Teras Kasi Archive

Thread: The Future of MTK Innate Armor

WarWidow
Wed Jun 22, 2005 10:57 am
#1

Will Innate Armor hold up in the future of SWG?

It only been a very short time since the CU and crafter/skills are starting to increase alot.

The new slicing system for Smuggler coming with patch 19 will increase armor functions and crafters are reaching 7000+ on protection.

Will the appeal of wearing clothes and no decay really hold a long life for Innate Armor?

You can put a ADK on a superior armor piece with mods.

Power Boost...cool, COB...very cool. Ok so you need 4100 TK to have these, will MTK matter as the CU matures?

Just seems that many EQ styled-SWG classes of old will fall short as the game moves forward in its level of play.





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BringrOfSilence
Wed Jun 22, 2005 11:45 am
#2

actually powerboost is in 2xxx and force of will is in 4xxx. no knocking jsut wanted to clear up.



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WarWidow
Wed Jun 22, 2005 1:21 pm
#3

So sliced armor in the new system even with a ADK can still break?





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Ciao
Wed Jun 22, 2005 2:42 pm
#4

Dont forget you can also increase your Health by 350 with armor by adding those feathers and what not.


I personally think Innate armor is good while you create your build and then gather the components for RIS armor. Then the Sliced, Health enhanced RIS should be much much better.


I plan on taking that path and eventually dropping TKM to just 2100






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Lorechaser
Wed Jun 22, 2005 2:50 pm
#5

Is the armor 7k against everything, or just against Kinetic or Energy?

From what I understand off the Asmith boards, you can't have 7000 across the board - you give up something. So 7k Kinetic might be 5k energy, or vice-versa.

If that's the case, tkm is still 6k across the board. No need to switch.

I do admit TKM is the lazy way to play - it doesn't require upkeep, doesn't require you to buy it, doesn't require you to equip different armors against different opponents.

I'm cool with that, personally.





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bikebum
Wed Jun 22, 2005 10:58 pm
#6






Lorechaser wrote:
Is the armor 7k against everything, or just against Kinetic or Energy?

From what I understand off the Asmith boards, you can't have 7000 across the board - you give up something. So 7k Kinetic might be 5k energy, or vice-versa.

If that's the case, tkm is still 6k across the board. No need to switch.

I do admit TKM is the lazy way to play - it doesn't require upkeep, doesn't require you to buy it, doesn't require you to equip different armors against different opponents.

I'm cool with that, personally.





Amen. I am tired of games forcing me into supporting crafters for overpriced gear. Heck, it takes forever to get a full set of *really good* armor. Then, until the smuggler revamp, you take a shot in the barrel for your slice. And then as a tank class it wears out within 2 weeks and you start the process over again! It is a continuous stream of cash to crafters and all I do is spend 2 days out of every 2 weeks grinding for cash or camping for loot to pay for my gear.


Easy mode all the way! TKM to the end...


Kesslan
Wed Jun 22, 2005 11:32 pm
#7






bikebum wrote:





Lorechaser wrote:
Is the armor 7k against everything, or just against Kinetic or Energy?

From what I understand off the Asmith boards, you can't have 7000 across the board - you give up something. So 7k Kinetic might be 5k energy, or vice-versa.

If that's the case, tkm is still 6k across the board. No need to switch.

I do admit TKM is the lazy way to play - it doesn't require upkeep, doesn't require you to buy it, doesn't require you to equip different armors against different opponents.

I'm cool with that, personally.





Amen. I am tired of games forcing me into supporting crafters for overpriced gear. Heck, it takes forever to get a full set of *really good* armor. Then, until the smuggler revamp, you take a shot in the barrel for your slice. And then as a tank class it wears out within 2 weeks and you start the process over again! It is a continuous stream of cash to crafters and all I do is spend 2 days out of every 2 weeks grinding for cash or camping for loot to pay for my gear.


Easy mode all the way! TKM to the end...








On the subject of armor. Correct. You cant hit 7k resists across the board. You'll have either 7k energy or 7k kinetic with 5k as the other flip side of the coin. For battle you can do a number of things. But any armor layering sacrifices one resist (or several resists) for another.


As to supporting crafters for overpriced gear. How about us crafters being tired of gamves forcing crafters to pay for overpiced loot components that are the only thing that really makes armor really special. Like those health bonus enhancements we cant go out and loot ourselves? Or those RIS components. People bitcha bout a peice of RIS costing 2 mil. When they want 1-3M for a GDK scale. And everthing from 80k-4m for a gurk king hide. And 100K-800k for a single wollemander bone.


