Droid Engineer Archive
Thread: Explanation of 12pt craftspeople
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Opae
Mon Mar 21, 2005 9:23 am
#1
Hey All
I just started playing SWG again after a 6 month break. I am a Master DE and Master Artisan. Can somebody point me towards an explanation of this 10, 11 and 12 pt crafter concept. I understand that 12 is good but how do I get there, etc.
Thanks!
Opae
I just started playing SWG again after a 6 month break. I am a Master DE and Master Artisan. Can somebody point me towards an explanation of this 10, 11 and 12 pt crafter concept. I understand that 12 is good but how do I get there, etc.
Thanks!
Opae
Jenden
Mon Mar 21, 2005 9:30 am
#2
Refers to the number of experimentation points you have. For every 10 points of experimentation skill, you get another experimentation point (up to a max of 12). So normally a master has a skill of 100, so 10 points. If you get skilltapes that add up to +10 to your skill, then you'll have 11, and if they add up to +20 then you'll have 12.
DarthRoe
Mon Mar 21, 2005 9:31 am
#3
The points are referring to Experimental Points, of which you get an extra one for every 10 droid experimentation bonus (i.e. +100 is 10 exp. points, +110 is 11, +120 is 12...).
EnigmaBSc
Mon Mar 21, 2005 9:37 am
#4
Just to add that the maximum experimentation bonus you can get for droids from skill tapes is +25. Anything above that will not count, which is why 12 points is the best you can get (100 droid experimentation skill from the profession plus 25 droid experimentation skill from skill tapes = 125 droid experimentation skill = 12 experimentation points). The tapes you'll want are "Droid Experimentation +x" tapes, where +x is the bonus they provide. Experimentation tapes are always clothing attachments, never armour attachments, and tapes with the same bonus will not stack in the same piece of clothing.
Note that extra experimentation tapes will not allow you to get better results on most droid items because any single line of experimentation can be maxed out with just 10 experimentation points. The only places that the extra points will help out are in recovering from critical failures/good successes that would otherwise leave you with a suboptimal product if you only had 10 points and on items with multiple lines of experimentation that actually do something, like stimpack dispenser modules, interplanetary survey droids, repair modules and probably a couple of others that I'm not remembering right now. I'd wager a complete list could probably be found in the DE 101 sticky though.
EnigmaBSc
Note that extra experimentation tapes will not allow you to get better results on most droid items because any single line of experimentation can be maxed out with just 10 experimentation points. The only places that the extra points will help out are in recovering from critical failures/good successes that would otherwise leave you with a suboptimal product if you only had 10 points and on items with multiple lines of experimentation that actually do something, like stimpack dispenser modules, interplanetary survey droids, repair modules and probably a couple of others that I'm not remembering right now. I'd wager a complete list could probably be found in the DE 101 sticky though.
EnigmaBSc
Message Edited by EnigmaBSc on 03-21-2005 08:39 AM
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