{"id":1390,"date":"2021-04-17T21:13:33","date_gmt":"2021-04-18T02:13:33","guid":{"rendered":"https:\/\/www.empireinflames.com\/?p=1390"},"modified":"2021-04-17T21:29:24","modified_gmt":"2021-04-18T02:29:24","slug":"eif-armor-crafting-101","status":"publish","type":"post","link":"https:\/\/www.empireinflames.net\/?p=1390","title":{"rendered":"EiF Armor Crafting 101"},"content":{"rendered":"<p><span style=\"color: #ccffff;\">In today&#8217;s feature, we bring you a very in-depth write-up on armorsmithing by the illustrious armor crafter <strong>Demiurge.\u00a0<\/strong>In this article, Demi outlines what it takes to be a successful armorsmith on Empire in Flames as well as give insight into the changed systems you&#8217;ll find, some best practices, and tools of the trade to help any aspiring crafters become the best they can be and in his words, &#8220;knock him off of his pedestal&#8221;. Thank you, Demiurge!<\/span><\/p>\n<p><span style=\"color: #ccffff;\">&#8212;&#8212;<\/span><\/p>\n<h1>EiF Armor Crafting 101<\/h1>\n<div id=\"attachment_1429\" style=\"width: 810px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-1429\" class=\"wp-image-1429 size-full\" src=\"https:\/\/www.empireinflames.com\/wp-content\/uploads\/49667706311_c775920150_c.jpg\" alt=\"\" width=\"800\" height=\"662\" srcset=\"https:\/\/www.empireinflames.net\/wp-content\/uploads\/49667706311_c775920150_c.jpg 800w, https:\/\/www.empireinflames.net\/wp-content\/uploads\/49667706311_c775920150_c-300x248.jpg 300w, https:\/\/www.empireinflames.net\/wp-content\/uploads\/49667706311_c775920150_c-768x636.jpg 768w, https:\/\/www.empireinflames.net\/wp-content\/uploads\/49667706311_c775920150_c-363x300.jpg 363w\" sizes=\"auto, (max-width: 800px) 100vw, 800px\" \/><p id=\"caption-attachment-1429\" class=\"wp-caption-text\">Artwork courtesy of AgentOrangeJuice<\/p><\/div>\n<h2><span style=\"color: #ff9900;\"><b>Introduction<\/b><\/span><\/h2>\n<p><span style=\"font-weight: 400;\">The purpose of this guide is to explain how armor crafting works on EiF and demonstrate how it is different from any other server you might have played on.\u00a0 I intend to explain every important aspect and consideration in order to teach you how to craft armor with the exact same stats that I am able to currently make.\u00a0 I have been making armor continuously on our server for the last three years.\u00a0 In that time, due to the among of sheer work I&#8217;ve put into it, I believe I have become the dominant armor crafter here.\u00a0 I hope to teach and inspire you to be able to match what I am capable of, and ultimately to surpass me.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">For those of you who have experience crafting armor on any other SWG server, a good bit of this will be familiar or previously understood the content.\u00a0 But what makes armor different on EiF is the usage of armor cores.\u00a0 The purpose of an armor core is to allow all types of armor to be of similar or equal stats.\u00a0 A core consists of up to three armor segments, with each segment containing zero to nine armor layers.\u00a0 Armor on EiF requires one to five armor cores, depending on the armor type.\u00a0 This means that, unlike other servers where specific segment types are required for its corresponding armor type (composite or advanced composite segments to go into any piece of composite), the same armor core can be used in ANY armor type.\u00a0 This modification to the system allows basically all armor types to be craftable within a very tight range of stats between one another (I will explain further below) and opens the door to a wide array of looks, styles, and viable options.\u00a0 You won&#8217;t just see people running around in RIS or Composite.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Before I break down layers, segments, and cores further, it is important for you to understand how a piece of armor gets its stats.\u00a0 On EIF, 95% of the stats provided to a final, crafted piece of armor comes from the armor core itself.\u00a0 The remaining 5% are derived from the final assembly resources that are specific to a type of armor.\u00a0 For example, crafting a piece of RIS would require (among other things), a specific resource like Platinite Copper, while a piece of Bone armor would require a generic resource such as &#8220;metal&#8221;.\u00a0 This fact alone allows Bone armor to have a much wider array of possible resources to satisfy that requirement.\u00a0 This is critical because all resources have min and max possible stats in several key areas that are very important to armor.\u00a0 Plantinite has a less advantageous range of stats than many other types of metal, such as steel, iron, or even other types of copper.\u00a0 This deviation in final assembly resource requirements is what allows a range of 1-5% variance between what you might see on the final crafted product (speaking specifically on the final types of damage resistances).\u00a0 The maximum craftable resist per damage type is a theoretical 55%.\u00a0 If perfectly sliced by a Smuggler, this value can reach 60%.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Halyn, and sometimes in conjunction with various staff members, has made numerous design decisions that set EiF apart from how things are done elsewhere.\u00a0 In an attempt to completely eliminate spawn camping, the team has removed the ability to use looted components from various mobs as augments to crafted armor pieces.\u00a0 Items like Janta Hides, Rancor Hides, etc, are not used in armor crafting here.\u00a0 Therefore, the essential factors that determine your final product are:<\/span><\/p>\n<ol>\n<li><span style=\"color: #ff9900;\"><i><span style=\"font-weight: 400;\">Your resources <\/span><\/i><\/span><span style=\"font-weight: 400;\">&#8211; This is the single most important factor in determining armor&#8217;s final quality.<\/span><\/li>\n<li><span style=\"color: #ff9900;\"><i><span style=\"font-weight: 400;\">The crafter <\/span><\/i><\/span><span style=\"font-weight: 400;\">&#8211; Are you a 12 point smith, fully taped for assembly and experimentation?