TK Innate armor will allways remain a viable option for those on a budget. Or those looking to escape from the horrific cycle that SWG's economy has turned into. Any large time crafter has little choice but to buy resources/loot components from others. And were quite willing to pay what ever otehrs are willing to pay US to get that extra little bit of what ever out of a weapon (say for krayt tissues). Or if like me you've got 30 lots but their all taken up by factories and storage houses to hold all those tons of various and sundery things a crafter needs. Then yeah your gonig to need to buy your resourcse from some one who miens for a living and generally -they- want 5-30 CPU for mined stuff depending on qualty and rangers want X CPU for organics. Which are a big part of armor.


So ultimately TK will likely remain in SWG, hopefully with some counter balances to the changes to armor. That keeps them a viable profession.


And on the matter of armor decay. Both AS and of course our customers have been crying since CU to get the system changed. Which is -still- based off of the old pre-cu decay system. Which is no longer valid. Way it works is this.


Every point of damge that gets PAST armor's protection. Decays the armro by about that exact same ammount. (So if you take 100 poitns of damage, that's 100 poitns of armor decay). This was fine under the old system where you had 80+ percent resists. Not bloody much got through. But post CU its quite common to see some one take 1000+ damage from a level 80+ MOB or just heavy combat in say.. PVP.


Devs 'quckfixed' some fo this by giving certain armors a base boost to condition. Usually in the way of +20-+40 base condition before experimental factors. Whooopty frigging do. They've yet to bother to actually change the rate armro itself decays at. Which is redicilously fast. Especially given the massive resource increases in crafting armor that there is these days.So the only optiosn left to eitehr make armor cheaper. Is to some how get -everyone- at every stage chage less. (If say I was charged 2-3 CPU instaed of 5-30 CPU for every resource i could infact make armor very very cheaply. But there's allway -someone- who gets greedy) or more realistically. Make armor last longer so its worth that massive increase in cost.




All that crap asside though some people seem to overlook also that TKs can wear alot of BE modded clothign that give you all sorts of handy bonuses in combat. FAR cheaper than those hundreds of thousands to millions of creds people fork out for similar mods that they can put into their armor or what have you. They also need to fix TK innate armor. Right now quite hoenstly going by testing people have done and posted about on the AS Boards. TK armor just doesnt protect anywhere near as much as a really good crafted suit can. And then yeah you get that possible +350 HP bonus (Which while a massive pain in the ass as well as resoruce cost to make. Is at least still an option) and then to top it off what they'll be adding in with the smuggler upgrade (Armor break resistance for example) it'll really bork up TKs. Who.. get what exactly to off set this?


I used to like how TK at least let me actually tank stuff if nothing else on my combat toon. But after CU I dropped it because qutie frankly. It isnt what it -should- be. And yes. that sme speaking as an armorsmith. People will allways want to be other classes so there will allways be a demand for armor. But TKs are just getting the shaft as far as protection gos unless like alot Iv'e seen. They take a secondary profession just so they can wear armor.


So at least here's one AS who's rooting for you guys to be the unarmored tanks your -supposed- to be.



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WarWidow
Thu Jun 23, 2005 12:03 am
#8

Correct.





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Cango
Thu Jun 23, 2005 12:19 am
#9

I can already get battle armor with better stats than ours. keep in mind.

1: Armor decays, Innate armor doesnt
2: With sliced armor, it can break. When it breaks, its broken till a smuggler fixes it.


So, we dont have to worry about innate armor breaking.
And if you have sliced knucklers, they break from a slice, and are unequipped till you fix them, you can keep fighting iwthout missing a beat.



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WarWidow
Thu Jun 23, 2005 5:27 am
#10

Innate Armor is 6k across the board. It going to be a wild road when Elemental damage starts working with patch 19.


The problem is that ranged assaults are now the FOTM and melee is theb$stard redheaded step child when ROOTED.








Seita: "The Iron Maiden" Loyal Imperial Panzer.
Shadmare: old school Master Creature Handler (semi-retired).

3+ year Scylla veteran (8/03). Vanguard here I come!
Served: LOD/MOD/MODSF/AEDI/DTOS/KV
NewPlayerTutorial
Thu Jun 23, 2005 5:36 am
#11

6k across the board. Thats 2k less resist that my bounty hunting sets of armor. In other words, TKM inate armor is a 30k per piece, crap armor set.



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The_Widowmaker
Thu Jun 23, 2005 6:25 am
#12


That cannot be 2k less across the board. You cannot go UP in Kinetic without going down in Energy. And you cannot up an elemental resist without lowering its opposite. So you cannot have 8k Kinetic, 8k Energy, 8k Elementals. That is not possible by this system.


TKM however...does have 6k to ALL.




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Melvic
Thu Jun 23, 2005 7:55 am
#13

And that extra 1K or 2K above 6Kis realising diminishing returns and only works out to a few extra percent, while the reduced 1K or 2K below 6K is taking off more percent.
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