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Armor Revamp Details

Posted: Tue Sep 11, 2018 6:44 pm
by TheTinyPebble
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:

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Basic Segment:
  • 2 layers, 1 segment enhancer
  • Same resources as basic composite segment
  • Learned at artisan 2xxx
  • Uses artisan experimentation/assembly
Advanced Segment:
  • 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
Experimental Segment:
  • 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)
Interwoven Segment:
  • 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.
Now, let's get into the armors themselves. Armors have been divided into three categories (light, medium and heavy), and each type of armor has it's own special resistance and vulnerabilities.

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.

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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).

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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.
I think I managed to cover everything on the armor revamp, the second part of the revamp is going over the looted components (layers and enhancers), but that is for another patch.

Thank you for reading, and if you have any questions, please feel free to ask.

Re: Armor Revamp Details

Posted: Wed Sep 12, 2018 1:34 am
by Jat_1668
Great! May I log into test and try to break it?

Re: Armor Revamp Details

Posted: Wed Sep 12, 2018 12:23 pm
by TheTinyPebble
Yes, I can get you set up. Contact me on Discord for the details, you'll need some extra files.

Anyone else is welcome to contact me on Discord too if you wish to help test any of the new content.

http://www.swgsremu.com/forum/viewtopic ... 2441#p2441

Re: Armor Revamp Details

Posted: Sun Feb 03, 2019 4:09 pm
by Mertano
I used to be AS since 2003 every Time on every Server and so here also.
So i toke a closer look into the AS creation and in general i like the Revamp but there are still some Questionmarks, some things i do not like and some construction sites i discovered.

First my Mayor Questionmark: How did the Revamp affected Mandalorian Armor Creation? Did anyone went postrevamp down there and toke a look on it?

One of the things that i dont like. It makes Armorcrafting a bit to easy imo, at least it is to easy to reach the cap, as this is here also on the Baseside at 85%. I liked it back then, that you were able to go many different path will ie. crafting a Composuit. You could either go for e really light Compo with just Kin at 80%, do sth balanced, sth with a high condition or a heavyweight armor what base sliced up to 90%. That is no longer possible in that viriety :/.

Finaly to one of the construction Sides: There are still a lot of Segment Lootdrops in the Loottable what are absolutely useless now, as you are no longer able to put them in one of the Armors.

Greetings Mertano

Re: Armor Revamp Details

Posted: Mon Feb 04, 2019 6:27 am
by Tyclo
Mertano wrote:
Sun Feb 03, 2019 4:09 pm
I used to be AS since 2003 every Time on every Server and so here also.
So i toke a closer look into the AS creation and in general i like the Revamp but there are still some Questionmarks, some things i do not like and some construction sites i discovered.

First my Mayor Questionmark: How did the Revamp affected Mandalorian Armor Creation? Did anyone went postrevamp down there and toke a look on it?

One of the things that i dont like. It makes Armorcrafting a bit to easy imo, at least it is to easy to reach the cap, as this is here also on the Baseside at 85%. I liked it back then, that you were able to go many different path will ie. crafting a Composuit. You could either go for e really light Compo with just Kin at 80%, do sth balanced, sth with a high condition or a heavyweight armor what base sliced up to 90%. That is no longer possible in that viriety :/.

Finaly to one of the construction Sides: There are still a lot of Segment Lootdrops in the Loottable what are absolutely useless now, as you are no longer able to put them in one of the Armors.

Greetings Mertano
I didn't write the armor revamp, but I can comment a little.

1) I don't think anyone has crafted Mando on SR, ever. LS resist was added, but it wasn't much.

2) We are looking for suggestions when it comes to Armorsmithing. The revamp is very much in a half baked (two thirds baked?) state. There is a lot that needs to change and others that need fixing. (Tanel is still missing pieces)

3) Looted segments are little difficult, this is the 1/3 that's missing. Old looted segment will almost certainly not work moving forward, although over half were so bad they weren't worth using anyways. They all need to have their stats adjusted.

I'm not very happy with the state of Armorsmith right now, while they have the possibility of making many different sets of armor, the variety of each set is lacking heavily.

I know I didn't answer any of your questions, but focus is elsewhere at the moment. AS while easy, works.