Droid Engineer Archive

Thread: TC focus thread

ninerOciag
Mon Jun 13, 2005 1:48 pm
#53

Im so worried about this


I know the customers will like the new system but as a crafter i will hate it. There is absolutley no challenge to crafting, if my understanding of this new system is correct.

Droids will never be a high volume/profit market. So then that begs the question why would anyone want to continue being a DE?


Jenden, are you in there fighting for our profession and if so have you hear anything back?

Do i misunderstand what is happening or am i correct when i think that searching for the absolute best in chemicals and copper is now an utter waste of time.
Drashk
Mon Jun 13, 2005 1:55 pm
#54




Atan wrote:

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




The toon that I am on right now is only Novice CH.


I'd bet my right manipulator arm that this is the case though.







Making SWG more Star Warsy. One droid at a time.
Obo_alCan
Mon Jun 13, 2005 2:02 pm
#55

I'll have to check it again later on, but I turned my character into a Master Ranger and had a look at the stats of a droid I had made, and the Damage and To Hit numbers in the examine window, via Creature Knowledge, were different compared to the numbers in the datapad.

Is this some sort of known Ranger issue with all craetures, or is it specific to our droids?





Obbo al'Can Master Artisan, Master Shipwright, Master Droid Engineer
al'Can Droids 775 -3955 Coronet

Oboal Master Commando. Master Swoop Racer!
Drashk
Mon Jun 13, 2005 2:06 pm
#56




Obo_alCan wrote:
Is this some sort of known Ranger issue with all craetures, or is it specific to our droids?




Yes.


I'm pretty sure that it is a general Ranger issue, based upon the skill rating of the Ranger, compared to the skill ceiling.


If I'm not mistaken, this is across the board for all/most creatures/droids that a Ranger /examines.






Making SWG more Star Warsy. One droid at a time.
Atan
Mon Jun 13, 2005 2:58 pm
#57

Another strange thing about the droids is that the health number in the datapad does not match the health of the called droid.

Its off by like1-9 numbers, rounded down to the next decade ( ~3337 goes to 3330, dont remember the actual values)




Infinity:
Atan Schmitz (Retired Master Droid Engineer, whatever SOE calls him)
Traal (Bounty Hunter, 13 confirmed Kills)
Currently looking into renewing my Subscription.
It is tentavely scheduled for Publish 29, but it might be pushed back to "soon"©

Straker_Atrella
Mon Jun 13, 2005 3:07 pm
#58






Electro5 wrote:






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.






I tested this out a little while ago, and damage dealt and received did not change, grouped or not grouped with a level 80.


So to summarize Combat Modules do make a difference CL wise, but the level is set so low it is a moot point. With one Armor Module you max the CL anyway so the combat modules don't matter? Is that what everybody is seeing?


In a weird twisted way, it's liekthey are trying to help us, but they are doing it without getting our inputs.






-------------------------------------------------------------------------------------------------------------------------
Droid Vendor at Resurection near Theed on Naboo -5757 6222. Both carry a wide variety of maxed Droids, I also carry every type of Droid and Droid supply.

*Straker Atrella: Dark Jedi * Atrella's Wench: Master Droid Engineer / Artisan / Scout / Merchant * Dark Vortex: Ranger / Rifleman * Havana:Musician / Dancer / Image Design * Enigmatica : Doctor / Swordsman* CrazyEyes: Role playing BH.
Drashk
Mon Jun 13, 2005 3:14 pm
#59





Straker_Atrella wrote:

So to summarize Combat Modules do make a difference CL wise, but the level is set so low it is a moot point. With one Armor Module you max the CL anyway so the combat modules don't matter? Is that what everybody is seeing?


In a weird twisted way, it's liekthey are trying to help us, but they are doing it without getting our inputs.





A Level 6 Armor will give the max CL rating. It won' confer the damage rating, unless 1 Combat Module is installed. 1 Level Armor Module and 3 Combat Modules are needed to produce a CL30 Droid with 9k Armor Effectiveness, but this rating is not sticking on the second call, but is present for the entire first call.


If Health and Damage Experimenation was to worked out, then the next issue with this Publish would be the removal of Combat Droid roles. (R-units compared to LEs compared to Probots/DZ70s.)


If the roles are being removed, then the Adv R3 will be the only droid that the min/maxers will ever want. If thats the case, then the entire system of droid crafting needs to be reworked, similar to armor, so that any droid can have upto 6 modules.






