Which would mean that any armor with parry mod at 0 or more and dodge on -1 or 0 is considered good? Does that include a protection factor at 49% and up?
Depends on other stats. If dodge "-1", Parry "0" PF 49% and worse "Protection vs" -
this armor is not so good.
Noticed, that define, according ONLY on stats, where "good" and where "bad" armor, is hard even with skilled sight (without comparable example).
Eg. It is easy craft armor with "0 dodge and parry" or more than "50%" protection factor using only choice mats, but... But what is use of PF, if "protection vs" have small values.
And if craft (using only sup) 100% dodge, 100% lightness, 100% Pr. vs Pierce, but PFactor are possible get 46% (PF worse than using basic gingo leather), or got "-1" dodge (yes, only from supreme mats)..
Usually is possible to max (100%) 2-3 stats, but then hurted other stats (this mean, armor should be crafted depends on customers needs).
I've noticed, Lightness factor serious hurt some other factors, but not sure what is
real use of it, if it do not affect dodge mod
Which would mean that any armor with parry mod at 0 or more and dodge on -1 or 0 is considered good? Does that include a protection factor at 49% and up?
Tricky question, but if Dodge 0, Parry 1,
and all other modifiers near 80% - this armor is not good, is it perfect.
But, as an example, i re-crafted boots here (for this set), because not all can understand Max vs Blunt: 520, Max vs Pierce: 520, PF 53.4, but Dodge "-1" and 445 hitpoints (when other parts have ~500 and more).
In few words, would be better just ask customer before craft, to specify stats in decreasing priority, and craft only depends on current cusmoters needs, dont looking on modifiers in other stats.
I think, discussion about armor craft, need dedicated thread and some 'enlightment' from developers side