Holocron made a post, in the new development forums today, talking about possible changes to armor crafting:
OK, this one actually violates the policy of the forum a litle bit, since it's already coded, but it's not in the game yet, so it's not too late to adjust it. Sez the armorcrafting designer:
These all relate to the way components add special protections.
Special protections override the base effectiveness. This can be a problem when a component imparts a special protection on an armor with high general effectiveness because it could actually make things worse. For example if composite armor has a general effectiveness of 30 and a component adds a special energy protection of 10, the armor's protection for energy would drop down to 10. I've changed it so that instead, the armor would have an energy protection of 40. Because I've linked component special protections with general effectiveness, it also means that experimenting on general effectiveness will also increase any additive special protections.
While I was working on that, I also noticed that armor vulnerabilities weren't removed if special protections were added. So if I added an energy armor layer to an armor that was vulnerable to energy, it would impart the special protection but keep the vulnerability to energy. Because vulnerabilities override special protections, the protection is simply ignored. This isn't obvious from the examine window because it assumes that if the armor has a special protection to a damage type, it doesn't have a vulnerability. Therefore, it looks as if the vulnerability is being removed when it really is not.
Makes sense! To read the official post, click here!