<\/span><\/li>\n<li><i><span style=\"font-weight: 400;\"><span style=\"color: #ff9900;\">Your crafting tool <\/span><\/span><\/i><span style=\"font-weight: 400;\">&#8211; The stats of your crafting tool matter (while the stats on the crafting station itself does not).\u00a0 The maximum stat of a crafting tool is a 15.0<\/span><\/li>\n<li><span style=\"color: #ff9900;\"><i><span style=\"font-weight: 400;\">Food\/Drink <\/span><\/i><\/span><span style=\"font-weight: 400;\">&#8211; Foods such as Pyollian Cake will offer a decent assembly bonus to your crafting roll, helping your chances of crafting an amazing assembly.\u00a0 Drinks such as Bespin Port will do the exact same thing for each of your experimentation rolls.\u00a0 Experimentation is the more desired buff of the two (though both can be utilized at the same time).<\/span><\/li>\n<li><span style=\"color: #ff9900;\"><i><span style=\"font-weight: 400;\">Where you perform the craft <\/span><\/i><\/span><span style=\"font-weight: 400;\">&#8211; Crafting in a player city is always the most desirable way to make something.\u00a0 A level 5 player city gains the ability to set a &#8220;city bonus&#8221;.\u00a0 Two of these (Manufacturing Center = Assembly bonus, and Research Center = Experimentation bonus) grants bonuses to every craft that occurs within its city limits.<\/span><\/li>\n<\/ol>\n<p><span style=\"font-weight: 400;\">These are the five factors to keep in mind when you craft something.\u00a0 Other factors, such as a crafter&#8217;s current battle fatigue or wounds <\/span><i><span style=\"font-weight: 400;\">do not <\/span><\/i><span style=\"font-weight: 400;\">factor into the crafting equation!\u00a0 With this in mind, let&#8217;s look at the single most important factor in your crafting process: the resources used.<\/span><\/p>\n<p><!--more--><\/p>\n<h2><span style=\"color: #ff9900;\"><b>Resource Statistics<\/b><\/span><\/h2>\n<p><span style=\"font-weight: 400;\">Before proceeding further, I would like to take a moment to recommend for ALL crafters, regardless of crafting profession, the website <strong><a href=\"https:\/\/galaxyharvester.net\/ghHome.py\">Galaxy Harvester<\/a>. <\/strong><\/span><span style=\"font-weight: 400;\">This website is critical to understanding what resources are currently available for harvesting on EiF (via an automated script that updates the website every two days), but it will also allow you to look up what resources are currently among the best that have ever spawned for each specific resource type.\u00a0 This will be very important as you accumulate resources for your eventual crafting empires.\u00a0 For reference, I spent the first three months on EiF collecting, sampling, and purchasing everything that I would need in order to break into the armor game and be competitive immediately.\u00a0 I strongly encourage you to have the patience to wait until you have collected <\/span><i><span style=\"font-weight: 400;\">good<\/span><\/i><span style=\"font-weight: 400;\"> resources to use, instead of simply average ones.\u00a0 You will want your name associated with quality from the get-go!\u00a0 And while you are patient, a good combat toon is useful to help finance your accumulation of necessary resources.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Regardless of the resources used to craft your armor, there are only four (4) stats that matter.\u00a0 They are:\u00a0 OQ, SR, UT, and MA.\u00a0 Let&#8217;s look at each.<\/span><\/p>\n<p style=\"padding-left: 40px;\"><span style=\"font-weight: 400;\"><span style=\"color: #ff9900;\"><strong>Overall Quality (OQ)<\/strong><\/span>:\u00a0 This is the singular most important stat to consider.\u00a0 It basically counts for 50% of every formulatic equation in the process.\u00a0 It impacts an armor&#8217;s resists, condition, and weight.\u00a0 It will always be the most important stat to look for.<\/span><\/p>\n<p style=\"padding-left: 40px;\"><span style=\"font-weight: 400;\"><span style=\"color: #ff9900;\"><strong>Shock Resist (SR)<\/strong>:<\/span>\u00a0 This is the second most important stat to consider.\u00a0 This stat, along with OQ, are the two that matters for calculating an armor&#8217;s effective resistance, which is the most important attribute of any piece of armor.<\/span><\/p>\n<p style=\"padding-left: 40px;\"><span style=\"font-weight: 400;\"><span style=\"color: #ff9900;\"><strong>Unit Toughness (UT)<\/strong>:<\/span>\u00a0 This is the third most important stat to consider.\u00a0 This stat, along with OQ, are the two that matters for calculating what a piece of armor&#8217;s max condition is upon crafting.\u00a0 Now, you could reach the conclusion that UT doesn&#8217;t matter as much&#8230;. because the faster a piece of armor wears out, the quicker repairs or a new piece is required, hence more credits for you.\u00a0 But that little piece of ethical decision-making I will leave to you.<\/span><\/p>\n<p style=\"padding-left: 40px;\"><span style=\"font-weight: 400;\"><span style=\"color: #ff9900;\"><strong>Malleability (MA)<\/strong>:<\/span>\u00a0 This is now the least important of the four stats to consider.\u00a0 This stat, along with OQ, are the two that matters for calculating how much a crafted piece of armor weighs.\u00a0 I say it is now the least important for two reasons:\u00a0 1) the larger HAM pools on EiF (specifically the secondary pools), allow for a player to wear a full suit of armor unbuffed with no issues&#8230; and 2) armor weight has been revamped to now equal an AVERAGE of all pieces worn, as opposed to a TOTAL.\u00a0 To elaborate, on other servers (and originally on EiF), if I had on four pieces of armor, and each weighed 100, that would add up to a 400 point hit to my secondary pools.\u00a0 Since the armor revamp, those four pieces are now averaged, so my weight is 100 (100&#215;4 \/ 4). \u00a0 Because of these reasons, the importance of Malleability isn&#8217;t as high as it used to be.\u00a0 There is also anecdotal evidence that a high Malleability could positively impact formula calculations, but I have uncovered no real evidence of this in practice.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">One very important EiF feature pertaining to armor crafting and resources deals with Galactic Civil War armor types (and by extension, certain lootable armor schematics such as Sun Guard armor).