Armorsmith Layer Component Crafting (Game Mechanics)

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Revision as of 04:00, 18 April 2008 by Ready (Talk | contribs) (New page: All layers cover a protection (acid, heat, energy, kinetic, cold, stun, blast, etc.) and will move that protection from whats called a base protection, to a special protection. There is a ...)

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All layers cover a protection (acid, heat, energy, kinetic, cold, stun, blast, etc.) and will move that protection from whats called a base protection, to a special protection. There is a special protection specific to a given armor before any additional ones added via layer or enhancement. Ie, ubese is kinetic, bone is energy. Once a protection is moved it cannot be improved on by a slicer. A base protection is everything else that the armor covers. Of course not all armors cover all damage types. So if you layer your armor, that layer's protection cannot be improved on subsequently by a slicer. Also, each segment has an option to add a special segment enhancement in addition to layers. This coverage will also make that protection untouchable by slicer. Armorsmiths require OQ/shock for the resists and OQ/MAL/UT for encumbrance and integrity. Armor segments can take 0-3 layers (ubese 1, padded 2, comp and RIS 3). Each layer adds to the cumulative encumbrance, but it is not a pure calculation. If your 3 layers add up to 12 encumbrance in each HAM category, your segment may go up by 12/12/12