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ArmorSmith Guide
Armor Basics
Much has changed with the new
armor system. There are now
three main armor types:
Assault, Battle, and
Reconaissance. Armor now
requires certification to wear,
and all combat professions (save
Teras Kasi and Jedi) receive
certification for one of the
three types.
All armors are equal in that
they can theoretically have the
same maximum armor rating (I
will explain how the ratings
work in another section). No
one armor is inherently "better"
than another, although each of
the three types may prove better
in certain combat situations
than others. Because of the way
the new armor crafting system
works, there is no inherent
difference between the different
appearances for each armor
type. Different appearances
made from the same cores will
only differ in overall condition
depending on the materials used
for the final assembly.
The old system's HAM
encumberance has been replaced
by hindrances to rate of fire,
accuracy, and movement. Unlike
the old system's encumberances,
hindrances are directly tied to
the general protection rating of
the armor and cannot be reduced
experimentally. However,
masters of an elite combat
profession will find that they
should have no hindrances when
using unsliced armor.
Hands and feet have been removed
as valid hit locations, so boots
and gloves are now merely
cosmetic. You must wear a full
suit (seven pieces for most
types) in order to have full
protection. Because "body hits"
are distributed between the
chestplate, bicep, and bracer
locations, it appears that
helmets and leggings are now the
most rapidly decaying pieces.
Armor Types
Assault
Professions: Bounty Hunter,
Commando, Squad Leader
Bonus: +1000 Kinetic
Penalty: -1000 Energy
Appearances: Chitin, Composite,
Ithorian Sentinel, Kashyyykian
Hunting, Factional
Battle
Professions: Carbineer, Combat
Medic, Creature Handler, Doctor,
Fencer, Pikeman, Ranger,
Swordsman
No Bonus or Penalty
Appearances: Bone, Marauder,
Padded, Ithorian Defender,
Kashyyykian Black Mountain,
R.I.S. (quest), and Factional
Reconaissance
Professions: BioEngineer*,
Pistoleer, Rifleman, Smuggler
Bonus: +1000 Energy
Penalty: -1000 Kinetic
Appearances: Mabari, Tantel,
Ubese, Ithorian Guardian,
Kashyyykian Ceremonial, and
Factional
* BioEngineers only receive
hindrance mitigations equal to
"basic" core armor.
Armor Stats
What the heck do these numbers
mean?
The four-digit number on your
armor is technically the
independent variable in a
quadratic equation
for percentile resists mapping
the domain [0, 10000] onto the
image [0, 60]. In layman's
terms, that means that the armor
rating signifies a percentile
resist (as in the old system)
ranging from 0 to 60%. Because
the equation is concave
quadratic, you get diminishing
returns for higher resists.
The actual function is: 60 *
(AR/10000) + { [ (10000 - AR) /
10000 ] * (AR/200) }
Which reduces to: 0.011 * AR
- 5E-7 * AR * AR
Some hard numbers:
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%
Damage Types
There are two primary damage
types -- kinetic and energy.
Additionally, some weapons add
"elemental" damage of acid,
electricity, heat, or cold.
Currently, however, the quantity
of "elemental" damage compared
to kinetic or energy makes
worrying about any of them
pointless.
As before, the majority of
creatures use kinetic melee
attacks. Those that do ranged
attacks do energy damage. The
majority of ranged weapons are
energy-based, although there are
a significant number of good
kinetic ranged weapons.
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Armor
Layers
Previously, layering was a
virtual necessity, as layers added
to base protections, special
protections, condition, and
encumberance. With the new system,
layers are very optional, and very
expensive.
Layers now add to a resist but
reduce the resist of its "opposite,"
so there is a bit of a yin/yang
effect. An armorsmith can now add
up to 12 layers for a piece of
advanced armor, so the effect can be
major (up to +1200/-1200). Kinetic
layers will reduce energy resists,
energy layers will reduce kinetic.
Acid and electricity are opposed, as
are heat and cold. Advanced layers
increase two otherwise opposed
resists at the expense of the other
four.
Because elemental damage is so
minor and irrelevant at this point,
the primary layer types one might
expect to find are kinetic (for
creature hunters), energy (for
bounty hunters), and primus (adds to
both kinetic and energy, useful for
anyone).
