Droid Engineer Archive
Thread: Notes on new combat droids
- R3 ADV and Probot ADV seem to be the same in every way. Not sure how 5 combat modules turns out the same as 6, but that's how it looks.
Message Edited by Ackdel on 06-15-2005 12:25 PM
Take a look at the Publish 18 Warning Sticky.
It pretty much lists everything about this Publish, and how every single thing is currently borked, including every single combat droid deed that was made prior to this publish.
All of the same info is also located in the TC Focus thread.
The title of the warning needs to stay as is, since Publish 18 has rendered all previously built deed almost as useful as a standard BLL. The Standard BLL is more useful, because at least it now has a function.... the FS XP grind. ![]()
Ackdel wrote:
And...why are ADV probots (newly crafted) lvl 30? Shouldn't they be 25, due to having 5 combat modules?
Droid Health vs Combat Rating
All droidchassishave the same base Health ratings, that are linked to the CL.Experimentation on the droid deed does not have any effect on any shown stat, including Health.
CL 1 = 108 Health
CL 5 = 594 Health
CL 10 = 1715 Health
CL15 = 2514 Health
CL 20 = 2923 Health
CL25 =3333 Health
CL 30 = 3742 Health
- Installing Droid Armor
- Installing Combat Modules
- Combining both.
Armor Modules provide a bonus of 5CL per level of droid armor.
Droid Armor Level 1 = CL5
Droid Armor Level2 = CL10
Droid Armor Level3 = CL15
Droid Armor Level4 = CL20
Droid Armor Level5 = CL25
Droid Armor Level6 = CL30
Combat Modules provide 5CL per every 55 points of Combat Rating.
CL5 = 1 - 55 Combat Rating
CL10 = 56 - 110 Combat Rating
CL15 = 111 - 165 Combat Rating
CL20 = 166 - 220 Combat Rating
CL25 = 221 -275 Combat Rating
CL30 = 276 + Combat Rating
You can stack the effects of Combat Modules and Droid Armor together, inorder to gain the CL30 Rating. Simply add the bonus of the Armor Module to the bonus of the Combat Module.
Armor Effectiveness
Armor Effectiveness is influnced by both the Armor Modules that are installed and the number of Combat Modules that are installed. Armor Modules have a direct 1k per level ratio. (IE Level 1 = 1k and Level 6 = 6k)
Combat Modules provide 0.5kof Armor Effectiveness per 55 points of Combat Rating, up to 3k, or 276 Combat Rating.
Armor Effectiveness can be stacked to provide a maximum rating of 9k.
Unfortunately, the Armor Effectiveness rating changes after the first time that te droid is called. To reproduce this effect, call the droid from a deed and store it. Call the droid a second time and inspect the datapad listings. The Droid will update to the below listed stats. Armor Effectiveness that is solely from Droid Armor will reverty toa 0 rating. Armor Effectiveness that is given by a combat module will revert to the following
CL10 = 0
CL15 = 0
CL20 = 20
CL25 = 783
CL30 = 1217
Combat Rating
The Combat Rating is currently not having any effect on the final build of a droid. The Combat Rating is no longer showing up in the Droid Deed crafting window, nor is it showing up on the final droid. The Damage output of a droid is completely based upon its CL rating.
CL 10
45 - 240 Damage
38to Hit / 38 Defense Value
CL 20
50 - 250
67to Hit /67 Defense Value
CL 25
56 - 268
76to Hit /76 Defense Value
CL 30
61- 284
81to Hit /81 Defense Value
Attack Speed
The Attack Speed rating appears to be MIA. A Droid no longer lists that attack speed that it has.
Droid Conversion from the datapad
Combat Droids appear to have been converted to the maximum damage and armor, regardless of what the actual values were. As long as the droid has either a Armor Module or Combat Module present, it will gain the maximum rating available. (IE 1 Combat Module pre publish will produce a CL30 Droid with the highest damage listing.)
The following will be the stats on all pre-exisiting droids, according to the short time that the code was on Test Center Prime. Since I didn't have a droid on TC-Corby, I have no other data to work wtih.
CL 30
Health3742
Armor Effectiveness 1217
Damage 61- 284
to Hit 81
Defense Value 81
I guess I'm not grokking something. According to this, shouldn't an R5 with a droid armor lvl 6 put into it be lvl 30?
Drashk wrote:
Armor Modules provide a bonus of 5CL per level of droid armor.
Droid Armor Level 1 = CL5
Droid Armor Level2 = CL10
Droid Armor Level3 = CL15
Droid Armor Level4 = CL20
Droid Armor Level5 = CL25
Droid Armor Level6 = CL30
In the past you could have highest health with the LE, however he has less modules in him, now the health stat is the same and the combat is the same, so the consideration actually is the OTHER modules.
For combat all you need is a DZ with 1 lvl 6 armour and 1 combat module for the best combat droid. For the most functional droid you would use an R3 with 1 combat, 1 lvl 6 armour and 5 other modules (your choice).
Red-Dwarf wrote:
In the past you could have highest health with the LE, however he has less modules in him, now the health stat is the same and the combat is the same, so the consideration actually is the OTHER modules.
For combat all you need is a DZ with 1 lvl 6 armour and 1 combat module for the best combat droid. For the most functional droid you would use an R3 with 1 combat, 1 lvl 6 armour and 5 other modules (your choice).
Message Edited by Ackdel on 06-15-2005 01:05 PM
Ackdel wrote:
I guess I'm not grokking something. According to this, shouldn't an R5 with a droid armor lvl 6 put into it be lvl 30?
You could put 1 Level 6 Armor module in an Adv MSE and it would come out being Level 30.
A Droid is a Droid is a Droid is a Droid, under this new system.
If Armor Effectiveness and Health Experimenation get fixed, then maybe we might have something. Otherwise, this is the absolute worsePublish that DE has ever had, that includes the Perma-Death change and the day that all DE crafting tools sat unused because we couldn't craft anything.
Ackdel wrote:
Ah ha! I understand now, I think, thanks. Putting more than one combat module into a droid that's getting a lvl 6 armor module is silly, right?