quality, most armorsmiths strive to use materials that have OQ+SR at a combined total of 1600. This translates into roughly a minimal experimental effectiveness (the line that affects the base resists for armor) of 80%.


As a secondary bonus, if you can get the combined total of OQ+MAL to at least 1600 you will see an increase in the experimental durability which raises the overall max condition of the armor and lowers the encumbrance.


A couple of other things to remember about experimentation. A "great success" is for the most part your baseline result. Great successes will give you roughly a 7% increase for each point used during experimentation. Amazing successes will give 8% increases for each point during experimentation. Something to consider when you look at the results of your experimentation is that the game hides the decimals so don't be discouraged if that 4% base you achieved doesn't seem to increase as you put more points into it...you're 4% might have actually gone up to 4.9%. The improved result is there...just the game is hiding it!


On a side note, and this is for the Tailor correspondant, I helped my master tailor friend get an additional "+10 clothing experimentation". This should have in theory given her 11 experimentation points to play with but when working on the new padded segment she still only had the standard 10 points that a master tailor receives. As for details, she received teh +5 from the crafter's apron and an additional +5 through various clothing experimentation tapes. The skill sheet correctly reflected the addional +10 to her total clothing experimentation skill modifier.





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meschuster

Joined: 26 Sep 2022
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PostPosted: Wed Mar 31, 2004 4:31 pm Post subject:

Rizzaka,


for Armorsmiths that extra 2 points makes a world of difference. As it stands now, if you are a master AS with only 10 exp. points you won't make nearly the money as 12 point masters. This is because with composite hitting the resist caps is no problem. It all comes down to how low HAM you can get with the extra points.


Now, this might not matter as much to tailors right now, but as heavier wookie armor comes out that requires experimented tailor components this could possible mean the difference between rich tailors and poor tailors, at least as far as the padded segments go. Armor exp. tapes go for 1 mill or more a point.


Though at this point HAM on wookie armor is low, the lower the better. if you could make the same 90+% quality segments with base of 4% and HAM at 2/2/2 you could probably charge a bit more for schematics or segments.





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RandDarkstar
Wed Mar 31, 2004 6:24 pm
#4

The hides I used were all 950+ in OQ, SR and UT but I only have 10 experimentation points.



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ChryssSR
Wed Mar 31, 2004 7:40 pm
#5






RandDarkstar wrote:
The hides I used were all 950+ in OQ, SR and UT but I only have 10 experimentation points.






All I can think of is that you either had a less than great success at assembly or during the experimentation of the segment. "Successes", "moderate successes", "good successes", and of course everyone's favorite critical failure will result lower the experimental effectiveness (amount varies upon the result). For the most part, if you aren't achieving at least all "great successes" during assembly and experimentation you should throw it out and start again.


If you are getting all great/amazing successes...sounds like a bug and you might want to do a /bug report for it.



Chr'yss Ta'baal
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Buugli
Thu Apr 01, 2004 1:00 am
#6

The segments (armorsmith-made) must be identicals (factory-made). The padding is only "similar" so can be hand made. But since many smiths like to craft mass quantities in factory runs, they will be asking you for identical (same serial number) padding pieces.
SueDenim
Thu Apr 01, 2004 1:19 am
#7

Yeah, I figured they'd certainly *want* crates, of course - I was just thinking even though I'm not planning to sell these, I might make a few or keep a few on hand as samples.



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Rizzaka
Thu Apr 01, 2004 1:20 am
#8

Okay so what stats will help me boost above the average of 65% that i was getting last night? does expirimentation help or is it assembly that will help boost me up there?


also what is the point of being capped at +12 if those last 2 points don't effecivly help?








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Slider067
Thu Apr 01, 2004 1:31 am
#9

As an armorsmith, I will be asking for factory crates. (Or schematics to run them myself.) Mainly for storage and ease of use. Also so I can make factory runs of the final pieces.



I'm so glad that the first thread I viewed here is a positive one. There are many "other" threads on the armorsmith board.



And to confirm earlier posts...the resists will be most important for these components. Reducing the encumbrance is also important, but not nearly as much. (Only because this is fairly light armor anyway.) Be thankful that this isn't heavy armor. That's where all the fun comes in when making composite armor that's wearable without buffs.




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meschuster
Thu Apr 01, 2004 5:51 am
#10

And by the way, unless they fixed it, sometimes if you get a moderate success your stats will actually get worse and not better. Welcome to the wonderful world of experimentation



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Srednii
Thu Apr 01, 2004 7:01 pm
#11

I think that in the future maby it might be preferable to experiment the durability and hams on these instead of the resists.


With new wookiee armors coming soon this may be relegated to pure pve armor with only the kinetic resists mattering. Once that happens adding to the base resists won't matter much, and if might be preferable to get more durability and less hams instead of added base resists from these padded segments.


This is all speculation right now of course, the wookiee armor I'll be making I'll want base resists to be fairly high as well as the kinetic, simply because it's the only wookiee armor atm, and thus wookiee's will use it for everything, and not just kinetic pve. So when making my padded segments I'll go resists. But that might change in the near future.



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FloridianJen
Thu Apr 01, 2004 8:40 pm
#12

Thanks for all of this info, I glady appreciate it



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NJ62
Thu Apr 08, 2004 12:33 am
#13

Unstickying, but linked in the faq/directory.



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