Droid Engineer Archive
Thread: Probot Update from Test Center....
Actually, sounds to me like a huge exploit in the making if it auto-stores anything even if it's fighting.
Immortal At-Sts will make a return.
Well, I have a sligthly less hopeful look on things, now that I am about to hit 3/2/4/4 on Test Center.
I've been trying to break the 71 - 87 damage barrier, using the resources that I have and 7 Experimentation Boxes. ( I don't have the credits to train to Master Droid Refinement at this time.) The previous experiment listed here was for 45% increase. I can now get the rating to a 75% increase, but I only had the following increase
Difficult Level 10
Health 826
Action 826
Mind 826
Attack Speed 2.41
To Hit 0.22
Damage 70 - 80 (71 - 87)
For a 30% increase in experiementation, .01 attack speed and 1 - 1 points of damage isn't a lot to hope for. I'm going to try to get the attention of a DEV in the coming days, in hopes that I can get an answer to what the Max damage can be experiemented to.
On a promising note of what the increased damage means to the Probots effectiveness as a fighter; I had the above mentioned Probot take on (a plasma theif) base. There were a total of 4 (a plasma theif) and 1 (a plasma theives leader). Grouped with the Probobot and with Novice Pistoleer, the 4 (a plasma theif) appeared as a dark blue con and the (a plasma theives leader) appeared as a white con. I aimed my Probot at the closest (a plasma theif) and let it fire away. Approximately 2 minutes late, the Probot finished off the (a plasma theives leader) all by itself. I didn't even have to point it at which NPC to kill next. It performed quite nicely dealing out damage and ended the fight with 345 Health, 217 Action, and 123 Mind damage, with Medium 40% armor. Unfotrunately, I forgot to set up a /log of the fight, so I don't know how much damage it produced, the average damage dealt, or the percentage of shots hit.
In a blind test, I had the Probot attack the plasma thief camp, so that I could try and paint a picture of the average damage per shot. This time I did /log the account and was able to calculate the average damage, time taken per each attack, and the overall damage caused in the time frame.
In the period of 4 minutes and 1 second, the above mentioned droid fired a total of 60 shots at the plasma theif base. It caused 3732 damage in this time frame with an average of 4 seconds per shot. The average damage was 62.2. The lowest damage shot was for 41 points and the highest damage shot was for 8, with a stasitcal number average of 68 points of damage.
Now, for a couple more items that I have been checking on....
The Patrol command is still working if you are in the area or not. You can even take a shuttle and your droid will still plod along happily on the path that you have set for it.
The Follow Targert Command is also working correctly, however if the target becomes approximately 120 meters away from the droid, the droid will auto-store back into your datapad.
The Transfer Command has disappeared from all non-Converse style droids. There is no longer an option to program this command, however it is still listed in the new Datapad commands list as the default command. Converse Droids can still be programmed to "Meet your new boss". I've already listed it on the bugs for Monday, since I just found it today.
And the big one that is a kick in the Steel and Fiberplast parts of every Droid Engineer....
Creature Handlers are still able to call out 1 Droid and however many pets that they are allowed to call out. A Master Creature Handler can call out 1 Droid and 3 Pets.
I had a few differnet CH try this one out and all of them were able to call out all of the pets that they could plus a droid. Luckly none of the CreatureHandlers were able to call out two droids at the same time so at least the DE profession is completely being beat on this time around. Before anyone gets bent out of shape over this issue, I have already written upa report on the issue and plan on making TH or Q3PO aware of the issue as soon as I see them again, even if that means I am added to their /ignore list. I have also listed a few of the larger issues that have not been fixed in this patch, on the newest Bug Thread on TC. I am going to try and spend as much time as I can letting TH know of the on going problems with our profession.
The Mechanism rating on parts still doesn't matter. I am able to gain the exact same results on every Probot that I make that ends up with a 76% Experimental Effectiveness. I have made Complete Droids with parts that are the highest rating that I can make, which is about 8, and have even used the Cluster Module stacking to get Clusters that have a rating of 30.I have also made complete droids using parts that I would consider the bottom of the barrel, on my live toon, which have had ratings of -10 to 2.None of this has had an effect on the final build of the droid. The only two factors that are involved right now are the OQ of the Chemical used and the number of Experimenation boxes that I have. I am going to build a new Probot in just a little bit, using my 9 Experimentation boxes and will give an update after it is complete.
Difficult Level 10
Health 827
Action 827
Mind 827
Attack Speed 2.4
To Hit 0.22
Damage 70 - 80 (71 - 87)
Thats the result that I acheieved with a 93% Effective Experiementation. That is a 1 point HAM inrease, and a .04 Attack speed decrease. Nothing else has changed in the droid. I will build a few more droids before I call it quits this for the day/night. On this last build I noticed that the Effective Experiementation is still quite low on the Chassis for the Advanced Probot. I'm going to see if this has anything to do with the over all effects of the droid.