\u00a0 As a bonus for participating in GCW events and content, these armor types bestow a &#8220;bonus&#8221; 5% to your resists.\u00a0 But this a little misleading&#8230;\u00a0 Remember when I said that an armor&#8217;s core accounts for 95% of the stats and the final assembly resources grant the remaining 5%?\u00a0 The bonus 5% pertains directly to the final assembly resources.\u00a0 In essence, a piece of GCW armor crafted with garbage final assembly resources and the exact same armor core would gain the full 5% final assembly bonus as if I used perfect resources in the final craft.\u00a0 This makes GCW armors statistically superior to any other type because the only way to naturally gain that 5% normally would be to use only perfect resources in the craft.\u00a0 This is not possible, as there hasn&#8217;t been a single &#8220;perfect&#8221; resource to ever spawn on EiF (meaning a resource would need 1000s in all the stats that matter).\u00a0 To give you some context, my resource collection from my time crafting allows me to use all server bests (or at least&#8230; 95%+ of them) in all of my full-protection armor.\u00a0 On normal, non-GCW crafts, I usually secure 3-4% of the 5% possible on final assemblies (closer to 4%).\u00a0 So GCW armors tend to be about .5% better than something like Bone armor&#8230; and about 1.5% better than RIS (denoting my strongest and weakest crafts, respectively).\u00a0 Again, this is due to the generic resource requirements for Bone and much harder RIS requirements.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">We will come back to resources later on after we quickly go over the other contributors.<\/span><\/p>\n<h2><span style=\"color: #ff9900;\"><b>The Crafter<\/b><\/span><\/h2>\n<p style=\"padding-left: 40px;\"><span style=\"font-weight: 400;\">The second factor to consider is your actual crafter.\u00a0 At Master Armorsmith, most players will have 10 experimentation points (due to a 100 armor experimentation skill&#8230; 1 experimentation point per 10 points of skill).\u00a0 You will also have a 100 armor assembly skill.\u00a0 These stats can be improved by the utilization of Skill Enhancing Attachments (SEAs).\u00a0 Due to the nature of the attachments themselves, these will come in the form of clothing attachments.\u00a0 You should ALWAYS strive to secure an additional +25 to each skill in order to maximize the bonus available to you via SEAs.\u00a0 Even though you can achieve being a 12 point smith by reaching 120 armor experimentation instead of the max 125, those extra 5 points are factored into each and every experimentation roll you make and are important!\u00a0\u00a0<\/span><\/p>\n<p style=\"padding-left: 40px;\"><span style=\"font-weight: 400;\">All races gain specific racial bonuses to various skill mods.\u00a0 For example, a Bith grants (among other things) a 5 point bonus to weapon, food, and droid experimentation.\u00a0 So it is possible for a Bith to be a 13 point smith in those three crafting types.\u00a0 However, no race currently grants a bonus to armor experimentation.\u00a0 Therefore, a 12 point smith is the maximum any player is currently able to achieve.<\/span><\/p>\n<h2><span style=\"color: #ff9900;\"><b>Your Crafting Tool<\/b><\/span><\/h2>\n<p style=\"padding-left: 40px;\"><span style=\"font-weight: 400;\">Crafting tools and crafting stations have long been a source of confusion and head shaking on the part of players, developers, and &#8230;well basically everyone.\u00a0 Both crafting tools and crafting stations have a crafting rating, a stat that presumably means something.\u00a0 However, for pre-NGE versions of SWG, the crafting station&#8217;s rating was never coded into the formulas and crafting equations to matter at all.\u00a0 This was rectified in a later NGE update.\u00a0 However for us, it&#8217;s still &#8220;broken\/working as intended&#8221; or what have you.<\/span><\/p>\n<p style=\"padding-left: 40px;\"><span style=\"font-weight: 400;\">The crafting tool, on the other hand, very much matters in the crafting process.\u00a0 It has a maximum value\/rating of 15.0, and is absolutely included in the crafting formulas.\u00a0 You will want to secure the highest value crafting tool you are able to find.\u00a0 This is true for any crafting profession you elect to pursue.<\/span><\/p>\n<h2><span style=\"color: #ff9900;\"><b>Food and Drink<\/b><\/span><\/h2>\n<p style=\"padding-left: 40px;\"><span style=\"font-weight: 400;\">As previously mentioned, Pyollian Cake and Bespin Port are two valuable aids in your efforts to craft the perfect item.\u00a0 It is well worth your time and efforts to purchase the best examples of each that you are able to secure.\u00a0 A good Pyollian Cake can add an additional 15-18 to your assembly roll (weighted the same as 15-18 points in SEAs), and a good Bespin Port will add a good 19-21 points to your experimentation rolls.\u00a0 Note: these items are meant to be single-use items.\u00a0 One consumption of either should persist for a single assembly or experimentation roll.\u00a0 This will be important when I discuss experimentation point spending in a later section.<\/span><\/p>\n<h2><span style=\"color: #ff9900;\"><b>City Bonuses<\/b><\/span><\/h2>\n<p style=\"padding-left: 40px;\"><span style=\"font-weight: 400;\">Finally, the last important consideration to make is where you perform the craft.\u00a0 For more complex recipes, you will need to be standing in front of a public or private crafting station.\u00a0 These are often purchased by players and set up in their own player homes.\u00a0 While a crafting station does not grant a bonus to your crafting, being within proximity of one is necessary in order for more complex recipes to be automatically loaded by your crafting tool when you initiate a craft.\u00a0 The various crafting modules that can be built into a droid will satisfy this requirement, but if you craft out in the wild with one assuming you are outside of a player city limit, you will miss out on the City Bonus itself.