Integrity is also sometimes called durability or condition and is represented by two numbers- the current integrity and the maximum integrity. It is basically the amount of damage the armor can take before it is destroyed. Every time damage penetrates the armor, the integrity of the piece drops. When it hits zero the armor no longer provides any protection. You can raise the current integrity of the armor by repairing it, although when you do that the maximum integrity is lowered. Sometimes when you repair the armor you destroy it (dropping the integrity to 1/1).
I just noticed a "restrain" as a characteristic on some armor that I bought. What is this and how does it work? I also noticed that it is not present in the normal Adv Composit, but is only showing in the Kryat composit.
A couple of sites have the pure version in a single webpage. Unfortunately, those sites all have old copies, which reminds me- I should send then new copies. Check Warcry in a few days for an updated copy that you can print.
I noticed that you indicated the quality of some components matters not during the final combine. What about the components not mentioned? Specifically, the Master Artisan components Energy Distributor and Power Conditioner. Does their quality affect the quality of our finished product?
I'd like to drop Master Artisan if I don't need to worry about making those items to pursue other skills, in addition to mastering armorsmith...
Glynn Bradley
Lowca, Naboo, Aurora Ionis
Glynn Bradley Grey Haven Alliance Col. Simple Medic, Currently
Former Master Pistoleer Former Master Bounty Hunter Former Master Marksman Thanks for killing yet another profession Former Master Creature Handler (Former Master Armorsmith, Master Droid Engineer since CU)
I looked over this guide to get some enlightenment on how armor works. Needless to say I found out just about all I needed to know. A couple questions though:
1. I assume that damage taken on a "Head Hit" or "Body Hit" is only calculated against your armor Helmet and Chest Armor respectively, and not the overall Armor Protection of your entire suit. What about "Arm Hits" and "Leg Hits"? Do you average the ratings of your Gloves, Bracers, and Bicep Armors to calculate an "Arm Hit", or is there an even further detailed, but hidden, hit location? Same for "Leg Hits" with respect to Leggings and Boots.
2. If the damage is broken down to individual Arm and Leg pieces, then what about armor without these pieces? Do they offer protection to these body parts with less encumbrance due to less pieces, or do they leave "holes" in protection? The only vague clue to this in the guide was the reference to the Ubese Armor Jacket that covered the upper arm, but does it protect the entire arm?
I appreciate any help or a link to a previous post that would explain this. I also think that if there is an answer, that it should be added to the guide.
Any helpful tips or pointers you could add for making the now important "Corvette " armor 80% Kin 80% Energy armor? 2 layers of Kinetic one layer of Energy... or is that 2 Energy and 1 Kinetic?
One of each and focus more on raising the base stats?... or is it only possible if you add Krayt segments in to the mix?
Teach me O master.... for I have looked in to the mirror and I see a Noob staring at me.
Best Regards,
MrWeapon
Great Buff Packs -4863, 3298 (Theed, Naboo)
For Dark Jedi there are no limits... just limitless Rebel corpes
Rifleman,Artisan,Droid Engineer,Swordsman....Chef!!! Let the real Grind begin
Hmm, I don't know anything about the new "Corvette Armor." That's the problem with high end content, I often don't see it myself due to the way things are tested Any further information would be very helpful.
He may be talking about my Comp armor. I did a run with 80% En/Kin/Ele 70% base 795/720/802 HAM. Ive been calling it Corvette Assault armor. People on my server have taken an imense liking to it. But if thats not what he's talkin about Id like more info to
Kinesthe ~Kine Style Armors~ / RIS Certified Shop -3108 -4764 Mos Nox, Tatooine "No one is taller than the last man standing."
I'm not sure this is up to the high standards of the complete guide, but here is some text I provide to my customers to describe Armor Encumbrance.
Primary HAM All characters have 3 primary stats, Health, Action, and Mind, together these three stats are known as your HAM.
When you are hit in combat, one of your three HAM pools is reduced. When any one of your three pools is at 0 you are incapacitated (making you eligible for a death blow from your opponent).
When you are hit by an attack, the attack randomly hits one of three areas of your body. Hits to the head reduce your mind, hits to the chest reduce your Health, and hits to the legs reduce your Action. Obviously you can incapacitate an opponent more quickly if you can focus all your damage on one of your enemies HAM stats. Advanced players have skills to target one particular part of the body and HAM type. Generally, rifles have skills to target your head/mind, carbines can target your legs/action, and pistols your chest/health (there are many exceptions to this).
All three HAM pools heal over time. A doctor/medic/droit can heal your Health and Mind using stim packs. Watching an entertainer perform can heal your mind (although this isn't practical in combat).
Armor has no effect on your primary HAM stats.
Secondary HAM Stats Each of your three primary stats, has two secondary stats. Health: Strength and Constitution Action: Quickness and Stamina Mind: Focus and Willpower
If you look at your character sheet, you will see that Strength and Constitution are the same color as health (red) to remind you that they are the secondary stats for health. Action will be green, and Mind will be blue.
Armor Encumbrance Wearing armor reduces your secondary stats. This is known as the encumbrance of armor, or the HAM Cost of Armor.