I expect that most mass-produced
armor will be unlayered. Because
the resource requirements and
factory time commitments for layered
armor are so high, I would also
expect that layered armor will
largely be a specialty item, and
command a price much higher than
unlayered armor (double or even
triple).
Armor Slicing
Because encumberance is gone and
hindrances are affected solely by
general protection, slicing now only
affects resists. Slicing affects
both standard and special protection
equally. Slicing is also entirely
predictive -- knowing the stats of
the armor and how it was
constructed, you can accurately
predict what the post-slice results
will be.
Ignore whatever the system
message tells you the armor's
general effectiveness was increased
by -- the number means nothing as
far as I can tell. For armor made
with advanced cores, all resists
will increase by a number generated
by the following expression, where
GP is the "general protection" of
the armor as determined by the
crafting of the core.
DELTA = 1892 - 0.25 * GP
For unlayered armor, GP will
always be the special protection
resists (acid, cold, electric,
heat). For layered armor,
particularly primus-layered, GP is a
bit more difficult to ascertain on
first glance.
As mentioned previously,
hindrances are affected by general
protection. It is possible (and
indeed likely) that sliced armor
will have hindrances high enough
that combat masters will still have
some minor hindrance.
Armor
Examples
Just a sampling of what you might
expect to find with newly-crafted
armor on Bloodfin in the coming
weeks and months. All pieces are
unlayered. Note that these are all
better than what 90% Composite
converted to.
With full primus layering, I
would anticipate the kinetic and
energy resists to rise about 420
points each.
Assault
Kinetic: 6862
Energy: 4862
ACEH: 5862
Battle
Kinetic: 5982
Energy: 5982
ACEH: 5982
Reconaissance
Kinetic: 4760
Energy: 6760
ACEH: 5760 |
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Armor Pricing
The cost of armor has gone
up fairly significantly, yet
the overall utility of armor
has gone down. How much has
supply shifted? How much
has demand shifted? Only
time will tell, and as such,
the equilibrium price is up
in the air.
What I can tell you, though,
is that the resource
requirements to make a suit of
armor have shifted
significantly. Hides are now
much more prevalent in our
crafting, and as such, prices
will rise. Specific mineral and
chemical resources that we've
never really had cause to use or
even look for in the past are
now key components. Layer
resources have increased
dramatically and changed
radically. Furthermore, the
factory time required to produce
a suit of armor has increased
significantly as well. This
increase is seriously amplified
if layers are used.
Before the CURB, I was
selling suits of high-base
Composite Armor for 300-350K.
Post-CURB, I anticipate that
stock suits of unlayered armor
will go for 450K, though I'm
not married to that price yet.
It could go up, it could go
down. Again, only the market
will determine that.
Don't believe the hype that
most suits will cost millions --
that was largely predicated on
layers being required.
Factional armor will carry a
premium, however, since it
requires a significant faction
point investment on the
armorsmith's part and must be
hand crafted. Also please note
that the buyer must spend
faction points to "bio-link" the
armor, meaning that only he can
wear that piece in perpetuity.
I would estimate that factional
armor will cost 200-300K over
non-factional armor.
Layered suits will require an
even larger premium than
factional armor simply due to
the opportunity costs of
resources and factory time.
Consider that under the new
system, a single suit of
unlayered advanced armor will
use up around 4400 resource
units, while a layered suit will
require an additional 7500
resource units and an additional
12 hours of factory time.
Depending on the actual
layering, I would anticipate
that a layered suit of advanced
armor will cost in the realm of
850K - 1M credits.
To summarize, I estimate the
following costs:
Unlayered, stock suit: 450K
Layered, stock suit: 900K
Factional Premium: +250K
One would also anticipate
that custom colorization and
enhancer orders would carry an
additional fee as well.
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Setting up Your
Business
There is a lot of settup involved in becoming any type of succesful
crafter in SWG. There is a lot of infrastructure you will need.
Storage space, a shop to sell goods, factories to produce goods,
and the more of each you have the better off you'll be. Then you
need resources to make everything, and you will need lots
of resources, Mines, and preferably some hunters as well.