<\/span><\/p>\n<p style=\"padding-left: 40px;\"><span style=\"font-weight: 400;\">As previously mentioned, at level 5 a player city can elect to spend extra weekly funds to qualify for a city bonus.\u00a0 The only two that are relevant to us are the Manufacturing Center (for assembly bonus), and the Research Center (for experimentation rolls).\u00a0 The Research Center is the more expensive of the two and will drain the city&#8217;s treasury much faster.\u00a0 That being said, a bonus to an experimentation roll is far more important than an assembly bonus.\u00a0 I would highly encourage any would-be mayor to strongly consider selecting Research Center IF they intend for their city to be a crafting hub. Alternatively, if you are not a mayor or your home city is not in either of these specializations, seek out existing cities with this bonus and ensure you are making your goods there before returning home and marketing them elsewhere.\u00a0<\/span><\/p>\n<p><span style=\"font-weight: 400;\">This covers most of the basics leading into the Armorsmith profession itself.\u00a0 Please note, there are other important aspects of Armorsmithing that I will not be covering at present.\u00a0 These include: the RIS questline, Armor Repair, PSGs, and all things surveying.\u00a0 While each relates to the overall topic, they are outside the scope of this Friday Feature.\u00a0 Besides, the guidelines I establish for crafting armor in the coming pages will apply to crafting PSGs also.<\/span><\/p>\n<h1><span style=\"color: #ff9900;\"><b>The Crafting Process<\/b><\/span><\/h1>\n<p><span style=\"font-weight: 400;\">So lets&#8217;s say everything I have explained above you either understand or already knew.\u00a0 At this point, you care more about &#8220;what exact resources do you use?&#8221; and &#8220;what are the exact steps you are taking?&#8221;\u00a0 Let&#8217;s get to it.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">I make two different classes of armor:\u00a0 starter armor, and full-protection armor.\u00a0 Starter armor is a piece that is crafted using segments containing only two layers: kinetic and energy.\u00a0 This is because the vast majority of the mobs a new player will be fighting as they level generally only hit you with one of those two types of damage.\u00a0 As such, using resources for the other unnecessary layer types is highly wasteful.\u00a0 This type of armor is ideal for new players who are starting fresh with 33% armor granted at character creation (my starter armor is typically 52 or 53% to Kinetic\/Energy, making leveling much easier than the original 33%).\u00a0 Full protection armor, on the other hand, is intended for end-game or PvP content.\u00a0 This type of armor includes all layer types, crafted into a Laminated segment, which then goes into a core.\u00a0 I create everything for these processes via factory runs.<\/span><\/p>\n<h2><span style=\"color: #ff9900;\"><b>LAYERS<\/b><\/span><\/h2>\n<p><span style=\"font-weight: 400;\">Layers form the basis for all armor crafting.\u00a0 Each Laminated Segment will accept one layer of each damage type.\u00a0 I attempt to craft each layer discussed below until I reach one I feel is perfection (or as close to it as possible) and then I turn it into a factory schematic, where 1000 of each are crafted.<\/span><\/p>\n<h4><span style=\"color: #ff9900;\"><b>KINETIC<\/b><\/span><\/h4>\n<p><span style=\"font-weight: 400;\">Let&#8217;s look at each layer type individually, starting with Kinetic.\u00a0 As you can see in the picture below, Kenetic layers require 20 units of generic metal, 8 units of polymer, and 8 units of Amorphous Gemstones.\u00a0 All three of these resources are generic in nature.\u00a0 This clearly works to our favor.\u00a0 Looking closely, you will see that when it comes to crafting layers, Unit Toughness\u00a0 (UT) does not even factor into anything at all!\u00a0 OQ + SR will denote the protection level of the layer, while OQ + MA will affect the weight.\u00a0 Let&#8217;s get to crafting!<\/span><\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-1409\" src=\"https:\/\/www.empireinflames.com\/wp-content\/uploads\/kinetic-5.jpg\" alt=\"\" width=\"571\" height=\"507\" srcset=\"https:\/\/www.empireinflames.net\/wp-content\/uploads\/kinetic-5.jpg 571w, https:\/\/www.empireinflames.net\/wp-content\/uploads\/kinetic-5-300x266.jpg 300w, https:\/\/www.empireinflames.net\/wp-content\/uploads\/kinetic-5-338x300.jpg 338w\" sizes=\"auto, (max-width: 571px) 100vw, 571px\" \/><\/p>\n<p><span style=\"font-weight: 400;\">For my &#8220;Metal&#8221; requirement, I have selected the Kammris Iron: Wilaugaite.\u00a0 This is an exceptional choice because it has a very good OQ+SR combo (1969\/2000).\u00a0 As a secondary consideration, the Malleability of a good Kammris Iron tends to be higher than that of Duralloy steel (my go to steel for high OQ+SR combos).\u00a0 So Wilaugaite wins.<\/span><\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-1411\" src=\"https:\/\/www.empireinflames.com\/wp-content\/uploads\/kinetic2.jpg\" alt=\"\" width=\"210\" height=\"250\" \/><\/p>\n<p><span style=\"font-weight: 400;\">For my Polymer requirement, the very old, server-best Sogiha wins.\u00a0 It has the best OQ+SR+MA combo.\u00a0 It remains my most important resource.<\/span><\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-1412\" src=\"https:\/\/www.empireinflames.com\/wp-content\/uploads\/kinetic3.jpg\" alt=\"\" width=\"211\" height=\"212\" srcset=\"https:\/\/www.empireinflames.net\/wp-content\/uploads\/kinetic3.jpg 211w, https:\/\/www.empireinflames.net\/wp-content\/uploads\/kinetic3-150x150.jpg 150w\" sizes=\"auto, (max-width: 211px) 100vw, 211px\" \/><\/p>\n<p><span style=\"font-weight: 400;\">The Amorphous Gemstone is a little tricker.\u00a0 I usually use a Vendusii type due to their tendency to yield more generous stats.\u00a0 I have selected Pesaroism, due to the decent OQ+SR combo.\u00a0 It has a decent MA as well.<\/span><\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-1413\" src=\"https:\/\/www.empireinflames.com\/wp-content\/uploads\/kinetic4.jpg\" alt=\"\" width=\"211\" height=\"257\" \/><\/p>\n<p><span style=\"font-weight: 400;\">When combined, this will yield a 21% Durability \/ 29% Resistance base if the craft was merely a great success.