Droid Engineer Archive

Thread: Turning A Combat Rating In To Numbers You Can Sell

Iygow
Wed May 05, 2004 8:38 pm
#14

Orion, I've got some data points for you. I started by making a crappy R3, sacrificing a pair of CR312 clusters in the name making sure we compare apples to apples. Then i attempted to make good ones to restock my vendor with. I made one good one, then had such crappy experimentation results I finally logged off in disgust. (If I can ever get my factories to catch up to demand, Im going to make a big run of R3 frames and do factory runs of these things!) So without further ado, here's my data:


All of these are Adv. R3 units.


CRDMG Eff% HAM To Hit Speed


600 160-170 3 3397 .331.99


600 160-17043 3847 .36 1.79


600 160-17062 4072 .381.69


600 160-17073 4185.38 1.64


600 160-170824297 .39 1.59


600 160-17098 4477 .41 1.51



Hope this helps!



Robotdonut
Thu May 06, 2004 1:14 am
#15








DZ-70 & Probot:

CombatRating / 600 * 95 + 95 = MinimumDamage

CombatRating / 600 * 100 + 100 = MaximumDamage


Example

ADV Probot w/ 500 combat rating

500 / 600 * 95 + 95 = 174

500 / 600 * 100 + 100 = 183

This droidwould have a damage range of about 174 - 183


Astromech droids:

CombatRating / 600 * 80 + 80 = MinimumDamage

CombatRating / 600 * 85 + 85 = MaximumDamage


Example

ADV R3 w/ 600 combat rating

600 / 600 * 80 + 80 = 160

600 / 600 * 85 + 85 = 170

This droid would have a damage range of about 160 - 170


(incidentally, this formula is the same one that was used for the DZ70's and Probots for Publish 7)


LE Repair Droids:

CombatRating / 600 * 45 + 45 = MinimumDamage

CombatRating / 600 * 55 + 55 = MaximumDamage


Example

ADV LE Repair w/ 330 combat rating

330 / 600 * 45 + 45 = 70

330 / 600 * 55 + 55 = 85

This droid would have a damage range of a bout 70 - 85



This stuff is great, too bad SWG doesn't round numbers up. All calculations were correct when cross-checked with my data.




Opit Acka
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TheRealTK421
Thu May 06, 2004 10:50 am
#16

Heya, all...

Just wanted to let you know I need to clean up the sticky area, so I'm pulling this down.


It will be, however, linked in the "Hot Topics!" sticky for publish 8, if you need to get here quickly.


Thanks for the numbers...this is awesome stuff!!



/bow

Respectfully,




TheRealTK421 a.k.a. "Doughbacca"
SWG DE Correspondent
Co-Founding member of Ahazi DENet & SWG DEA (Droid Engineer Association)
"I think all right-thinking people in this country are sick and tired of being told that ordinary, decent people are fed up in this country with being sick and tired. ...I'm certainly not. And I'm sick and tired of being told that I am."


OrionsByte
Thu May 06, 2004 12:19 pm
#17






Iygow wrote:

Orion, I've got some data points for you. I started by making a crappy R3, sacrificing a pair of CR312 clusters in the name making sure we compare apples to apples. Then i attempted to make good ones to restock my vendor with. I made one good one, then had such crappy experimentation results I finally logged off in disgust. (If I can ever get my factories to catch up to demand, Im going to make a big run of R3 frames and do factory runs of these things!) So without further ado, here's my data:


All of these are Adv. R3 units.


CRDMG Eff% HAM To Hit Speed


600 160-170 3 3397 .331.99


600 160-17043 3847 .36 1.79


600 160-17062 4072 .381.69


600 160-17073 4185.38 1.64


600 160-170824297 .39 1.59


600 160-17098 4477 .41 1.51



Hope this helps!








Thanks!


These numbers are going to be harder to pin down, for a couple reasons. First, the exerimentation percentage is less accurate than a combat rating (by a factor of 6). Have you ever noticed that putting together a couple combat modules of say, 75, sometimes add up to more than 150? The game seems to store decimals and use them even though they're not displayed. This means that for effectiveness experimentation, where all we have is a percentage, that it could be 49.5, 50%, or 50.4%, but it would still show 50%. These numbers would all give different results in a formula though.


The other reason is that for the speed and to-hit numbers, the difference between the minimum and the maximum is extremely small, and extrapolating data is often more reliable if you have a broad range to work from. So I think I can get close with a formula, but I don't think it will be as reliable as the combat modules ones.


All those caveats out of the way, thenumbers you got for your ADV R3 are the same as the ADV DZ70's I was making earlier tonight (the only ones I had time to test before other responsibilities claimed my time). I also noticed during my testing (as I'm sure you have noticed during the course of normal business) that the base values are different for normal vs. advanced chassis.


So here are the formulas I get for the ADV R3:

TO-HIT = .08 * PercentEffectiveness + .33

SPEED = 2 - (.5 * PercentEffectiveness)


These may not be spot-on (again because of the margin of error) but they'll get you real close. I believe that the speed and to-hit calculations are the same for the ADV DZ-70, and probably allADV R-units. All you'd have to do to find out is make one, try the formula, and see if it holds up.


For thestandard DZ-70's, it looks a little like this:

TO-HIT= .08 * PercentEffectiveness + .25

SPEED = 2.5 - (.5 * PercentEffectiveness)


These may also be true for standard R-units.


I'll do more testing on these as soon as I can. I'm not a master yet, so I can't test R3's, ADV Probots, or ADV LE Repair droids, so if anyone can throw some of those numbers my way I'll see what I can do with 'em.

Message Edited by OrionsByte on 05-06-2004 12:22 AM



Checking your spelling (and punctuation, too) will ensure that you're making sense to more than two people.
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crypin
Tue May 11, 2004 3:18 pm
#18


GOOD STUFF







RoLLeX
Wirebiter
Wed May 12, 2004 10:04 pm
#19

Too good to let slip--



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CEO of Stink Monkey Droids -5797,3356 Theed, Naboo
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tmerren
Thu May 13, 2004 5:18 am
#20

You're the man now dog.




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AlphaGold
Tue May 18, 2004 7:54 pm
#21

bump
Ackdel
Sun May 30, 2004 9:47 am
#22

bump




Crowne Morril
12pt Droid Engineer - 14pt Artisan (Retired)
Lorde Morril - "He'll zerg your Cloudsong"
Darniaq
Tue Jul 06, 2004 2:01 pm
#23

/bump. Anyone know if these numbers are still valid? I've been out of game for quite some time, but having just picked up and tested a Probot, the formula seems to still be valid.



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Apophis23
Tue Jul 06, 2004 4:32 pm
#24

I have used them ever since the thread first popped up and they always worked for me and still do. So I would say the values and formulas are still valid.



k Agli Lightwaver k

Drashk
Tue Jul 06, 2004 5:07 pm
#25

I second what Agli states. I have used them since I came back and they are accurate 100% of the time.





Making SWG more Star Warsy. One droid at a time.
Wirebiter
Sat Jul 17, 2004 3:37 pm
#26

A refresh bump for one of the most informative and valuable threads in the DE forum.



Choda----MDE/MC/Droid teacher to the Kettemoor Massess
CEO of Stink Monkey Droids -5797,3356 Theed, Naboo
"In a time of chimpanzees I was a monkey..." -Beck
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