Making SWG more Star Warsy. One droid at a time.
Straker_Atrella
Mon Jun 13, 2005 3:33 pm
#60

So if I put in 2 level 6 armor modules, and say 2 level 108 combat modules, could I hit level 30? If that is the case, then experimenting on the moduels may at least give you an extra module slot. Not much, but it is something.



-------------------------------------------------------------------------------------------------------------------------
Droid Vendor at Resurection near Theed on Naboo -5757 6222. Both carry a wide variety of maxed Droids, I also carry every type of Droid and Droid supply.

*Straker Atrella: Dark Jedi * Atrella's Wench: Master Droid Engineer / Artisan / Scout / Merchant * Dark Vortex: Ranger / Rifleman * Havana:Musician / Dancer / Image Design * Enigmatica : Doctor / Swordsman* CrazyEyes: Role playing BH.
Drashk
Mon Jun 13, 2005 3:39 pm
#61




Straker_Atrella wrote:
So if I put in 2 level 6 armor modules, and say 2 level 108 combat modules, could I hit level 30? If that is the case, then experimenting on the moduels may at least give you an extra module slot. Not much, but it is something.




1 Level 6 Armor Module will give you the CL30. 1 Level 6 Armor Module and 1 Combat Module will give you a CL30 Droid with 7k Armor Effectiveness and Max Damage.







Making SWG more Star Warsy. One droid at a time.
psikobunny
Mon Jun 13, 2005 3:56 pm
#62

If this was answered already, please forgive me, I've not been keeping up on DE as I should.


Does a trapping module still give a droid the "combatant" AI behavior? Used to be a trapping droid would not run from a fight like a pure Harvester would.


I only ask because if it does, then wouldn't this be a good congiuration for a Tank droid? Fully armored with a trapping module, stays and fights, but dies no damage. I know damage dealt by a pet doesn't matter in terms of xp loss nowadays, but it would be a way to make simpler cheaper CL30 defense droids, wouldn't it?





Gilack Mehoipou [Bloodfin]


Quintuple Master- Marksman/Squad Leader/Rifleman/Vortex Pilot/Politician


Made it before all hell broke loose.



Drashk
Mon Jun 13, 2005 4:02 pm
#63





psikobunny wrote:

If this was answered already, please forgive me, I've not been keeping up on DE as I should.


Does a trapping module still give a droid the "combatant" AI behavior? Used to be a trapping droid would not run from a fight like a pure Harvester would.


I only ask because if it does, then wouldn't this be a good congiuration for a Tank droid? Fully armored with a trapping module, stays and fights, but dies no damage. I know damage dealt by a pet doesn't matter in terms of xp loss nowadays, but it would be a way to make simpler cheaper CL30 defense droids, wouldn't it?




Only the combat module currently gives the attack function, which keeps a droid from running off.






Making SWG more Star Warsy. One droid at a time.
Straker_Atrella
Mon Jun 13, 2005 4:44 pm
#64






Drashk wrote:




Straker_Atrella wrote:
So if I put in 2 level 6 armor modules, and say 2 level 108 combat modules, could I hit level 30? If that is the case, then experimenting on the moduels may at least give you an extra module slot. Not much, but it is something.




1 Level 6 Armor Module will give you the CL30. 1 Level 6 Armor Module and 1 Combat Module will give you a CL30 Droid with 7k Armor Effectiveness and Max Damage.







Drashk, why did you say earlier then that you needed 3 combat modules?



-------------------------------------------------------------------------------------------------------------------------
Droid Vendor at Resurection near Theed on Naboo -5757 6222. Both carry a wide variety of maxed Droids, I also carry every type of Droid and Droid supply.

*Straker Atrella: Dark Jedi * Atrella's Wench: Master Droid Engineer / Artisan / Scout / Merchant * Dark Vortex: Ranger / Rifleman * Havana:Musician / Dancer / Image Design * Enigmatica : Doctor / Swordsman* CrazyEyes: Role playing BH.
Drashk
Mon Jun 13, 2005 5:00 pm
#65




Straker_Atrella wrote:
Drashk, why did you say earlier then that you needed 3 combat modules?




3 Combat Modules and 1 Level 6 Armor Module will stack to give the droid a 9k Armor Effectiveness rating, which appears to be the 100% maximum rating that we can make a droid. With only the 1 combat module, the droid would be 7k.







Making SWG more Star Warsy. One droid at a time.
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