Droid Engineer Archive
Thread: Here they are, TC changes so far (all schematics available now!)
I don't think they should be Artisan made, but 4 sub comps??? W T F ?? For an A ? These things should be just resources alone to make.Would the DEV'slike to stick that knife in any further?? What is a B going to take ?
AudioOrgana wrote:
I mean, am I alone in hoping that Droid Repair kits should have been an Artisan item? Or at least the Stims?
Audio
AudioOrgana wrote:
It doesn't matter if it's a regular droid brain - it still limits the amount of Droid Deeds with combat capability that can be produced. Since a fully equipped combat droid needs 6 of them (and don't anyone kid themselves - you know no-one is going to want a droid that isn't "the best"), that means the maximum amount of combat droids in a factory run is going to be in the 160s. I'm used to doing 500-1000 (or 997, lol).
The armor has been bugged since the last patch- I don't believe we have gotten any offical word on it,so we don't know if it's a bug, nerf, or feature...
Audio
Jenden wrote:
Now for the bad news, possibly really bad news. I finally got to make a DZ70 with 2 combat modules, came out with 38-42 damage and 40% light armor (had 1 level 4 armor module)... now its been a while since I've made level 3 armor but wasn't it light armor before?
You made it with a level 4 armor module? Or a level 3 module? On live, the level 4 module is 15% medium armor, if I am not mistaken. However, they introduced the integrity value that you could experiment on, so maybe that is affecting the armor. It is possible that you could experiment that level 4 module up to where it should be.
Now. The combat module. There is experimental effectiveness... and Misc? What the *edit* is Misc? Are we to believe that there are so many sub-categories and dimensionsof combat effectiveness that we would need to label a category for experimentation miscellaneous?
About what does a single combat module do? And how much benefit do you get from stacking two of them?
Jenden and I just tested the Droid Repair kit -A's (from Int. Refinement) ...with moderate resources, and 4 experiment points, it turned out to be 319 "Available Repair Energy".
After damaging the DZ70 he build with the combat modules, it was able to repair 140 points of damage to all HAM pools, meaning that the "Available energy" is distributed among all 3 HAM pools.
AudioOrgana wrote:
Yeah, the repair kits are what are killing me and are likely the straw that's breaking this DE's back. Not only are our Probots getting much harder to create, but in order for them to be useful you are going to have to spend scads of time making repair kits that you can likely sell for very little.
I mean, am I alone in hoping that Droid Repair kits should have been an Artisan item? Or at least the Stims?
Audio
I think they are "bringing us in line" with Bio-Engineered crafted stims. My understanding is that those things are an incredible pain in the rear to craft, and I always pay a lot for them, that's for sure. The big difference is that the Bio-Engineered stims scale up to heal very large amounts of damage effectively. With really good creature stims, a shot can heal well over 1500 points of damage. I bought goodPet Stim A's back when I used a CL 15, and they healed over 800 points of damage per shot.
My point is that this is probably foundation stuff for later, whenDE becomes the Bio-Engineer of the mechanical pet world. When the "uber" droids with large amounts of HAM will need a lot better healing than a basic droid repair kit will provide. And then the few who stick the profession out will be able to gouge the "Droid Commanders" on Droid Repair Kit D's. I doubt anyone else will ever need or want them.
AudioOrgana wrote:
It doesn't matter if it's a regular droid brain - it still limits the amount of Droid Deeds with combat capability that can be produced. Since a fully equipped combat droid needs 6 of them (and don't anyone kid themselves - you know no-one is going to want a droid that isn't "the best"), that means the maximum amount of combat droids in a factory run is going to be in the 160s. I'm used to doing 500-1000 (or 997, lol).
The armor has been bugged since the last patch- I don't believe we have gotten any offical word on it,so we don't know if it's a bug, nerf, or feature...
Audio
Message Edited by Jenden on 02-27-2004 08:30 PM
Jenden wrote:
Ok, we finally had a chance to run some tests. The droid repair kits work well, someone with refinement one (the tree their in) and mediocer parts/resources made a stim that healed 315 damage (spread over all 3 bars though, so 100 pts each). There's still 4 more levels of repair kits, advanced components, and lots of experimentation room, so a good pack should be good.
Jenden
I can see you are working your ar$e off here and I really appreciate it..many pats on the back to you.
Everything you are doing there at the lower levels matters, because otherwise we would never know the in between state.
The gaping space here is our corresondent..the Master DE, and apparently Arch Lurker on our boards.
C'mon Drashk..yay
Message Edited by Jenden on 02-27-2004 08:44 PM
Jenden wrote:
I haven't done too much with experimentation yet, still only got my 2 points.
Hehe, sucks don't it ? Here you can borrow my +25 experimenta....oops, nevermind.
Keep at it bud. When you see screams here, I'm sure you know it isn't directed at you.
Gad, I still can't believe they put a blaster on an R2.
Jenden wrote:
I haven't done too much with experimentation yet, still only got my 2 points.
You have to remember, patch has only been out for about5 hours, can't expect him to be there immediately.
Message Edited by Jenden on 02-27-2004 08:44 PM
Curious though, I stopped by his vendors in TB today and both the DE and Arch vendor were completly empty. Wonder if "Da Big D" is still having video card problems.
Message Edited by JediKnightMark on 02-27-2004 11:58 PM