This may be a very daunting task if your character is relativly new
and you haven't quired much starting capitol yet. This is why I
suggest you try to find a good guild that will be willing to
help you out and get you on your feet. Having a good guild to
support you can make or break you during your infancy in the
profession. You're going to need resources, some rare and
expensive ones, and you're also going to need a lot of
buildings. Try to make friends with an architect while you start
up, you're going to need some specific buildings from him. At
the very minimum, you'll need a house, 2-3 factories, and
several mines, mostly minerals, a few chemicals, a handful of
flora farms, and one gas should get you covered. Sounds like a
lot of mines, but most of the time you will probably only use
one or two at once.
Once you get your infrastructure organized and set up, I might
suggest setting up an organization method for your resources.
You're going to get lots of resources, tons of 'em. And all
sorts of different kinds. Being able to keep them organized and
sorted will save you tons of time and headaches down the road.
There are a couple different methods people use for organizing.
Some pile everything on the floor and keep similar stuff near
each other. Others use backpacks or architect made containers
(chests/dressers/ect.) for storage. I like to use the latter
option as it is much much more easier to keep things organized
for me. I have a tool chest labeled for each type of material I
use: Petro, Fiberplast, Hides, Ores, Gemstones, Iron, Aluminum,
Copper, and Steel. I then took my organization a step further
and inside each type of container, I put in a satchel (a looted
container that can be put inside another container) that is
labeled for specific resources I use. Mainly I use these for
keeping my layer and core resources seperate from my non
specific resources. You can also switch this around and have
containers marked for use rather then resource, and lump all
your resources for each component together. Use whichever works
for you, but keeping yourself organized is an absolute must.
Resources!
I hope you like collecting resources, because you're going to
need lots of them. Resources are the primary determination of
your armor, so getting prime resources is an absolute must. As
has been, and still is, Overall Quality and Shock Resistance is
your primary concern. There is a small bit of Decay Resistance
to look at also, but this only pertains to appearance
schematics, and is not as much of a concern. You have a daunting
task ahead of you, collecting the vast multitudes of resources
to make three distinctly different types of armor, battle,
recon, and assault.
Let's be honest with ourselves here, there is very little to no
demand for basic armor. 99% of the players out there want the
best they can get, which is advanced. Most will put up with
encumberances just to have the best protection. This means you
will need to aquire a lot of very specific types of materials to
produce your armor. Let's break it down for you:
Every suit of Advanced Battle Armor will
require (not including appearance materials):
11 Advanced Battle Cores:
-495 units of Naboo Bristley Hide
-495 units of Corellia Fiberplast
-495 units of Extrusive Ore
-440 units of Phrik Aluminum
-440 units of Beyrllius Copper
-385 units of Amorphous Gemstone
-3 Battle Segments (3 x [11 + 1] = 36 total battle segments)
--360 units of Steel
--180 units of Aluminum
--540 units of Polymer
--180 units of Wooly Hide
Every suit of Advanced Assault Armor will
require (not including appearance materials):
11 Advanced Assault Cores:
-495 units of Dantooine Wooly Hide
-495 units of Dathomir Fiberplast
-495 units of Intrusive Ore
-440 units of Kammris Iron
-440 units of Mythra Copper
-385 units of Amorphous Gemstone
-3 Assault Segments (3 x [11 + 1] = 36 total battle segments)
--360 units of Steel
--180 units of Iron
--540 units of Polymer
--180 units of Scaley Hide
Every suit of Recon Battle Armor will
require (not including appearance materials):
11 Advanced Recon Cores:
-495 units of Lokian Leathery Hide
-495 units of Naboo Fiberplast
-495 units of Polymer
-440 units of Carbonite Steel
-440 units of Link-Steel Aluminum
-385 units of Crystalline Gemstone
-3 Recon Segments (3 x [11 + 1] = 36 total battle segments)
--360 units of Steel
--180 units of Copper
--540 units of Fiberplast
--180 units of Leathery Hide
As you can see, that's a LOT of resources that you need
to get. Your complete shopping (listed by amount of use) is:
-Polymer
-Steel
-Amorph Gemstone
-Fiberplast
-Naboo Bristley Hide
-Corellia Fiberplast
-Extrusive Ore
-Dant Wooly Hide
-Dath Fiberplast
-Intrusive Ore
-Lok Leathery Hide
-Naboo Fiberplast
-Phrik Aluminum
-Beyrllius Copper
-Kammris Iron
-Mytra Copper
-Carbonite Steel
-Link-Steel Aluminum
-Crystalline Gemstone
-Wooly Hide
-Aluminum
-Scaley Hide
-Iron
-Leathery Hide
-Copper
That is quite a shopping list! And we haven't even included layers
(we'll cover that a lil later) This is why I make this
suggestion to you: Concentrate on one specific type to begin
with. Armor is NOT split up evenly amongst the
professions. In fact Battle armor is the most common, and will
be the most popular choice. It also has three rather good
looking Appearances, Padded, Marauder, and the coveted RIS
armor. This makes it a great choice to start out in, and get you
off the ground. If you haven't gotten discouraged yet, and
managed to collect enough resources to make armor, I
congratulate you, and now prepare for the good part.