\u00a0 An amazing would result in a 22\/30.\u00a0 While that would be preferable, it is not mandatory.<\/span><\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-1409\" src=\"https:\/\/www.empireinflames.com\/wp-content\/uploads\/kinetic-5.jpg\" alt=\"\" width=\"571\" height=\"507\" srcset=\"https:\/\/www.empireinflames.net\/wp-content\/uploads\/kinetic-5.jpg 571w, https:\/\/www.empireinflames.net\/wp-content\/uploads\/kinetic-5-300x266.jpg 300w, https:\/\/www.empireinflames.net\/wp-content\/uploads\/kinetic-5-338x300.jpg 338w\" sizes=\"auto, (max-width: 571px) 100vw, 571px\" \/><\/p>\n<p><span style=\"font-weight: 400;\">So&#8230; what do we want by the time we are done?\u00a0 We want a Kinetic Effectiveness of at least 9% (which will occur if experimental resistance exceeds 90%).\u00a0 The idea is to get effectiveness maxed out while using the least number of experimentation points to do it.\u00a0 This is why I use a single, 8-experimentation point attempt at this stage (because if I drink Bespin Port and spend 8 points at once, an amazing roll will allow all 8 points to benefit from the amazing&#8217;s bonus, as opposed to doing 8 separate rolls).\u00a0 If I do not get &#8216;amazing&#8217; experimentation, I scrap it and start over.\u00a0 If I DO get an &#8216;amazing&#8217; , it will result in a value of 93% effectiveness.\u00a0 Leaving 4 experimentation points.\u00a0 It will only take one more to max out resists (regardless of the experiment result).\u00a0 Leaving 3 points to hopefully get &#8216;amazing&#8217; on the durability.\u00a0 This is only relevant for armor weight.\u00a0 So&#8230;. I was able to pull &#8216;amazing&#8217; durability experimentation, resulting in a 45%\/97% overall.<\/span><\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-1414\" src=\"https:\/\/www.empireinflames.com\/wp-content\/uploads\/kinetic6.jpg\" alt=\"\" width=\"539\" height=\"456\" srcset=\"https:\/\/www.empireinflames.net\/wp-content\/uploads\/kinetic6.jpg 539w, https:\/\/www.empireinflames.net\/wp-content\/uploads\/kinetic6-300x254.jpg 300w, https:\/\/www.empireinflames.net\/wp-content\/uploads\/kinetic6-355x300.jpg 355w\" sizes=\"auto, (max-width: 539px) 100vw, 539px\" \/><\/p>\n<p><span style=\"font-weight: 400;\">This is decision time.\u00a0 The only thing that could have made this better is if I had gotten &#8216;amazing&#8217; on the assembly (which would have resulted in a final 47% Durability \/ 97% Resistance.\u00a0 What does this mean?\u00a0 It means that there are hidden decimals associated with each of these stats that the crafter can not see.\u00a0 When layers are crafted into a segment and then three segments go into a core, those hidden decimals could result in a slightly better result on the final product.\u00a0 But in this case, because we are dealing with a difference in a segment&#8217;s weight (SAC cost), I really don&#8217;t care due to previous discussions on the matter.\u00a0 So I would turn this into a factory schematic and craft 1000 of them.\u00a0 Please note, these examples are for FULL PROTECTION only!\u00a0 I do not use my best resources for the creation of starter armor.\u00a0 Anything over a 50% kinetic\/energy combo is gravy for starter armor.\u00a0 I will leave which resources to use to you for starter armor crafting.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">So to be clear, take another look at the image above.\u00a0 You will see I have a 97% Experimental Resistance showing, but in the Kinetic Effectiveness above, it shows a 9%.\u00a0 In reality, my Kinetic Effectiveness is a 9.7% (the .7 is hidden and not rounded up for display&#8230; and reflects the 97% max roll from the bottom section).\u00a0 This is important because remember each armor core can accept up to three segments.\u00a0 Each segment contains one layer.\u00a0 If I use this layer in three different segments, the armor core will benefit from those hidden .7s!)\u00a0 Instead of seeing a 27% (9% effectiveness x 3 layered segments), it&#8217;s really gaining 9.7 x 3 for a 29.1%.\u00a0 There is more to it, of course (as the resources used in the segment and core final assemblies also impact this number).\u00a0 But hopefully, this demonstrates the importance of getting as much out of your resources as possible.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">The Durability\/Encumbrance line is handled differently.\u00a0 As the higher I go in the durability line, the lower the Encumbrance would be.<\/span><\/p>\n<h4><span style=\"color: #ff9900;\"><b>ENERGY<\/b><\/span><\/h4>\n<p><span style=\"font-weight: 400;\">For the remaining layer types, I will simply show you the resources I elect to use for the process since everything else is literally identical.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">I use the same Sogiha Polymer and Wilaugaite Kammris Iron.\u00a0 For the Known Inert Gas, I use Beloris Kaylon Inert Gas because OQ is the only stat that matters on it.<\/span><\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-1406\" src=\"https:\/\/www.empireinflames.com\/wp-content\/uploads\/energy1.jpg\" alt=\"\" width=\"210\" height=\"131\" \/><\/p>\n<p><span style=\"font-weight: 400;\">For the Low-Grade Ore, I select Sokoium Mandalorian Intrusive Ore for its exceptional OQ+SR combination.<\/span><\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-1407\" src=\"https:\/\/www.empireinflames.com\/wp-content\/uploads\/energy2.jpg\" alt=\"\" width=\"203\" height=\"182\" \/><\/p>\n<p><span style=\"font-weight: 400;\">For the record, my energy layer is the strongest of the nine types.\u00a0 This is an excellent combination of resources!<\/span><\/p>\n<h4><span style=\"color: #ff9900;\"><b>BLAST<\/b><\/span><\/h4>\n<p><span style=\"font-weight: 400;\">The blast layer is amusing in the sense that it utilizes a combination of the resources I used in the crafting of my energy and kinetic layers.\u00a0\u00a0<\/span><\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-1397\" src=\"https:\/\/www.empireinflames.com\/wp-content\/uploads\/blast1.jpg\" alt=\"\" width=\"251\" height=\"327\" srcset=\"https:\/\/www.empireinflames.net\/wp-content\/uploads\/blast1.jpg 251w, https:\/\/www.empireinflames.net\/wp-content\/uploads\/blast1-230x300.jpg 230w\" sizes=\"auto, (max-width: 251px) 100vw, 251px\" \/><\/p>\n<p><span style=\"font-weight: 400;\">That means I use Sogiha Polymer, Wilaugaite Kammris Iron, Sokoium Mandalorian Intrusive Ore, and Pesaroism Vendusii Amorphous Gemstones.