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Question for those with high level armor...

PostPosted: Thu Aug 07, 2014 11:34 pm
by sprockitz
Is there an armor that seems to work the best, I'm thinking rank level 7-10 armors here. I don't want to plan to shell out tons of money for a rank 8-10 if they aren't much better than 7. Plus 7 seems cheap enough that I wouldn't feel bad resetting to goto level 8-10 in a few months, where as the 8-10 will take about a month of saving energon to even get...so if I go with an 8 or 9 now it would be for the long haul.

So those that have played with a couple of the armors in these ranges, what are you opinions? Does level 7 hold up against weapons like the fusion cannon, or is it still doing 20+% damage.

Re: Question for those with high level armor...

PostPosted: Mon Aug 11, 2014 3:00 pm
by Super Megatron
I find that the mid-range armors are real hit and misses (literally). Armor type is effective if you have enough strength stats to let you wear the armor with any effectiveness. For anything not nano-regenerative, I find neutronium and electrum fairly effective even at 5 or 6 tons, but again, it's a real hit and miss and they seem to reduce the damage from a fusion cannon by about 20%-25%.

Re: Question for those with high level armor...

PostPosted: Tue Aug 12, 2014 1:22 pm
by sprockitz
thanks Super Megatron.

Right now I'm using 7 & 10 tons of the rank 5 armors on my top 2 bots. 10 tons combined with 7 endurance gets the fusion cannon damage down to 25-35 hit points. 7 tons plus 5 endurance sees 40-60 hit points. They seem to have a bigger effect against weaker weapons, meaning it appears that armor acts more like subtraction off of damage and not a multiplication factor.

That said, I think I'm happy enough with how this stuff is working that it isn't worth pumping rank higher at the expense of another stat to get better armor.

Now to figure out why repair/strafe is sucking relative to how I did with repair/avoid. The added armor seems to mitigate the weapon damage enough that I don't have to rely on the avoid to survive fusion cannons like I did before.

Now my repairing and strafing both seem weaker than a repair/avoid or strafe/avoid. I seem to recall back with tanks getting ram and strafe that when I added strafe my tank became worse overall...like the 2 tactics are competing with each other for plays, instead of just taking away from weapon hits. Single alt with high level (assume 10) seems to trigger about 1/3rd of the time (with other 2/3rds using weapon). With double tactic alt, the total triggers don't seem to go up much if at all, and definitely nowhere close to 1/3rd strafe, 1/3rd repair and 1/3 weapon. Has anyone studied these perecentages with more data to actually get decent percentages for a better estimate?

Re: Question for those with high level armor...

PostPosted: Wed Aug 13, 2014 1:39 pm
by Super Megatron
No problem.

I just noticed that as you go higher up in XPs/levels, the effectiveness seems to work against you in some cases (I've lost to a level 6 or 7 several times in the pass when they outstrafed me).

I don't know how the calculations work, but I suspect that there is an inverse variable somewhere when you go up against lower level characters, i.e., if I am going up against a level 5, sometimes I find that I only strafe about 20 percent of the match (which is still enough damage, but not nearly frequent enough to do 100% strafing).

My guess is that there is a 1/n, n being the level of the lowest level opponent, that becomes a multiplier in terms of strafe frequency.

Then again, I could be on glue.

Re: Question for those with high level armor...

PostPosted: Tue Sep 16, 2014 9:20 am
by sprockitz
quick update from my experience with a few different armors.

I've tried Rank 2 (Duranium), Rank 3 (U238), Rank 5 (Nucleon Tempered Steel), Rank 7 (Magnetic) and Rank 8 (Electrum)

It seems like they all fall in rank order. That said, I didn't see much difference between rank 2 and rank 3 and both only had minimal impact. With 5 tons and 6-7 endurance I still took 50-75% damage with a fusion cannon. With 6-7 tons of rank 5 and 7 endurance, this decreased to 40-55%. With 10 tons of rank 5 it decreased to 25-40%. Rank 7 and 8 saw the biggest jump, with 10 tons of rank 7 and 7-8 endurance damage was 12-16%. With rank 8 and 7-8 endurance it was 10-14%.

My conclusion, rank 7 seems to be enough to make all weapons relatively ineffective...in that they are doing less than half the damage of ram or strafe. Based on this, it seems to make sense that rank should not be maxed out before the big 4 stats.

That said, I haven't really studied the effect of the different armor on tactical attacks...so there may be a little added benefit that I'm neglecting.