Page 1 of 1
Armor resists
Posted: Thu Oct 02, 2008 12:51 am
by Redstar
What is the max for resists on any given crafted armor peice?
Archived topic from AOV, old topic ID:3657, old post ID:23552
Armor resists
Posted: Thu Oct 02, 2008 1:22 am
by Nexus Graveheart
Depends. Each piece of armor has its own base resists. Depending on whether your getting it from loot or crafting it also changes its outcome. Loot has a definite max (not sure what it is). And I'm sure that crafted has a max, but bonuses froms arms lore can increase that.
The most I've ever gotten from one piece was something I crafted while messing around on test center. I crafted a pair of ringmail gloves with 42 physical resist. All the other resists were quite low and there were no mods.
But there are a whole lot of factors that come into play determining the max resist. And since the maximums change depending on what kind of armor it is, anybody would be hard-pressed to give you a solid figure.
Archived topic from AOV, old topic ID:3657, old post ID:23553
Armor resists
Posted: Thu Oct 02, 2008 5:55 am
by Plastic Man
Generally a total resist of 70-90+ is considered good for resists if it has decent mods (80-100 if plain with nomods but enhanced. For a straight resist peice Ive only seen a few peices that break 100-110 total resists. This is AFTER enhancing with a someone that has 100 Arms Lore. and by total resist I mean adding all 5 resists together.
If you get the right peices you only need an avg of 59 resist per peice to hit all 70s ([70 x 5 elements]/6 armor slots). With GM arms lore it is reasonable to only use peices with 70+ total resist. If you have a lot of patience and dont mind waiting for only the very best try to get peices with 90+. Having even a few peices like that with good mods on them makes suit building much easier.
A good rule of thumb when picking armor from loot to enhance is not only too look at the mods but also look at the resists. At a quick glance its easiest to spot double digit resists so I look for a peice to not only have good mods (Mage Armor, LRC, etc..) but to also have 3-4 of the resists over 10 or for a peice to have 2-3 mods at about 20. With enhancing if you get a good enhance you can add 20-30 resist total so you can turn a decent peice into a Good peice.
When actually making armor (With or without Runics) you don't want to bother with peices that have less than 3 resists over 15. This is because the arms lore bonus will be added twice on crafted armor if you craft with Iron and then enhance. The exceptiopn to the resists on crafted armor is obviously if the peice has like 2-3 GOOD mods at 90%+ intensity (IE a peice has 20 LRC, Mage Armor, MR 2, LMC 6%).
So to put it quickly Good Resists:
Unenhanced loot: 50+ Total Resist
Unenhanced Crafted Armor: 65+ Total Resist
Enhanced Loot: 65+ Total Resist
Enhanced Crafted Armor: 80+ Total Resist
Also if any one peice has 30+ in a single resist (Paticularly Poison or Fire resist because IMO those are the hardest to get on great arty suits for some of the classes), its probably worth keeping armound because it is basically a great way to polish off a specific suit that lacks that resist.
Keep in mind that peices with naturally high resists ARE more likely to break while enhancing, so if you find or make an increadable resist peice that is perfect for your suit "As-is" you might not want to risk enhancing.
Archived topic from AOV, old topic ID:3657, old post ID:23555
Armor resists
Posted: Thu Oct 02, 2008 6:37 am
by Kev6872
Plastic Man wrote:
so if you find or make an increadable resist peice that is perfect for your suit "As-is" you might not want to risk enhancing.
true, if it fits your suit I wouldn't risk it.
I hate to think of how many good quality items I have lost trying to enhance them. but it's nice when it works.
Archived topic from AOV, old topic ID:3657, old post ID:23556