\u00a0 This results in a very strong blast layer.\u00a0 These first three layer types are the easiest to make.\u00a0 I mean this from the perspective of finding excellent resources.\u00a0 The remaining resources all have one or more less friendly requirements&#8230;. so let&#8217;s get to them in alphabetical order from this point on.<\/span><\/p>\n<h4><span style=\"color: #ff9900;\"><b>ACID<\/b><\/span><\/h4>\n<p><span style=\"font-weight: 400;\">Here is the requirement for an acid layer:<\/span><\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-1393\" src=\"https:\/\/www.empireinflames.com\/wp-content\/uploads\/acid1.jpg\" alt=\"\" width=\"255\" height=\"312\" srcset=\"https:\/\/www.empireinflames.net\/wp-content\/uploads\/acid1.jpg 255w, https:\/\/www.empireinflames.net\/wp-content\/uploads\/acid1-245x300.jpg 245w\" sizes=\"auto, (max-width: 255px) 100vw, 255px\" \/><\/p>\n<p><span style=\"font-weight: 400;\">Non-Ferrous metals are either Copper or Aluminum.\u00a0 These metals are less friendly when it comes to high resist stats due to lower possible max SR stats on these types of metals when compared to irons and steels.\u00a0 This is where I bust out my second most important Armorsmith resource (behind only the Sogiha polymer), and that is Coicadyite Phrik Aluminum.\u00a0 In general, Phrik aluminums tend to yield more beneficial stats than other types, but this specific resource is almost as old as the server is.\u00a0 It has a very good OQ+SR combo (for aluminum), and an exceptional OQ+MA combo.<\/span><\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-1394\" src=\"https:\/\/www.empireinflames.com\/wp-content\/uploads\/acid2.jpg\" alt=\"\" width=\"200\" height=\"185\" \/><\/p>\n<p><span style=\"font-weight: 400;\">The generic Crystalline Gemstone requirement allows me to utilize the exceptionally good Fauhisis Vertex gemstone.<\/span><\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-1395\" src=\"https:\/\/www.empireinflames.com\/wp-content\/uploads\/acid3.jpg\" alt=\"\" width=\"210\" height=\"197\" \/><\/p>\n<p><span style=\"font-weight: 400;\">Finally, the Skevon Reactive Gas requirement is satisfied by the server-best Veedi.<\/span><\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-1396\" src=\"https:\/\/www.empireinflames.com\/wp-content\/uploads\/acid4.jpg\" alt=\"\" width=\"202\" height=\"129\" \/><\/p>\n<h4><span style=\"color: #ff9900;\"><b>COLD<\/b><\/span><\/h4>\n<p><span style=\"font-weight: 400;\">Cold layers require general Aluminum, Polymer, and any Carbonite Ore.<\/span><\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-1398\" src=\"https:\/\/www.empireinflames.com\/wp-content\/uploads\/cold1.jpg\" alt=\"\" width=\"243\" height=\"312\" srcset=\"https:\/\/www.empireinflames.net\/wp-content\/uploads\/cold1.jpg 243w, https:\/\/www.empireinflames.net\/wp-content\/uploads\/cold1-234x300.jpg 234w\" sizes=\"auto, (max-width: 243px) 100vw, 243px\" \/><\/p>\n<p><span style=\"font-weight: 400;\">This means that we can reutilize both the Sogiha and the Coicadyite Phrik Aluminum.\u00a0 This leaves only the Carbonite ore.\u00a0 A weakness of Carbonite ore is that the max SR tends to be capped lower.\u00a0 This does impact the highest possible resist %&#8230;. and this is very important information to understand.\u00a0 Because this means (and hear me on this) that certain damage types can NOT theoretically reach the server cap of 55% (I&#8217;m specifically looking at you Lightsaber&#8230; though it is certainly not the only one).\u00a0 The Carbonite ore I use for cold layers is Ihaho Zinsiam.\u00a0 Zinsiams tend to be the go-to for armor.<\/span><\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-1399\" src=\"https:\/\/www.empireinflames.com\/wp-content\/uploads\/cold2.jpg\" alt=\"\" width=\"209\" height=\"187\" \/><\/p>\n<p><span style=\"font-weight: 400;\">Even with a lower SR cap, This combination of resources will still yield an unsliced 53% for Cold resist.<\/span><\/p>\n<h4><span style=\"color: #ff9900;\"><b>ELECTRICAL<\/b><\/span><\/h4>\n<p><span style=\"font-weight: 400;\">Electrical layers require Copper, Polymer, and Siliclastic Ore.<\/span><\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-1403\" src=\"https:\/\/www.empireinflames.com\/wp-content\/uploads\/electric1.jpg\" alt=\"\" width=\"218\" height=\"349\" srcset=\"https:\/\/www.empireinflames.net\/wp-content\/uploads\/electric1.jpg 218w, https:\/\/www.empireinflames.net\/wp-content\/uploads\/electric1-187x300.jpg 187w\" sizes=\"auto, (max-width: 218px) 100vw, 218px\" \/><\/p>\n<p><span style=\"font-weight: 400;\">Electrical layers are difficult because the primary metal used is copper.\u00a0 As an aside, this makes absolutely no sense&#8230; because copper conducts electricity so well&#8230; but whatever&#8230; I just play here.\u00a0 Since it is a generic copper requirement, this opens up the inclusion of Jump To Lightspeed resources.\u00a0 Specifically, I am looking at Conductive Borcarbitic Copper, because it&#8217;s max SR value is higher than any other type of copper (1000 max).\u00a0 As a result, I dig into my Weaponsmith\/Artisan resources and pull out Dlefeine, due to it&#8217;s OQ+SR combination.\u00a0 While the OQ is average and the MA is horrible, I have no other copper than combines to surpass a 1798 combined OQ+SR.<\/span><\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-1404\" src=\"https:\/\/www.empireinflames.com\/wp-content\/uploads\/electric2.jpg\" alt=\"\" width=\"209\" height=\"198\" \/><\/p>\n<p><span style=\"font-weight: 400;\">As you might have guessed, I continue to use Sogiha as my go-to Polymer for all high-end armor crafting, leaving only the Siliclastic Ore to address.\u00a0 Since it is generic Siliclastic, I have a wider range to choose from.\u00a0 Certain Siliclastics have fully opened up resource stats&#8230; so it IS possible to secure a perfect one.