Droid Engineer Archive
Thread: 110 Combat Modules question.
Straker_Atrella wrote:
Ok, I just realized something. If what you said is true, and 650 is Max Conductivity on Steel, then it is IMPOSSIBLE to make a 20 rated harvesting module.
I thought TK was saying he made them on TC.
That's kind of crappy if we can't. I have goals of what I want to make, a 120 Harvesting droid was one of them, sigh.
I'm going off the database numbers from SWGcraft. Someone there crunched all the data from the differant servers and extrappolated the ranges for the different classes of Steel, copper, etc.. The Durralloy steel always falls below 650 in conductivity. The Poly-steel Copper is the highest conductivity/OQ copper that spawns. The same holds true for differant resources like Iron and Aluminnum.I believe no server has ever spawned greater than 650 conduct steel. Going with that, then yeah, there is no 120 rated modules like we think. I believe that 115 or 116 is a better estimate, but I gots no proof![]()
Message Edited by Malitevv on 07-19-2004 12:48 PM
For the creature harvest module, the resource costs are:
55 Steel
50 Copper
20 Inert Gas
So the stats on the gas are less important than on the other two. Since steel is needed more, that's why it's Con is so important.
Straker_Atrella wrote:
Right, yea that is how I always figured it worked, I figured it worked like this.
Steel OQ 990 cnd 600
Copper OQ 990 Cnd 990
Inert Gas OQ 985
55 - steel means 55 x 990 = 54450 cnd 55 x 600 = 33000
50 -copper means 50 x 990 = 49,500 for both OQ and CND
20 - Inert Gas - 20 x985 = 19700for OQ
Now they all get added up for the final calculations,
54450 + 49,500 + 19700 = 123,650 for OQ
33,000 + 49,500 = 82,500 for CND
Now it "may" stop here and these numbers are used for the final calculations, or it goes one step farther, calculating it back down to an Average OQ and CND rating.
OQ = 123, 650 / 125 = 989.2 OQ
CND = 82,500 / 105 = 785.71 CND
So I am agreeing with what you said, that the Steel is by far the most important thing, for 2 reasons. More Steel is used, and because the CND on the Steel is weighed heavier because the Gas doesn't have any.
This is why I am bummed out, if Steel CND does cap out at or near 650, it doesn't seem possible we can hit 20 rated crafting modules.
Wow, I just realized something as I typed that. The only time people have ever hit 20 was on TC, but that was DURING the new crafting system. So just like Combat Modules were able to be made better then, maybe Harvs too? So with the current system, 110 or 111 may be the best we can realistically hope for.
That is close to the way I think it works, but I would modify the calculation as follows. In stead of multiplying the number of each resource by the rating of the stat, multiply it by the rating for that stat divided by the max possible value that thatresource typecan havefor that stat. The developers once mentioned somewhere that the adjust forresources that have low max values for a stat, when its not possible for that resource to have a rating of 1000 for the given stat. Unfortunately I can't point you at a link, but they have said this before in general discussions on crafting.
Straker_Atrella wrote:
I know what your saying but, from what I can see, that doesn't seem to be working.
My Copper is 999/925
My Gas is 977
My Steel is 987/639
Very little room to grow right there, yea my copper could be a tad better though. If as you say, it would calculate out that 650 for steel(not verified,) it would seem I "should" be getting higher then the 88% I am right now.
For example, I can hit I think 95% maybe more with Combat modules, with only using that Copper and Gas. My end rating is 105. If what you are saying is true, then my Steel is much closer to max then my copper, but if I use the steel instead in the combat modules, they get worse.
I hope that makes sense, but that seems to directly counterdict it taking a steels max CND into account.
Message Edited by Malitevv on 07-20-2004 05:01 PM