Droid Engineer Archive

Thread: TC focus thread

Shmook
Sun Jun 12, 2005 9:34 pm
#40


I guess my problem really lies with the level system but there's not much chance in changing that. Thinking ofcharacters in the CURB system, the combat level really influences defense, or damage reduction. Damage output is determined by our weapon and/or skills. So I guess it would make the most sense to have droidCL and armor entirely dependent upon the presence and quality of armor modules. Likewise, damage output should be dependent upon the presence and quality of combat modules.


I understand what you mean that "it's working quite well" but I don't like the way it's working regardless. If we don't divorce the relationship between defence, damage output, and combat level, then we will all be producing the same droid. I just don't like the the fact that a novice and a master can produce the exact same quality, nor do I like the fact that two different masters, no matter how different their droid-producing capabilities may be, will also produce the exact same quality droid.


I'm also trying to think about how the different modules will be placed in a droid. As it stands now, we'll all just be producing Advanced R3's with 1 Level 6 Armor module, and 2 Combat modules, and then 4 auto-repair modules in order to max damage output, health, cl (and damage reduction as a result), and then add a little bit of auto-repair to fill out the slots and provide the regeneration that everyone got used to. If damage output is related to combat modules and defense/CL is related to armor, then we can have a bit more variety.


For example, the "standard combat R3" with 6 combat modules plus armor for max damage and defense. A "healing combat R3" that lowers the damage but keeps the defenses and adds some healing. The tank from pre-CU, with 1 combat but 5 auto-repairs and max armor. The point is that there is flexibility to alter the offense and the defense. Also, consider other types of droids, just as the harvestor model. It would be nice to offer high defense but no offense, so I can put in 6 harvesting modules.


With the current system, this variety is not possible. Of course, along with all of this, I'd like experimentation and resource quality to matter too!


I'm not trying to be too negative, but I honestly hate the look of this change. I don't like the idea of being a commodity producer and these changes seem to be a rather bad attempt at making our combat droids more useful to the population.I agree thatthis is great for playersbut at our expense. Honestly, if that's how they want droids to be, then why not just have them given out by NPC's and shut us down completely. This is just stinky.



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Atan
Mon Jun 13, 2005 2:44 am
#41






Drashk wrote:

Armor Effectiveness


Armor Effectiveness is influnced by both the Armor Modules that are installed and the number of Combat Modules that are installed. Armor Modules have a direct 1k per level ratio. (IE Level 1 = 1k and Level 6 = 6k)


Combat Modules provide 1k of Armor Effectiveness per module installed, up to 3k, or 3 modules.


Armor Effectiveness can be stacked to provide a maximum rating of 9k.


Unfortunately, the Armor Effectiveness rating changes after the first time that te droid is called. To reproduce this effect, call the droid from a deed and store it. Call the droid a second time and inspect the datapad listings. The Droid will update to the below listed stats. Armor Effectiveness that is solely from Droid Armor will reverty toa 0 rating. Armor Effectiveness that is given by a combat module will revert to the following


CL10 = 0
CL15 = 0
CL20 = 20
CL25 = 783
CL30 = 1217








There is more to the new System than this. I created 2 Combat Probots (5 Combat Mod. + 2 lvl 6 Armor), one with experimenting on the mods (CR~300+, AR 12 (*2) ), one without (CR ~ 100+, AR 11 (*2) ).

The Probot on which i experiemented got a Armor Effectivness of 9000, the non-experimented got 7000.




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Corran950
Mon Jun 13, 2005 3:57 am
#42

this morning i made a few R5's to see if there was a differance in experimented modules and non-experimented modules. when i called them out in the datapad there was a differance.


R5 Droid (1 Non-Experimented Combat Module)


Health 600

Combat Level 5

Armor Effectiveness 0

To Hit 21

Defense Value 21

Damage 30-180

Ranged Attack Yes



R5 Droid (1 Experimented Combat Module)


Health 1715

Combat Level 10

Armor Effectiveness 1000

To Hit 38

Defense Value 38

Damage 45-240

Ranged Attack Yes


I apologise in advance if the numbers dont match exacly, i forgot to wright them down before i logged off.




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Obo_alCan
Mon Jun 13, 2005 6:07 am
#43



It seems to be like this (tested without installed armor):
CR AE
-------------------------

0-50 500
50-100 1000
100-150 1500
150-200 2000
200-250 2500
250-xxx 3000



I'm seeing slightly different numbers. Not tested across the whole scale yet, but just at the very bottom.