Looking at a piece of armor you will see
Encumbrance: Health: 59 Action 57 Mind: 208
This means that while wearing this particular piece of armor your secondary health stats will each go down by 59, your secondary actions stats will each go down by 57, and your secondary mind stats will each go down by 208. This means your focus will be reduced by 208 and your willpower will be reduced by 208.
You are not allowed to wear any armor that would reduce ANY secondary stat to 0 or lower.
You can determine the Encumbrance of an entire suit by adding the Health costs of each piece, the Action costs of each piece, and the Mind costs of each piece.
Take a suit of triple layered composite armor, which has 9 pieces will the following encumbrances:
Health Action Mind Boots 83 99 85 Chest 265 114 84 Gloves 83 80 85 Helm 83 83 325 L Bicep 82 83 85 L Bracer 83 83 85 Pants 125 213 85 R Bicep 82 79 84 R Bracer 66 65 69 Total 952 899 987
The total encumbrance for this suit is a huge 952/899/987
This means to wear the suit you would need:
Strength and Constitution both over 952 Quickness and Stamina both over 899 Focus and Willpower both over 987
A quick look at your character sheet will tell you, you probably can't wear the entire suit. As you put pieces on, your secondary stats will go down, and eventually you won't be allowed to put on a piece because it would cause one or more of your secondary stats to be 0 or lower.
Typical unlayered Composite has an encumbrance of 520/441/534 If you had a suit of unlayered Composite where all 9 pieces had an average HAM slice, your encumbrance would be 390/315/390.
A typical kinetic layered ubese suit has a encumbrance of 330/392/459, Kashyykian Ceremonial Wookie armor 279/271/222.
How to Wear Armor with High Encumbrance So how can you wear armor if it's encumbrance is too high?
Step 1: The first thing to do is consider getting your suit sliced. Each piece has a 50% chance of having it's encumbrance lowered or it's base resistance (effectiveness) increased. If you have money to throw at the problem you can buy several suits and slice them all hoping to put together an All-HAM Sliced suit (or buy one already put together by a good smith).
Step 2: Consider migrating some of your stats. Players can hire an image designers to move stats from any of the 9 pools to any other of the 9 pools. (Each race has various minimum and maximum stats allowed). Keep in mind that if you greatly lower your primary stats to get your secondaries high enough to wear high encumbrance armor, you may be easy to kill because your primary pools will be low and easy to reduce to zero.
Step 3: Use buffs and food to temporarily raise your secondary stats. A doctor can buff your Heath and Action secondary stats (and your primary health and action). These buffs can last for several hours and give you a huge increase, making wearing armor with high health or action very easy. The only down side is you may need to find and pay the doctors for their service, and you won't be able to wear your armor when the buffs expire. (Getting killed will end your buffs and make you unable to wear your armor until you get rebuffed also). Entertainers can buff your Mind and secondary Mind stats. A dancer can buff your primary mind, and a musician can buff your secondary mind stats (so you need a musician to help you wear armor).
Once you are all buffed up, or if you need an alternative to buffs. You can use food and/or spice to further increase your stats. The most popular food for helping out with armor encumbrance is Vasarian Brandy which increases your Mind, Focus, and Willpower. Vagnerian Canap is great if you just need your mind secondaries. Kiwik Clusjo Swirl or Accarragm will buff your Action secondaries, and Won-Won or Garrmorl will buff your secondary health stats. The effects of food tend to last around 30-40 mins, so you need to keep taking more doses. Spices can also have a big effect on stats, but for a shorter period of time, so they are really more practical in an emergency. But carrying some spice that buffs your mind, can be a big help for those times when you are being attacked, your brandy has worn off (so you cant wear your armor) and your stomach is too full to drink more brandy.
Other considerations for Secondary HAM stats So now you've figured out the min secondary stats you need to wear your armor, you've buffed up just enough to wear it, and while you are wearing it your secondary stats are all very close to zero, does that mater? In a word, yes!
The first problem is that sometimes an attack will cause a wound (temporarily lowering your secondary stats until you see a doctor or entertainer). When this happens you will suddenly be unable to wear your armor.
Much worse... your secondary stats help you a lot, and you may not want them to be very low, even when wearing your armor!
Constitution, Stamina, and Willpower are the three secondary stats responsible for your regeneration rate. The higher these three stats are, the faster your corresponding primary stat will regenerate. So a high constitution will cause your Health to regenerate much faster, for example.
Strength, Quickness, and Focus are the three secondary stats responsible for your special moves costs. When you do a special move that has a HAM cost, every time you do that move your primary stat is lowered. You can actually incapacitate yourself by doing too many special attacks for example. The higher your Strength, Quickness, and Focus are the less cost your special attacks will have.
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Sandxor, Master Armorsmith Co-Founder STC Outdoor Bazaar City of STC (-3692 4907) Naboo, just 1500m from Theed. Scylla Server www.jimmtanis.com
Okay, I'm seeing this question asked a lot, not just here but in the downtime chat too. I'm sure I have seen the answer to it but I can no longer find it.
That customer guide is really helpful. If you don't mind I may steal (with due credit, of course) sections of it for a shorter stickied guide, since the Complete Guide is a lot to plod through if you're just a customer.