Making Armor
This is a pretty strait forward process really. Make you armor
segments, once you've made them, make your armor cores, then
make your armor appearances that you sell to your customers. The
hard part along this, is making the right types of armor to
stock a vendor. I manage to have the luxery of having a well
known name, and can make profit soely off of custom orders. If
you have enough friends (or are working for a guild) I may
suggest you making a large portion of your buisness, if possibly
not all, custom order. The reason? Because armorsmith has kinda
become a lot like a glorified tailor because of the CU. Now you
might be asking, why would he compare us to tailors? Surely
there is more to armor then making a few bits of cloth and
putting it over my body to look good. Well yeah there are, but
stocking a vendor is pretty much as hard as keeping a tailor
vendor well stocked. There's a million different color and
appearance combinations with armor, but unlike in the past where
each appearance was different, they're all pretty much the same
now. While this is good from an asthetic perspective, it makes
it a pain to keep a well rounded vendor stocked with a wide
variety of armor. You can, of course, mass produce a handful of
very popular colors (black, red, blue, white, and green, roughly
in that order of popularity) or you can make it all by hand for
a mixture of colorful combinations. The decision is up to you,
and either way you are going to be making a lot of armor. And
unless you have a huge infrastructure, you're going to be making
them all by hand.
I have another suggestion you can try, setting up a mobile
crafting set. A backpack laoded with materials and components,
and a crafting droid, and you can go to popular areas and
announce you're making armor by hand. If you make it reasonably
prices, you are likely to have some good buisness, and help get
name recognition started, especially if you label each piece of
armor with something marking your identity. I have, just for
organization reasons, a backpack that holds all the materials
and components I need to craft literally any type of appearance
in the game (including RIS and faction). It comes up to around
40 items all together, mostly a wide variety of resources. This
is a very handy pack, and something I might suggest you make
just to keep something readily accesable to grab when you're
crafting. Luckily with inventory sizes at 80, it only sucks up
half your inventory space (or if you equip it, then it sucks up
none!) Throw in crafting kits and you're at an even 50.
One thing you will need to do, is get your factories chugging.
There's a lot of components to be made. I suggest as you get
started to make small runs of armor, because hopefilly you will
be getting better resources over time, and you will throw away
bad components when you replace them with better components. I
usually go for 33 suits at a time. This is made by making one
run of 1000 segments. And then using those segments to make 330
Advanced Armor Cores. Those 330 armor cores will make you 33
suits of armor, and can make you a good chunk of money. Expect
your factories to take a while to make the components. It
usually takes a few days to make a full run of components, so be
patient, and keep your factories well fed.
Armor Made, Now Sell
It
This is one of the hardest steps to do. Sure collecting
resources was a huge and costly pain, and, getting that
infrastructure built with no starting captiol was also next to
impossible, but selling armor, and more importantly, getting
people to come to you for armor regularly, is a monumental task.
Most servers have at least a small handful of armorsmiths for
people to go to, and it is very hard to find ways for them to
come to you instead, especially ways that don't involve slashing
prices so lose your shirt in the process. As I said earlier,
selling your armor out in a public place is a good way to get
the ball rolling. Also I can't stress enough how important your
vendor is. A clean, presentable shop is very important. You
don't need anything super fancy, but nobody wants to have to
search through piles of junk all over the palce to find a
vendor. And even more important is keeping the vendor well
stocked. It is a nightmare to some people to find a well
stocked, reliable armor vendor. If you have the resoruces, and
the willpower, to keep your vendor constantly stocked, people
will recognize it, and start to keep coming back. It also helps
to have a good location, preferably near a shuttle port in a
player city, or near an NPC city, without too many other
armorsmiths around.
