lfernandes Posted December 19, 2011 Share Posted December 19, 2011 (edited) I am trying to figure out how the mod Armoring (or any other mods for that matter) effect the AC of an item. I am a Jugg and constantly trying to get the best armor, and want to use some orange gear that I found, but can not for the life of me figure out how the AC works in orange items. There is no identifiable formula I can deduce from putting Armoring mods into them. It seems pretty random. Any ideas? TL;DR How do mods effect an orange item's AC? Edit: Here is what we have so far... (Thanks Cortanx and Shadowclaimer for your help so far!) AC = [Mod rating] * [Rarity modifier] * [Armor type modifier] * [slot modifier] And the formula breakdown is as follows: Armor Class = Mod Rating - The Armor Rating of the Armoring Mod Rarity Modifier - Green/Blue/Purple/etc. as the rarity goes up, you get more armor out of it Armor Type - Light/Medium/Heavy as it gets heavier it rewards higher armor per rating point Slot Modifier - Core slots (Chest/Legs) reward more than lesser slots (Bracers etc.) Now we just need some numbers to replace [Rarity Modifier] and [slot Modifier] and we should be able to test this. Edited December 19, 2011 by lfernandes Link to comment Share on other sites More sharing options...
-Azimov- Posted December 19, 2011 Share Posted December 19, 2011 The rating of the mod is the key thing to look at, this is what sets the rating level and there fore Armour amount of the item. Armouring mods are universal, so give more armour when placed into a piece of heavy, than in a piece of light. Link to comment Share on other sites More sharing options...
Inarai Posted December 19, 2011 Share Posted December 19, 2011 Could probably get a table together for some samples of Armouring Rating X, Armour Type Y, and Armour Value Z. Formula could be something as simple as X * Y = Z, really, or it could be substantially more complex. Link to comment Share on other sites More sharing options...
lfernandes Posted December 19, 2011 Author Share Posted December 19, 2011 Thanks for the replies guys. I realize they are universal, and I think I should have worded my question differently. How does an armoring mod's Armor Rating correlate to AC? I tried the same mod in both a pair of pants and a chest piece and got 2 different numbers of armor, and not even similar numbers if I divided/multiplied the values to figure it out. Link to comment Share on other sites More sharing options...
Cortanx Posted December 19, 2011 Share Posted December 19, 2011 My guess is that the formula is something like: AC = [Mod rating] * [Rarity modifier] * [Armor type modifier] * [slot modifier] So a purple mod with rating X would give more AC than a green or blue mod with rating X. A mod with rating X in heavy armor is more AC than in light or medium armor. A mod with rating X in a chest slot is more AC than in a leg slot, which is more than head > feet > waist > bracer (or something like that). Link to comment Share on other sites More sharing options...
Narien Posted December 19, 2011 Share Posted December 19, 2011 Incorrect. Armor rating is the sole indicator of how effective a piece of gear will be (in terms of armor value) when modded with that item. Link to comment Share on other sites More sharing options...
Shadowclaimer Posted December 19, 2011 Share Posted December 19, 2011 Does the item's base Armor Rating have any effect once an Armoring mod is put in, or does the Armoring Mod add its Rating onto the base item's Rating? Link to comment Share on other sites More sharing options...
lfernandes Posted December 19, 2011 Author Share Posted December 19, 2011 Does the item's base Armor Rating have any effect once an Armoring mod is put in, or does the Armoring Mod add its Rating onto the base item's Rating? This is another idea I played with but didn't fully flush out. I wonder if an item's total AC is something like AC= [item's base AC + Armoring] * (some number we haven't figured out) Link to comment Share on other sites More sharing options...
Shadowclaimer Posted December 19, 2011 Share Posted December 19, 2011 This is another idea I played with but didn't fully flush out. I wonder if an item's total AC is something like AC= [item's base AC + Armoring] * (some number we haven't figured out) Well the reason I ask is because if it is true, we could pick armor based on looks as opposed to base armor class, then just remod it constantly as we advance. (which would be amazing) If you notice all the vanity armor is like that, so I wonder if that is the case, where the Base AC is replaced by Mod AC. Link to comment Share on other sites More sharing options...
lfernandes Posted December 19, 2011 Author Share Posted December 19, 2011 Incorrect. Armor rating is the sole indicator of how effective a piece of gear will be (in terms of armor value) when modded with that item. Are you saying that in response to this? AC = [Mod rating] * [Rarity modifier] * [Armor type modifier] * [slot modifier] Also, I understand all of these terms except Slot Modifier. What does that mean? Link to comment Share on other sites More sharing options...