\u00a0 The best I have been able to collect up to this point is Wilameate Fermionic Siliclastic.\u00a0 I have had my best luck with Fermionics.\u00a0 This particular one has respectable numbers across the board.\u00a0 A better one will certainly spawn one day.\u00a0 But until then, this is what I use:<\/span><\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-1405\" src=\"https:\/\/www.empireinflames.com\/wp-content\/uploads\/electric3.jpg\" alt=\"\" width=\"207\" height=\"191\" \/><\/p>\n<h4><span style=\"color: #ff9900;\"><b>HEAT<\/b><\/span><\/h4>\n<p><span style=\"font-weight: 400;\">The heat layer is another example of a type that recycles resources used in other laters.\u00a0 It requires any Non-Ferrous, Polymer, and Intrusive Ore.<\/span><\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-1408\" src=\"https:\/\/www.empireinflames.com\/wp-content\/uploads\/heat1.jpg\" alt=\"\" width=\"235\" height=\"309\" srcset=\"https:\/\/www.empireinflames.net\/wp-content\/uploads\/heat1.jpg 235w, https:\/\/www.empireinflames.net\/wp-content\/uploads\/heat1-228x300.jpg 228w\" sizes=\"auto, (max-width: 235px) 100vw, 235px\" \/><\/p>\n<p><span style=\"font-weight: 400;\">This means I recycle the Coicadyite Phrik Aluminum, Sogiha Polymer, and Sokoium Mandalorian Intrusive Ore.<\/span><\/p>\n<h4><span style=\"color: #ff9900;\"><b>LIGHTSABER<\/b><\/span><\/h4>\n<p><span style=\"font-weight: 400;\">Lightsaber layers are a mess.\u00a0 They require only two resources to make:\u00a0 Phrik Aluminum and Cortosis Siliclastic Ore.\u00a0 Unfortunately, while I can once again use the Coicadyite for the aluminum, we are saddled with the need to use Cortosis ore.\u00a0 Makes perfect sense canon-wise, but the max values Cortosis can manage for SR is horrible. (I mean really&#8230; it sucks.)<\/span><\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-1418\" src=\"https:\/\/www.empireinflames.com\/wp-content\/uploads\/ls1.jpg\" alt=\"\" width=\"257\" height=\"275\" \/><\/p>\n<p><span style=\"font-weight: 400;\">It is important to show you how horrible Cortosis is.\u00a0 Here are its min and max values for the stats that matter:<\/span><\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-1419\" src=\"https:\/\/www.empireinflames.com\/wp-content\/uploads\/ls2.jpg\" alt=\"\" width=\"145\" height=\"59\" \/><\/p>\n<p><span style=\"font-weight: 400;\">That being said, the highest combo of OQ+SR possible is 1200.\u00a0 Ouhe is the server best for use in lightsaber layers with its combined 1024 value.\u00a0 May we get better one day&#8230;..<\/span><\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-1420\" src=\"https:\/\/www.empireinflames.com\/wp-content\/uploads\/ls3.jpg\" alt=\"\" width=\"202\" height=\"203\" srcset=\"https:\/\/www.empireinflames.net\/wp-content\/uploads\/ls3.jpg 202w, https:\/\/www.empireinflames.net\/wp-content\/uploads\/ls3-150x150.jpg 150w\" sizes=\"auto, (max-width: 202px) 100vw, 202px\" \/><\/p>\n<p>&nbsp;<\/p>\n<h4><span style=\"color: #ff9900;\"><b>STUN<\/b><\/span><\/h4>\n<p><span style=\"font-weight: 400;\">The final layer to discuss is stun.\u00a0 It requires any ferrous metal (steel or iron), Vertex Crystalline Gems, and Crism Siliclastic Ore.<\/span><\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-1421\" src=\"https:\/\/www.empireinflames.com\/wp-content\/uploads\/stun1.jpg\" alt=\"\" width=\"241\" height=\"305\" srcset=\"https:\/\/www.empireinflames.net\/wp-content\/uploads\/stun1.jpg 241w, https:\/\/www.empireinflames.net\/wp-content\/uploads\/stun1-237x300.jpg 237w\" sizes=\"auto, (max-width: 241px) 100vw, 241px\" \/><\/p>\n<p><span style=\"font-weight: 400;\">I am pleased to reutilize the Wilaugaite Kammris and the Fauhisis Vertex Crystalline Gemstones.\u00a0 Unfortunately, the final requirement, Crism Ore, is similarly constrained as Cortosis is.\u00a0 The server best for our purposes is Dotocoris.<\/span><\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-1422\" src=\"https:\/\/www.empireinflames.com\/wp-content\/uploads\/stun2.jpg\" alt=\"\" width=\"201\" height=\"192\" \/><\/p>\n<h2><span style=\"color: #ff6600;\"><b>SEGMENTS<\/b><\/span><\/h2>\n<h4><span style=\"color: #ff9900;\"><b>LAMINATED SEGMENTS<\/b><\/span><\/h4>\n<p><span style=\"font-weight: 400;\">Once all 9 different types of layers have been crafted in a factory, the time has come to combine them into Laminated Segments.\u00a0 Each segment accepts one layer of each type and also requires any steel.<\/span><\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-1415\" src=\"https:\/\/www.empireinflames.com\/wp-content\/uploads\/lama1.jpg\" alt=\"\" width=\"305\" height=\"568\" srcset=\"https:\/\/www.empireinflames.net\/wp-content\/uploads\/lama1.jpg 305w, https:\/\/www.empireinflames.net\/wp-content\/uploads\/lama1-161x300.jpg 161w\" sizes=\"auto, (max-width: 305px) 100vw, 305px\" \/><\/p>\n<p><span style=\"font-weight: 400;\">The only necessary resource to discuss is the steel used.\u00a0 Notice that now, in addition to the OQ, SR, and MA&#8230;.. Unit Toughness is figured into the mix, because while layers only have resist types and weight, segments now add condition into the mix.\u00a0 I select Gikiiam Duralloy steel for its exceptional OQ+SR combo, as well as very high UT.<\/span><\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-1416\" src=\"https:\/\/www.empireinflames.com\/wp-content\/uploads\/lama2.jpg\" alt=\"\" width=\"208\" height=\"197\" \/><\/p>\n<p><span style=\"font-weight: 400;\">This will yield a result similar to this final laminated segment, which is turned into a factory schematic (below).\u00a0 But because each armor core requires 3 segments for optimum performance, an ultimate armor core batch of 333 count is the highest possible.\u00a0 Notice, if you will, that the crafting of the segment added essentially 5% to the effectiveness of each damage resist type.\u00a0 This is due to the very high OQ+SR of the steel used.<\/span><\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-1417\" src=\"https:\/\/www.empireinflames.com\/wp-content\/uploads\/lama3.jpg\" alt=\"\" width=\"211\" height=\"225\" \/><\/p>\n<h4><span style=\"color: #ff9900;\"><b>CORES<\/b><\/span><\/h4>\n<p><span style=\"font-weight: 400;\">Armor cores require Leather Hide and any Metal.