I appologize if my first post raised peoples hopes up too soon, but by all indications at a lower level, it appeared that damage would be effected by experimentation. I am now a 3/2/4/4 Droid Engineer and have 9 out of the 10 Experimentation Blocks that are available. I'm determined to find out about this issue and will be doing all that I can to see if I can find an answer to whether or not Experiementation is going to have an affect on our product.
>>>The Patrol command is still working if you are in the area or not. You can even take a shuttle and your droid will still plod along happily on the path that you have set for it.
Excellent!...
>>>The Follow Targert Command is also working correctly, however if the target becomes approximately 120 meters away from the droid, the droid will auto-store back into your datapad.
Bastards!... (Oops, I shouldn't have said that.)
On the original note... A probot hitting for 71-87 damage over 2.4 seconds is NOT any better than a probot hitting for 50 damage over 1.55 seconds. This is a not an improvement.
Sincerely.
>>I've been trying to break the 71 - 87 damage barrier, using the resources that I have and 7 Experimentation Boxes.
I know having experimentation affect the stats is exciting but I can't get excited about having such good experimentation numbers for such a small increase in effectiveness. Isn't the "new" probot firing slower than the old ones? Even with a higher damage that would mean it has a lower DPS.
>>The Patrol command is still working if you are in the area or not. You can even take a shuttle and your droid will still plod along happily on the path that you have set for it.
>>The Follow Targert Command is also working correctly, however if the target becomes approximately 120 meters away from the droid, the droid will auto-store back into your datapad.
Awesome...and even better since I think a droid with the patrol command disappears when you leave the area now. Can you try using the "befriend" command and see what happens when the owner gets far away the friend+droid? Now I'm just concerned about the instances when you accidently get too far away from your droid...stuck/lag issues.
One question about your last part about number of pets out...that's the way it works now... do you mean we're supposed to have less out at once?
GAHHHH!!!!
dagnamit!! lowering the probot level is gonna scuttle any missions for me :/
As master smugglers we only get the same missions as a Marksman Pistol4, due to mission level being based on your weapon mods, smugglers get no mods.
Grouping with my probot i could finnaly get missions over level 10, was getting 14-15, still fairly easy but at least i had to be awake to do em.
Now i'll be back to 10's...master smuggler hunting freaking Durni's...%&$&^
Ok, well I haven't learned any new information yet, since I went to log on TC right as it was going down of an update earlier, so I will comment on some of the things that have been asked or stated.
First off, thanks for the praise everyone. Its a good feeling to know that the info that I have been sharing is appreicated. It makes it all worth it, if it helps to benefit the community and raise spirits a bit. Can I get a brownie?
/rofl
The auto-store code that is on Test Center is not the same as the boundery stops on Live. From the infomation that I have been gathering, it appears that the pet auto-storing is actualy a bug related to these two fixes
- Pet following improved.
- Fixed a bug that would allow players to call more pets than they should have been able to call in some situations.
Hopefully this will be sorted out before it hits Live.
I can't remember if I stated it earlier, but all Droid levels and listed damage have been tweaked a little bit in this code. I haven't been noting down any of the damages listed on other Droids, since Probots are the focus of my testing, but they tend to stay in the same realm of the combat listing improvements already on Live. (Average of 5 point increase.) I've already made speculations on why these damage listings have been changed as well, but I won't know for certain until next patch.
Medium 40% armor is working, however I am able to beef up my Probots to Medium 40% armor with 2 Level 3 armor plates. I'll comment on this item later, after I level up a bit tonight and test out the Level 4 armor, and maybe even the Level 5 armor if I can find the resources.
Just to some this one up, the Patrol command is still working as intended and the Follow Other command is working, as long as the target is within 120 meters of the Droid. I would imagine that the Befriend command will work like it is intended, however that may be. ![]()
I still haven't given up hope that the Damage on the Probots can be increased a little more, becuase I realized that the the Probot chassises that I can been crafting are only 46% Effective still, due to the resources that I am using. I tried building a base Model Probot last night and ended up with almost the same damage rating as the Advanced Probot, but with only a 46% Effective Experimentation. I'm going to see if I can find someone in NU that will sell me some better Extrusive Ore and Chemical for this experiement, but I may have to wait until I can sample some my self.
As of this code, the 1 Pet/Droid/Perk limit is in effect. This means that any non-CH can only call on one of the three. The CL 10 pets are horrid for combat now. Their only saving graces are that they still have good damage and that they can be healed. Even my beloved Rock Beetle was hit so hard with the nerf bat that the it chringes at the sight of a pre-Patch Probot (not to be confused with a pre-Nerf Probot). You will be lucky to have a non-CH pet with 1k HAM and nothing for armor. This makes the Probot the only tank for a non-CH, that can take a few hits while you are incapped. As I stated earlier...You can't heal a pet while you are incapped.
Thats all for now....I'm off to the TC ![]()