Droid Engineer Archive
Thread: Notes on new combat droids
Drashk wrote:
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?
Yes and no.
Under the current operating conditions, where everything is completely borked up,1 55-109 Rated Combat Moduleand 1 Level 6 Armor module will give you a CL30 Droid with maximum damage. However the droid will only have 348 Armor Effectiveness on the second call from the datapad.
A Droid with a Combat Rating of 276+ will produce an Armor Effectiveness of 1217, on the second call from the datapad.
If the system was operating correctly, a Droid with a Combat Rating of 276+ and1 Level 6 Armor Module would produce a droid with 9k Armor Effectiveness., compared to a droid with a Combat Rating of 55 - 109, which would produce a Droid with the Armor Effectiveness of 7k.
I'm not sure about that, the DZ70 I made with the crappy module (I believe it was around 60), still has 1217 armor effectiveness.
Ackdel wrote:
I'm not sure about that, the DZ70 I made with the crappy module (I believe it was around 60), still has 1217 armor effectiveness.
That could be right. I'm working off memory at this point. The Armor degrade might be only based on the CL of the droid, with 1 combat module and 1 Armor module.
IF, there is a retrograde patch, that addresses the situation, the Armor Effecticeness might be fixed. IF that happened, the 9k Armor does may a considerable difference, compared to the 7k armor.
Drashk wrote:
Ackdel wrote:
I'm not sure about that, the DZ70 I made with the crappy module (I believe it was around 60), still has 1217 armor effectiveness.
That could be right. I'm working off memory at this point. The Armor degrade might be only based on the CL of the droid, with 1 combat module and 1 Armor module.
IF, there is a retrograde patch, that addresses the situation, the Armor Effecticeness might be fixed. IF that happened, the 9k Armor does may a considerable difference, compared to the 7k armor.
And that would be a good thing. At this point, I'm not holding my breath.
Drashk wrote:
IF that happened, the 9k Armor does may a considerable difference, compared to the 7k armor.
9k Armour = c59% damage reduction
7k Armour = c53%
1217 Armour = c12%
Clearly a bump back to 7k is important (46% less damage so almost doubles effective health), but 9k is only a 13% lower damage than 7k. Still nice, but not as essential.
(Calculation based on AS forum and comparing damage received by droid with better armour against lower armour)
Going from 280 damage to 50 in the same fight.
- Give us our Health Experimentation back. Keep it the same values we were used too with pre-cu droid health variety and being based on OQ only.
- Stop the armor from reverting down to the lower numbers.
- Raise the important Combat Module number higher then 55. 55 is way ot easy to hit. I reccomend a number such as 90 - 100, not out of reach, but tougher.
Those 3 changes could turn this into a decent working system.
Straker_Atrella wrote:
Ok if I understand everything correctly, this system has promise, but 3 things need changed.
- Give us our Health Experimentation back. Keep it the same values we were used too with pre-cu droid health variety and being based on OQ only. Health Experimenation and Chassis specific Health values.
- Stop the armor from reverting down to the lower numbers. Its been around since Publish 7. One could only hope that this bug gets squashed.
- Raise the important Combat Module number higher then 55. 55 is way ot easy to hit. I reccomend a number such as 90 - 100, not out of reach, but tougher. I disagree slightly with this one. I think that the range needs to be increased on what the damage output can be, based on a Combat Rating over 276. If it used the same demished return system that Armor uses, a 600 rating would hit max, but it would only be 75ish points more damage. There is also the possiblity of making damage an experimental value during deed experimentation. This would make Deed Experimentation a 2 line deal, with both damage and Health having the base that it does now. This would actually give both Master DE and 12 point crafting a lot more weight.
Those 3 changes could turn this into a decent working system.
Straker_Atrella wrote:Ok if I understand everything correctly, this system has promise, but 3 things need changed.
- Give us our Health Experimentation back. Keep it the same values we were used too with pre-cu droid health variety and being based on OQ only.
- Stop the armor from reverting down to the lower numbers.
- Raise the important Combat Module number higher then 55. 55 is way ot easy to hit. I reccomend a number such as 90 - 100, not out of reach, but tougher.
Those 3 changes could turn this into a decent working system.
I assume 2 is a bug and is to be fixed at some point. I assume. At some point.
Number 3 I think is the obvious thing to do. Instead of 5 levels every 55 CR, make it 1 level every 11. It would be better than what we have now at the very least, while we think of something better, and an easy change at that.
The first one I don't think is so straight forward. They seem pretty set on CL determines HAM. Unless the CL determines how far we can experiment... but then if you fall short would an otherwise CL30 droid actually be a CL30 droid and would it's other stats have to be adjusted to suit? I think I'll have to go see how it's done with BE.
Drashk wrote:
Straker_Atrella wrote:
Ok if I understand everything correctly, this system has promise, but 3 things need changed.
- Give us our Health Experimentation back. Keep it the same values we were used too with pre-cu droid health variety and being based on OQ only. Health Experimenation and Chassis specific Health values.
- Stop the armor from reverting down to the lower numbers. Its been around since Publish 7. One could only hope that this bug gets squashed.
- Raise the important Combat Module number higher then 55. 55 is way ot easy to hit. I reccomend a number such as 90 - 100, not out of reach, but tougher. I disagree slightly with this one. I think that the range needs to be increased on what the damage output can be, based on a Combat Rating over 276. If it used the same demished return system that Armor uses, a 600 rating would hit max, but it would only be 75ish points more damage. There is also the possiblity of making damage an experimental value during deed experimentation. This would make Deed Experimentation a 2 line deal, with both damage and Health having the base that it does now. This would actually give both Master DE and 12 point crafting a lot more weight. The biggest problem I really have is that a 55 rated module is equal to a 109 rated module. You just can't have them be equal.
Those 3 changes could turn this into a decent working system.