Droid Engineer Archive

Thread: Experimentation On What?

Ramsey_Lanclo
Tue Apr 27, 2004 11:55 pm
#1


Hello all,


I recently okay, a month ago, ground out Master DE (not hologrinding, actually wanted to do this - And I still can't seem to make much worthwhile...


Example:


I just tried making Lvl 6 Med Modules and couldn't get a single one past a med rating of "12" - Three of 'em in a combat cluster: 36??? Eh?


What am I doing wrong? Yes, I'm paying attention to the quality of materials... no... I don't have 900+ in everything, but 800+ _should_ yield better than a rating of 12...


I've been searching the boards here and at SWGCraft since I started the profession trying to find a guide that will tell me what is important to experiment on and what isn't... Much less what to experiment on individually... Durability, Effectiveness, etc...


Does a guide such as this exist? Where can I find it?


-Cynabar


Master Droid Engineer, Master Merchant, Master Artisan

Forest Bay, Naboo, Bria Galaxy



"Hokey religions and ancient weapons are no match for a good blaster at your side..."
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MrWizzard
Tue Apr 27, 2004 11:59 pm
#2

viewing the schematic in the crafting tool (before hitting next for the first time) will tell you what experimentation does what...

med modules are capped at 110 rating, the full effect...


data hits its max at 11 which yields 150
item storage hits its max there too, which yields 10 items


these are hard caps per droid... you cannot stack beyond that.





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Ramsey_Lanclo
Wed Apr 28, 2004 1:26 am
#3

Okay... I hadn't realized that a Medical Rating of 11 on the module translated to 110 on the droid... Very strange.


Thanks for the info...


Now to figure out why the ADV Surgical Droid I made only has a HAM of 37.


-Cynabar





"Hokey religions and ancient weapons are no match for a good blaster at your side..."
####################################################
####################################################
####################################################
####################################################}} Ramsey Lanclo
####################################################}} Scoundrel for Life
####################################################}} Captain of the Chicanery
####################################################}}
####################################################}} "Quiet, Jedi...
####################################################}} Grown-ups are talking."
####################################################
####################################################
####################################################


Straker_Atrella
Wed Apr 28, 2004 2:58 am
#4

I'm in kind of the same boat. recently made DE, planning on keeping it (not just cuase of this patch,) but trying to figure out what quality matters on and what it doesn't is killing me.



-------------------------------------------------------------------------------------------------------------------------
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.
Malitevv
Wed Apr 28, 2004 3:47 am
#5

I empathize with you guys. used to be that quality and experimentationmattered on almost nothing (except the Level based modules WHEN the level of the module is less than 5). now quality matters on a lot of the new stuff (combat modules, repair and reconstruction kits (and their components, etc.), but apparentlynot all of it, and it still doesn't matter on most of the old stuff.


It's good that quality and experimentation are starting to matter more, but now it is horribly inconsistent. and learning what is what is probably harder now than it ever was.


be happy though that the full stats are finally listed in the droids and the subcomponents before you finish crafting. THAT is going to help you a lot to figure out when experimentation is mattering and when it isn't.



but one tip: as a general rule (though not always true) if "effectiveness" is listed as one of the things to experiment on, that is usually the one you should be experimenting on.





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