Armor Revamp Details
Posted: Tue Sep 11, 2018 6:44 pm
Hey all, I am quite happy to say the following: The first, and largest, part of the armor revamp is now complete and on test.
A lot of changes has been made to armor and I will do my best to detail them below. The main point of the revamp is to ensure that all armors can reach high levels of protection, while still keeping the armor varied, and I'd like to believe this has largely been achieved. This was accomplished by making all armors use the same segment instead of individual segments like the current system.
Let's start off with the segments, as they are at the core of the change. Resource requirements have been doubled for segments, and this is due to the new segment requirements explained in the armor section. Segments were lowered slightly compared to the current ones, to ensure that a progression can be made with the experimental/interwoven segments, and future segments that may come. The stats on the new segments are the following:

Basic Segment:
All armor pieces require 1 segment instead of the 1-4 (depending on piece) before, which is why segment resource amount was doubled.
This is due to armors such as bone armor (learned early) should not be dependant on a factory run, and armors such as RIS requires special looted components.
All armor pieces can reach the same level of % resistance regardless of category.

The differences in armor type comes down to condition and encumbrance more so than anything. Light armor has more vulnerabilities than heavy armor too, but due to all armors having kinetic and energy as special resistance (from to the segments) they can all be made useful for the vast majority of content. Furthermore, most armor can be made in such a way to 'plug' the missing resistance.
Another difference between light/medium vs heavy is how the experimentation works. While on the heavy armor you have 3 lines of experimentation (encumbrance, resistance and condition) you only have two on light/medium (encumbrace/condition and resistance).
Since the segments were based on composite some of the named resources required in creating the old advanced segments have instead been put on the armor itself. For example, bone armor requires 'Rori Animal Bone' instead of just 'Bone'.
Below is an overview of ranges set in all of the armors, defined per piece. Note: The mabari chest piece is similar to the ubese jacket (slightly heavier).



NOTE: Cybernetics get another 5k on their condition range (old screenshot, wasn't updated), and it uses droid-engineer experimentation/assembly.
R. I. S. armor is a special case, as it is treated like heavy armor in the crafting process, has heavy armor condition, but only medium armor encumbrance.
Other changes made for the armor revamp:
Thank you for reading, and if you have any questions, please feel free to ask.
A lot of changes has been made to armor and I will do my best to detail them below. The main point of the revamp is to ensure that all armors can reach high levels of protection, while still keeping the armor varied, and I'd like to believe this has largely been achieved. This was accomplished by making all armors use the same segment instead of individual segments like the current system.
Let's start off with the segments, as they are at the core of the change. Resource requirements have been doubled for segments, and this is due to the new segment requirements explained in the armor section. Segments were lowered slightly compared to the current ones, to ensure that a progression can be made with the experimental/interwoven segments, and future segments that may come. The stats on the new segments are the following:

Basic Segment:
- 2 layers, 1 segment enhancer
- Same resources as basic composite segment
- Learned at artisan 2xxx
- Uses artisan experimentation/assembly
- 3 sets of layers, 1 segment enhancer
- Each set of layers require a factory run of 2 layers.
- Same resources as advanced composite segment
- Learned at armorsmith 3xxx
- 3 sets of layers, 1 segment enhancer
- Each set of layers require a factory run of 2 layers.
- Same resources as RIS segment, therefore requires RIS components
- Learned from the RIS quest (if you have already completed the quest you will know this schematic)
- 3 sets of layers, 1 segment enhancer, 1 geo cube
- Each set of layers require a factory run of 2 layers.
- Same resources as RIS segment, therefore requires RIS components
- Looted from the acklay.
All armor pieces require 1 segment instead of the 1-4 (depending on piece) before, which is why segment resource amount was doubled.
This is due to armors such as bone armor (learned early) should not be dependant on a factory run, and armors such as RIS requires special looted components.
All armor pieces can reach the same level of % resistance regardless of category.

The differences in armor type comes down to condition and encumbrance more so than anything. Light armor has more vulnerabilities than heavy armor too, but due to all armors having kinetic and energy as special resistance (from to the segments) they can all be made useful for the vast majority of content. Furthermore, most armor can be made in such a way to 'plug' the missing resistance.
Another difference between light/medium vs heavy is how the experimentation works. While on the heavy armor you have 3 lines of experimentation (encumbrance, resistance and condition) you only have two on light/medium (encumbrace/condition and resistance).
Since the segments were based on composite some of the named resources required in creating the old advanced segments have instead been put on the armor itself. For example, bone armor requires 'Rori Animal Bone' instead of just 'Bone'.
Below is an overview of ranges set in all of the armors, defined per piece. Note: The mabari chest piece is similar to the ubese jacket (slightly heavier).



NOTE: Cybernetics get another 5k on their condition range (old screenshot, wasn't updated), and it uses droid-engineer experimentation/assembly.
R. I. S. armor is a special case, as it is treated like heavy armor in the crafting process, has heavy armor condition, but only medium armor encumbrance.
Other changes made for the armor revamp:
- Special Resistance can reach 85%, up from 80%
- R. I. S. layers can now reach 10% effectiveness, up from 5%
- Peko peko albatross feathers now drop in quantities of 3-5, up from 1-5, to support the new layer requirements.
Thank you for reading, and if you have any questions, please feel free to ask.