\u00a0 In addition, they can accept up to three Armor Segments (and in reality, you will never NOT want to use three segments in a serious piece of armor).<\/span><\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-1400\" src=\"https:\/\/www.empireinflames.com\/wp-content\/uploads\/core1.jpg\" alt=\"\" width=\"239\" height=\"418\" srcset=\"https:\/\/www.empireinflames.net\/wp-content\/uploads\/core1.jpg 239w, https:\/\/www.empireinflames.net\/wp-content\/uploads\/core1-172x300.jpg 172w\" sizes=\"auto, (max-width: 239px) 100vw, 239px\" \/><\/p>\n<p><span style=\"font-weight: 400;\">Armor cores prove slightly more problematic compared to segments, this is primarily because the main resource ingredient is leather armor, with metal being the secondary resource.\u00a0 Leather Hide is harder to find with maxed out OQ and SR.\u00a0 My current go-to for Leather Hide is Kiwoma.<\/span><\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-1401\" src=\"https:\/\/www.empireinflames.com\/wp-content\/uploads\/core2.jpg\" alt=\"\" width=\"206\" height=\"166\" \/><\/p>\n<p><span style=\"font-weight: 400;\">For the metal component, I reuse the Wilaugaite Kammris Iron.\u00a0 When combined with the segments, they combine to produce the following:<\/span><\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-1402\" src=\"https:\/\/www.empireinflames.com\/wp-content\/uploads\/core3.jpg\" alt=\"\" width=\"212\" height=\"384\" srcset=\"https:\/\/www.empireinflames.net\/wp-content\/uploads\/core3.jpg 212w, https:\/\/www.empireinflames.net\/wp-content\/uploads\/core3-166x300.jpg 166w\" sizes=\"auto, (max-width: 212px) 100vw, 212px\" \/><\/p>\n<p><span style=\"font-weight: 400;\">When you add the possible 5% from final assembly resources, it is possible to currently hit 54% resists on the Kinetic, Energy, and Blast layers, with several other layers resulting in 53%s.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">So let&#8217;s reexamine something.\u00a0 Remember when we crafted the segment and it added what looks like 5% to each resist type?\u00a0 In the final core crafting, we see that something different has occurred.\u00a0 If my segment had a 14% energy effectiveness, using three of them would have yielded a 42% effectiveness, no?\u00a0 But instead, I have a 49% shown above.\u00a0 How did this happen?\u00a0 It happens for two reasons:<\/span><\/p>\n<ol>\n<li><span style=\"font-weight: 400;\">Those hidden decimals I was referring to played a part here<\/span><\/li>\n<li><span style=\"font-weight: 400;\">\u00a0The resources used in the final craft of the core came into play also.\u00a0 This accounts for the 7% jump.\u00a0 It&#8217;s worth pointing out, that the actual effectiveness of the energy resist is almost <\/span><span style=\"font-weight: 400;\">certainly NOT an even 49.0%.\u00a0 Hidden decimals remain and will interact with the final assembly resources to influence the final product.\u00a0 <\/span><\/li>\n<\/ol>\n<p><span style=\"font-weight: 400;\">So, in conclusion, getting 50% effectiveness across the board is the theoretical cap for an armor core, even though as we discussed previously, some of those damage types can not produce such a high number.\u00a0 This is why when looking at my own armor, I can manage 54%s in several damage types, but only 48% (unsliced) in Lightsaber.\u00a0 I doubt I will ever be able to ultimately raise it above 49, but I haven&#8217;t done the math to prove it.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">The 22686 Armor Integrity relates directly to an armor&#8217;s condition and works in conjunction with the OQ+UT (+slot type) if a piece of armor to determine a piece&#8217;s max condition (remember, a chest piece or a piece that covers multiple slots will always gain more condition than say, a pair of gloves).<\/span><\/p>\n<p><span style=\"font-weight: 400;\">This concludes our Friday Feature.\u00a0 This was a long read, and if you made it this far, it is my sincerest hope that I have in some way helped and motivated you to excel at Armorsmithing!<\/span><\/p>\n<p>&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>In today&#8217;s feature, we bring you a very in-depth write-up on armorsmithing by the illustrious armor crafter Demiurge.\u00a0In this article, Demi outlines what it takes to be a successful armorsmith on Empire in Flames as well as give insight into &hellip; <a href=\"https:\/\/www.empireinflames.net\/?p=1390\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":3612,"featured_media":1429,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[7,5,8],"tags":[54,46,80,18,28,81,19],"class_list":["post-1390","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-friday-feature","category-professions","category-skills","tag-armor","tag-crafting","tag-eif","tag-empire-in-flames","tag-star-wars-galaxies","tag-swg","tag-swgemu"],"_links":{"self":[{"href":"https:\/\/www.empireinflames.net\/index.php?rest_route=\/wp\/v2\/posts\/1390","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.empireinflames.net\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.empireinflames.net\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.empireinflames.net\/index.php?rest_route=\/wp\/v2\/users\/3612"}],"replies":[{"embeddable":true,"href":"https:\/\/www.empireinflames.net\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=1390"}],"version-history":[{"count":10,"href":"https:\/\/www.empireinflames.net\/index.php?rest_route=\/wp\/v2\/posts\/1390\/revisions"}],"predecessor-version":[{"id":1431,"href":"https:\/\/www.empireinflames.net\/index.php?rest_route=\/wp\/v2\/posts\/1390\/revisions\/1431"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/www.empireinflames.net\/index.php?rest_route=\/wp\/v2\/media\/1429"}],"wp:attachment":[{"href":"https:\/\/www.empireinflames.net\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=1390"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.empireinflames.net\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=1390"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.empireinflames.net\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=1390"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}