Now also should be noted, the global vendor search is a great
tool to help get people to see your stock. Make sure you get a
vendor with your pieces listed on the global market if you can.
Also this is a great tool to check out other people's
merchandise and prices (hopefully the stats bug will be fixed
eventually, to make window shopping a bit easier). Price your
armor acording to the global market, take into acount your
quality compared to others, if you have lower quality armor,
price it according. Do not be ashamed you can't produce as good
as someone else, just produce what you can, and sell to the
lower market. Some players have 'wisened up' regarding armor and
know a difference of a few hundred points isn't as huge of a
deal as you'd think.
Now That Your Off the
Ground
Hopefully by now you have finally got yourself moving, and being
able to get your armor moving. There are many things you will
need to work on to keep up with demand, and to keep your
buisness rolling. First and foremost is to try and continue to
increase your quality. As your capitol increases, try buying up
older resource spawns that are better then your own resources,
or start grabbing 30k resource kits. While they are expensive,
they can really help get your armor up a notch above the rest.
Also continue to keep an eye out for new resource spawns. If
something better then your stock spawns, jump on it as hard as
you can! One of the biggest mistakes I ever made was thinking I
had enough of something. Collect resources like you plan to be
an armorsmith for years. Don't settle for 50k, not even 100k. If
something really awesome spawns, get every last drop you can.
Also, try to put aside a good fund for hides, whenever there is
a good spawn. Unless you have an alt, you're going to end up
having to pay people to hunt hide for you, and it can be very
costly.
Also, while we're on money, keep an eye on how fast or slow your
stock is moving. And at the same time keep an eye on the market.
Try to adjust your prices as you need to, in order to both keep
up with the market, and keep your sanity. If your armor is
flying off the shelves faster then you can keep up with, it's
either time to expand your infrastructure, or raise prices (or a
lil bit of both). Raising prices is tricky buisness, and often
times you may get more complaints then you'd like, but trust me,
a few complaints are better then going insane because you can
never keep your vendor stocked.
Also, as you begin to establish yourself, and get the money
flowing, you may look to start doing 'projects' to help get your
name better known. This could include auctioning off a few
health enhanced suits (which hopefully gets fixed soon), or
trying to get the resources to put together layered armor. If
you thought unlayered armor was bad! Boy do you have a suprise
waiting for you with layered armor. Not only do the new layers
require very expensive rare resources, but they are used in
BULK! This is why most people generally don't make layered
armor, and layered armor is considered something for those with
lots of money, layered armor can easily sell in the millions on
the smallest and 'poorest' servers.
If you've managed to survive all that, and gotten your buisness
off the ground, I congratulate you and welcome you to the ranks
of those who have truely Mastered Master Armorsmith
Appendix E: Armorsmith Trainers
Corellia Bela Vistal 6872, -5429 Tatooine Bestine -1245, -3505 Corellia Doaba Guerfel 3127, 5291 Talus Dearic 351, -2867 Talus Dearic 599, -3070 Naboo Kaadara 5139, 6813 Naboo Keren 1801, 2565 Naboo Keren 1890, 2767 Corellia Kor Vella -3164, 2791 Corellia Kor Vella -3701, 3071 Naboo Moenia 4792, -5000 Tatooine Mos Eisley 3349, -4691 Tatooine Mos Entha 1247, 3248 Tatooine Mos Entha 1302, 3394 Tatooine Mos Espa -3073, 2057 Rori Narmle -5025, -2417 Rori Narmle -5248, -2358 Talus Nashal 4275, 5102 Rori Restuss 5370, 5608 Naboo Theed -5465, 3996 Corellia Tyrena -5118, -2337 Corellia Tyrena -5521, -2666 Corellia Coronet City 37, -4455 Rori Rori Rebel Military Outpost 3676, -6419 0
Naboo Dee'ja Peak 4770, -1274 Dantooine Abandoned Rebel Base -6947, 5614
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