Teras Kasi Archive
Thread: Innate Armor outclassed?
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Cuit
Thu Jul 07, 2005 6:25 am
#1
While haveing the typical SWG conversation with a friend . . . it dawned on me . . . The combat professions isn't what makes the character uber . . . its usually the equipment used.
As time progresses, Armorsmiths will start crafting better and better armors . . . while the TK remains stagnant with the base +6000 innate we get at master. Will this affect our role in combat?
On a side note . . . would anyone rather the damage on unarmed weapons be reduced but allow them to stack with our natural unarmed damage so we would have the oppertunity to actually make use of a smugglers slicing abilities?
FernGully
Thu Jul 07, 2005 6:33 am
#2
I wouldn't be to worried about that, unless they go and change the new armor system. 6000 armor is something like 48% resist across the board, which is pretty darn good.
Remember that armor is hardcapped at 10000, which is 60% resist. Also, just like most of the new numbers game in CU, those 0-10000 armor numbers you see are on a "diminishing returns" system, meaning that the difference in resist % between 1000 (10%) and 2000 (20%) is WAAAY more than 9000 (58.5%) and 10000 (60%). The full list is (stolen from armorsmith board)...
1000 = 10.5%
2000 = 20.0%
3000 = 28.5%
4000 = 36.0%
5000 = 42.5%
6000 = 48.0%
7000 = 52.5%
8000 = 56.0%
9000 = 58.5%
10000 = 60%
Remember that armor is hardcapped at 10000, which is 60% resist. Also, just like most of the new numbers game in CU, those 0-10000 armor numbers you see are on a "diminishing returns" system, meaning that the difference in resist % between 1000 (10%) and 2000 (20%) is WAAAY more than 9000 (58.5%) and 10000 (60%). The full list is (stolen from armorsmith board)...
1000 = 10.5%
2000 = 20.0%
3000 = 28.5%
4000 = 36.0%
5000 = 42.5%
6000 = 48.0%
7000 = 52.5%
8000 = 56.0%
9000 = 58.5%
10000 = 60%
Message Edited by FernGully on 07-07-2005 09:35 AM
Cuit
Thu Jul 07, 2005 6:38 am
#3
Ahhh . . .that makes me feel better
FernGully wrote:
I wouldn't be to worried about that, unless they go and change the new armor system. 6000 armor is something like 48% resist across the board, which is pretty darn good.
Remember that armor is hardcapped at 10000, which is 60% resist. Also, just like most of the new numbers game in CU, those 0-10000 armor numbers you see are on a "diminishing returns" system, meaning that the difference in resist % between 1000 (10%) and 2000 (20%) is WAAAY more than 9000 (58.5%) and 10000 (60%). The full list is (stolen from armorsmith board)...
1000 = 10.5%
2000 = 20.0%
3000 = 28.5%
4000 = 36.0%
5000 = 42.5%
6000 = 48.0%
7000 = 52.5%
8000 = 56.0%
9000 = 58.5%
10000 = 60%
Message Edited by FernGully on 07-07-2005 09:35 AM
Terkesh
Thu Jul 07, 2005 8:00 am
#4
Dont forget thge Cob that we have it adds up to almost 10000 from my reading.
Lorechaser
Thu Jul 07, 2005 9:25 am
#5
And that armor is a balance - you can't get 10k resists in kinetic *and* energy. To up your kin, you lower your energy, even with perfect items - it's how armor works now. So the uber armor is still going to be weaker in some ways....
FernGully
Thu Jul 07, 2005 10:16 am
#6
Terkesh wrote:
Dont forget thge Cob that we have it adds up to almost 10000 from my reading.![]()
I don't think COB adds more innate armor. I believe it works just like Jedi Defender's Aura skill works, where it temporarily boosts your melee/ranged defense mods by a bunch. Defense mods work differently than armor does, but both work together to reduce the amount of net damage you take when you get hit.
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