Tailor Archive

Thread: Padded Segments help

Kirranas
Tue Mar 30, 2004 8:47 am
#1

I am trying to understand how i can make these good enough for the armoursmiths to buy but I found the whole reasources and experimentation issue a little difficult to follow.


In order to make them good we need resources which are good in unit tough, overall quality and shock resistance and we have 3 resources to use fibre, wooly hide and hide.


But I have trouble trying to understand what makes a resource better than another. Say for example you have a hide which is 100 in one stat and 900 in the other two would that be better than a hide which had 700 for each stat.


Also the hide uses 15 units where the fibre is only 5 units so would it be more important to use better hide than fibre does the fact its used more make any difference ?


Also what is a good padded segment I have made some but I have not idea what armoursmiths need out of it anyone have any answers.



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Gyopi
Tue Mar 30, 2004 9:21 am
#2

I think that you need to have the OQ and SR high on all of the ingredients since they all count equally. It looks like UT is also important for the durability, but it is my guess that most armorsmiths are going to want the quality experimented up to the maximum and any extra points put into durability. Since these are just padding segments we don't have to worry about experimenting HAM costs and things like that I don't think. All we can control is the quality (which has the encumberance and effectiveness combined in it) and the durability.







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Cocoa_Boy
Tue Mar 30, 2004 10:36 am
#3

OQ/SR (Base effectiveness)


OQ/MAL (HAM)


OQ/UT (Condition)


These are listed in order. The first two combinations are the most important.


I would suggest experimenting base effectiveness to the max and then allocate the rest of your experimentation to

Durability.





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Gyopi
Tue Mar 30, 2004 11:37 am
#4






Cocoa_Boy wrote:

OQ/SR (Base effectiveness)


OQ/MAL (HAM)


OQ/UT (Condition)


These are listed in order. The first two combinations are the most important.


I would suggest experimenting base effectiveness to the max and then allocate the rest of your experimentation to

Durability.





I have to check next time I am logged on, but I think they wrapped both the effectiveness and HAM into one stat called "quality". That is what I plan to experiment to its maximum and put whatever points I have leftover into durability.








Momoko--Master Tailor near Kaadara on Lowca--
Come to Sitateya boutique at (5083 5804) on Naboo for elegant fashions, accessories, cute outfits, uniforms or any other clothing needs.
Eimi -- Master Bioengineer - Master Image Designer on Lowca--
Eimiko--Master Image Designer on TestCenter--

Wire3k
Tue Mar 30, 2004 12:50 pm
#5

Did some tests with an armorsmith today. Best we got with the resources on hand was 4% - and 200ish integrity. He did some experimenting - 4 is naturally better than 3% - but not THAT big a difference - and yes, he wanted the % first. Given the way the spread was falling - with near perfect resources and some amazing success you MIGHT hit 5% - but I bet it's rare if doable at all.


I'd recommend seeing how high a % you can get - then just use JUST enough points to hit that - throw the rest into durability.





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MaeveAlleine
Wed Mar 31, 2004 1:07 am
#6

Ugh I hate the whole idea of it.




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