Shadowclaimer Posted December 19, 2011 Share Posted December 19, 2011 (edited) Are you saying that in response to this? AC = [Mod rating] * [Rarity modifier] * [Armor type modifier] * [slot modifier] Also, I understand all of these terms except Slot Modifier. What does that mean? Head/Chest/Legs/Boots/Gloves/Bracers each would have their own value I'd assume is what he means. So the formula breakdown: Armor Class = Mod Rating - The Armor Rating of the Armoring Mod Rarity Modifier - Green/Blue/Purple/etc. as the rarity goes up, you get more armor out of it Armor Type - Light/Medium/Heavy as it gets heavier it rewards higher armor per rating point Slot Modifier - Core slots (Chest/Legs) reward more than lesser slots (Bracers etc.) Edited December 19, 2011 by Shadowclaimer Link to comment Share on other sites More sharing options...
lfernandes Posted December 19, 2011 Author Share Posted December 19, 2011 Well the reason I ask is because if it is true, we could pick armor based on looks as opposed to base armor class, then just remod it constantly as we advance. (which would be amazing) If you notice all the vanity armor is like that, so I wonder if that is the case, where the Base AC is replaced by Mod AC. I know that this was the intention, being able to find armor that looks awesome an remod it, as they have a million posts about mods and orange gear as it is. I started trying to research the "how AC is affected by Armoring" question as a result of being forced into a really ugly looking chest piece and skirt (male dark sith juggernaut..lol) because it is substantially better than anything I can mod and build on orange items. Link to comment Share on other sites More sharing options...
Cortanx Posted December 19, 2011 Share Posted December 19, 2011 Head/Chest/Legs/Boots/Gloves/Bracers each would have their own value I'd assume is what he means. So the formula breakdown: Armor Class = Mod Rating - The Armor Rating of the Armoring Mod Rarity Modifier - Green/Blue/Purple/etc. as the rarity goes up, you get more armor out of it Armor Type - Light/Medium/Heavy as it gets heavier it rewards higher armor per rating point Slot Modifier - Core slots (Chest/Legs) reward more than lesser slots (Bracers etc.) Yes, that's what I meant Link to comment Share on other sites More sharing options...
Shadowclaimer Posted December 19, 2011 Share Posted December 19, 2011 I know that this was the intention, being able to find armor that looks awesome an remod it, as they have a million posts about mods and orange gear as it is. I started trying to research the "how AC is affected by Armoring" question as a result of being forced into a really ugly looking chest piece and skirt (male dark sith juggernaut..lol) because it is substantially better than anything I can mod and build on orange items. Yea I really like my bath robes I'm wearing as a Sith Marauder right now, would really like to keep them going with crafted mods I make that are really good. Link to comment Share on other sites More sharing options...
lfernandes Posted December 19, 2011 Author Share Posted December 19, 2011 (edited) Awesome. If this is correct, then all we need to find out is what the rarity and slot modifiers are, as numbers, so we can figure out what AC an armor piece would be without wasting money guessing and testing. Also, based on this, I'd assume that orange moddable armor is considered blue? Edit: Speeling Edited December 19, 2011 by lfernandes Link to comment Share on other sites More sharing options...
Shadowclaimer Posted December 19, 2011 Share Posted December 19, 2011 Awesome. If this is correct, then all we need to find out is what the rarity and slot modifiers are, as numbers, so we can figure out what AC an armor piece would be without wasting money guessing and testing. Also, based on this, I'd assume that orange modable armor is considered blue? Typically although some of it is Epic. I'd rather they just remove the "moddable" color from the game and let us see the actual rarity. Link to comment Share on other sites More sharing options...
lfernandes Posted December 19, 2011 Author Share Posted December 19, 2011 Just updated my first post with the info we have collected so far. Thanks guys! Still need to figure out some of those base numbers though, so any more input is appreciated! Link to comment Share on other sites More sharing options...
Shadowclaimer Posted December 19, 2011 Share Posted December 19, 2011 Just updated my first post with the info we have collected so far. Thanks guys! Still need to figure out some of those base numbers though, so any more input is appreciated! When I get home I'll toy with some armorings and see if I can't figure out some breakdown of the formula. Link to comment Share on other sites More sharing options...
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