I made 4 R5 droids each with one combat module and no armour.
The combat rating of the combat modules were: 7, 16, 54 & 61.

The stats on the first three droids were all the same:

CL: 5
Health: 594
Armor Eff: 500
Damage: 30-185
Def Val: 21
To Hit: 21

The last droid, with a 61 CR, was:

CL: 10
Health: 1715
Armor Eff: 1000
Damage: 45-240
Def Val: 38
To Hit: 38

From those numbers I would say the difference between jumping 5 levels is a rating of 55 on a Combat module, which is half of it's 110 max rating. We would need to go up the levels to be sure.

So what I can see atm:
Armour Effectiveness = (100 * CL) [combat modules only]
5 CL every 55 CR

Stats on combat modules DOES matter, but it's so simplified it's pointless. Why does it have to jump by 5 CLs? Why can't it be 1 CL every 11 CR? That's an easy straight forward change.
At least put some sort of challenge into it.

Message Edited by Obo_alCan on 06-13-2005 02:08 PM

Message Edited by Obo_alCan on 06-13-2005 02:09 PM





Obbo al'Can Master Artisan, Master Shipwright, Master Droid Engineer
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Electro5
Mon Jun 13, 2005 7:29 am
#44

Well, I can't test any of this myself because I already have too many characters to make a new one, but from what I'm reading, sounds bad.


Expirimentation has no effect on Health? Jeez, thats the only thing it had effect on in the first place, how could they remove that. We can't effect movement speed, reaction time, or anything that we should be able to. Bio Engineers, the closest crafting profession to DE, can expiriment on Health, Health Regen, Attack Speed, Defense Value, Aggro Rate, Critical Rate, Critical Save rate. And once Publish 18 hits,creature special attacks will be back in, so thats another thing they can change, though not with expirimenting.And now DE's get nothing?


Combat efficiency maxing out with level? No longer dependant on combat modules for the stats, you just max it out using armor and then add 1-2 combat modules so it has an attack command? What the heck is this? We need stats dependent on the number of combat modules, and more importantly, the combat rating granted by the modules. Its the only thing that makes the different droids unique (well, that and the innate combat effectiveness for the Probot and DZ-70, which I guess are gone too).Its the only thing that makes quality combat droids different from some random respec guy who has a bunch of crap resources.


Armor modules effect resistance initially, then revert back to a pre-determined value based on level? Assuming its a bug, and needs to be fixed. Giving droids 50% armor will go a LONG way to making them effective tanks. A lot longer than increasing the level to 30 would ever do. And they should be, if you make them to be. Maybe not something like a Probot, but the Astromechs and the LE Repair should be, for sure.


Here's what I see that needs to happen:


~ Armor modules need to keep the values given upon first unpacking the droid. What might work, is now that the Health is the same for all droids, leave it that way (expirimented on again, of course). Instead, lower the defensive value of the armor modules, and add innate bonuses to the astromechs and the LE Repair Droid. Maybe a level 6 armor module adds +2000 to the armor value. Astromechs have an innate +2000 to armor value, and the LE Repair Droid has a +6000 innate value. Adds uniquness to the droids and also keeps it similar to the pre-patch thinking of the astromechs and LE being tanks while the Probot and DZ are for damage.


~ Put back in Health experimentation. We need this, and honestly we need more than this to expiriment on. I would like to see experimenting on Movement Speed, Attack Speed, Battery Life, and Aggro Bonus (especially for tanks). I would also like to see some ability to change damage type (Energy and Kinetic are obvious, but Heat damage and such being added), and also some way to add 1-2 special attacks to a droid. Not pet type special attacks, I'm talking giving the droid a player-oriented special attack, EG Quick Draw (marksman skill). There would be no way to trigger it, the droid would use it on it's own every once in a while. But at the VERY least, we need to retain our Health experimentation.


~ Put back in damage experimentation based on the combat rating granted by the combat modules. Give the DZ-70 and Probot innate damage bonuses again, to fit them into a damage dealing role. We have so little that is effected by quality, Combat Effectiveness is one of the main ones. Again, you get uniqueness because different droids hold different numbers of modules, so you have different combat abilities. And you continue to have a defining line between combat droids and non-combat droids, rather than having just 1-2 slots needed for combat modules and then filling the rest with anything else the customer needs, eliminating the need for additional droids (which is our only droidbusiness without any sort of Decay).



With those 3 things happening, I could see a vast improvement of the combat capabilties of droids, and retension of the unique aspect of each, however small it may be.


But, I'm thinking a bit negative to these changes. Consider this: The developers intended to get rid of Health experimenting, and make combat level determine armor, damage, and Health. This is because there are complaints that droids no longer have healing, and in order to be good tanks they have to have full combat modules to do enough damage to tank. In order to be an effective tank, they have to have Auto-Repair Modules, and if they do they are unable to do enough damage to keep aggro. So, to fix the problem, they are taking the easy way out (of course). They are allowing droid level to be maxed very easily, so that the damage (which is based on level) can be high enough to tank, while still allowing the droid to have enough space for Auto-Repair Modules.


I hope not, but it wouldn't surprise me honestly






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Electro5
Mon Jun 13, 2005 7:30 am
#45


Gah, double post, bad!

Message Edited by Electro5 on 06-13-2005 07:30 AM



Bria - Electro (N) ~ Shadowfire - Hydrolus (R) ~ Sunrunner - Zaxu Trizki (I) ~ Ahazi - Xonoryt (R) ~ Gorath - Geitizo Nimoirist (I) ~ Radiant - Tygran Virfais (N)
Jenden
Mon Jun 13, 2005 10:29 am
#46

One thing to consider... with droid HAM being entirely dependent on CL, and the CL able to be maxed out by a single level 6 armor module, we can now have fairly hardy MSE bomb's.



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Obo_alCan
Mon Jun 13, 2005 10:37 am
#47

BTW I tested out a bomb droid and I didn't see any mention of the 10% extra elemental damage. Although I couldn't check my combat spam options as I keep crashing when trying to open the options window.





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Warryyr
Mon Jun 13, 2005 10:39 am
#48

If the droid is grouped, let's say with it's CL80 owner, will the droid's CL be affected by the group, like PC group members? Just curious.

Drashk
Mon Jun 13, 2005 10:44 am
#49

Droids, and pets in general, are not effected by the CL of anyone that they are grouped with. Droids keep the CL that they have, regardless of grouping conditions. It was made this way so that CHs wouldn't have 3 CL80 pets and 1 CL80 Droid, if they were a maxed out template and grouped.


The CL change that you are seeing on a droid, when grouped, is a display error issue.







Making SWG more Star Warsy. One droid at a time.
Electro5
Mon Jun 13, 2005 1:03 pm
#50






Drashk wrote:

Droids, and pets in general, are not effected by the CL of anyone that they are grouped with. Droids keep the CL that they have, regardless of grouping conditions. It was made this way so that CHs wouldn't have 3 CL80 pets and 1 CL80 Droid, if they were a maxed out template and grouped.


The CL change that you are seeing on a droid, when grouped, is a display error issue.







It may not change any of the stats, but it does change the damage multiplier now that pets are subject to it. Try using your level 18 droid against something that is level 80 and watch it get completely destroyed. Then group it, and watch it still lose badly, but it won't be taking 1k+ damage each hit at least, and it won't be doing 20 damage a hit.



Bria - Electro (N) ~ Shadowfire - Hydrolus (R) ~ Sunrunner - Zaxu Trizki (I) ~ Ahazi - Xonoryt (R) ~ Gorath - Geitizo Nimoirist (I) ~ Radiant - Tygran Virfais (N)
Drashk
Mon Jun 13, 2005 1:26 pm
#51






Drashk wrote:

CL 10
1715 Health
45 - 240 Damage
38to Hit / 38 Defense Value





These are the exact same stats that my all of my CL10 /tamed pets have.


I bet if we compared all of the droids, to a /tamed pet of the same CL, the stats would be exactly the same, however Droids do not regen themselves, at the same rates.


If the droid changes are intended, with the removal of health and damage experimenation, then this fact needs to be pointed out.






Making SWG more Star Warsy. One droid at a time.
Atan
Mon Jun 13, 2005 1:46 pm
#52

Could you try to tame a lvl 30 Creature to see if its Armor Eff. is 1217 too?




Infinity:
Atan Schmitz (Retired Master Droid Engineer, whatever SOE calls him)
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Currently looking into renewing my Subscription.
It is tentavely scheduled for Publish 29, but it might be pushed back to "soon"©

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