Droid Engineer Archive

Thread: Is there 'experimentation'guide faq?

EuroTrash
Sat Feb 21, 2004 7:23 pm
#1

I make LVL4 Medical module - its med capability is 7..

I make lvl 1 and its med capability is 1.


I buy a 55 or 110 med module robot...?


Is there a guide what kind of materials with what stats are needed for experimentation?

Or am I missing something? Which parts (all?) do you need to experiement on?
AudioOrgana
Sat Feb 21, 2004 7:31 pm
#2

Experimentation does not matter on any component/module at this time.


All the talk of experimentation you see now is about the Droid Storage Compartment, which is useless to DE's - it's just a component we sell to other professions who's experimentation does matter.


The only way to get a 110 rated medical module is to actually make a level 6 module, or to stack two level 4's. And don't waste time experimenting on it - it will never get any better than a 110. Same with the rest of the modules.


Many of us speculate that the "mechanism quality" ratings on components do effect the chance of a crit fail on final assemble, but I have had very little problem with it so it doesn't seem to matter in actual use.


Audio
Kollos
Sat Feb 21, 2004 7:49 pm
#3






AudioOrgana wrote:

Experimentation does not matter on any component/module at this time.





Largely true, but in this particular case it's not.


Experimentation can be used to raise the module functionality rating of a leveled module. By doing that, you can use a pair of experimented Level 3 modules to get the same effect as a Level 6 module. Without experimentation, it takes a pair of Level 4 modules to get the same effect as a Level 6.



Kollos Orcslayer : Master Droid Engineer : Master Artisan

Droids by Kollos -840, 3980 Seacht, Naboo (NW of Keren)
Bounty Hunter Droids by Kollos 4924, 6107 550m SW of Kaadara
Vehicles and Master Artisan Components also available
paying 250k/point for Droid Assembly Skill Tapes, minimum of +4

EuroTrash
Sat Feb 21, 2004 8:07 pm
#4

Wow, vary quick and helpfull - thank you guys...


So is there a tranlsation chart - lvl 4 moduel is what med. capability?


- lvl 3 is what -etc?


Here is my story, I got DE as second Holo proff. Masterd on Adv. frame modules and than dropped to 0,0,0,4 - because am not Master Artisan and can't make any parts to sell droids...


Than had a friend make me schematics of all Master Artisan parts


Now thinking before I drop all DE (part is my 3rd holo told me master Pistoleer - and am 4,3,4,4 Pistoleer! lol) - so thinking can I make some droids - doing Master Merchant and am an Architect so have factories...


So - to recap my drunk blabling - nothing matters experimetnation just what module you use - maybe I train back to 2,0,0,4 DE and make some droids to put on my vendors... What sells ? (I know changes are coming but thats too far away) - 110 medic only? 55 medic? etc



Thanks!!!


AudioOrgana
Sat Feb 21, 2004 8:13 pm
#5






Kollos wrote:





AudioOrgana wrote:

Experimentation does not matter on any component/module at this time.






Largely true, but in this particular case it's not.


Experimentation can be used to raise the module functionality rating of a leveled module. By doing that, you can use a pair of experimented Level 3 modules to get the same effect as a Level 6 module. Without experimentation, it takes a pair of Level 4 modules to get the same effect as a Level 6.







LOL, learn something new every day.


I guess I never noticed because I never tried - I only make top level modules, and, correct me if I am wrong, the hard caps are still in place - I.E. you can't break 110 on medical, or 10 item storage, correct?


Audio

Virtanis
Sat Feb 21, 2004 8:17 pm
#6




Kollos wrote:





AudioOrgana wrote:

Experimentation does not matter on any component/module at this time.






Largely true, but in this particular case it's not.


Experimentation can be used to raise the module functionality rating of a leveled module. By doing that, you can use a pair of experimented Level 3 modules to get the same effect as a Level 6 module. Without experimentation, it takes a pair of Level 4 modules to get the same effect as a Level 6.




Largely true about AudioOrgania being largely true... but don't forget this wonderful bug we've discovered recently where two highly experimented Armor4's DO NOT equal a single similarly experimented Armor6.


Largely true all around folks, but to summarize: it's really too early to tell what the hell is happening.





"You Droid Engineers have had to suffer through some tough times. The Devs do not hate the profession and have plans to address some of the larger concerns."
- Q-3PO 10/23/03 1st Annual Droid Engineering Academy Awards

- Fortium - Master Droid Engineer - Master Artisan - Grumpy Advocate for Droids and DE's -
- Proprietor of CF Industries Droidworks -
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Kollos
Sat Feb 21, 2004 8:20 pm
#7

Hey, when you're a Wookiee, everything's large.

And that's correct, Audio. The hard caps are still in place... at least for now.

Message Edited by Kollos on 02-21-2004 07:26 PM



Kollos Orcslayer : Master Droid Engineer : Master Artisan

Droids by Kollos -840, 3980 Seacht, Naboo (NW of Keren)
Bounty Hunter Droids by Kollos 4924, 6107 550m SW of Kaadara
Vehicles and Master Artisan Components also available
paying 250k/point for Droid Assembly Skill Tapes, minimum of +4

Gribnitz
Sat Feb 21, 2004 8:20 pm
#8

Everything is about to change next patch anyway, so don't stick all these "rules" into your brain as set in stone. Big changes to experimentation for all classes and especially for Droid Engineers since we haven't had to deal with it since launch.



-------------------------------------------------------------------------------------
Gribnitz the Rodian with the glasses
Master Droid Engineer - Master Artisan

Did you know it is physically impossible to lick your own elbow?

Kauri Server shop located at -1155, -4532 only 900 meters South of Bestine
AudioOrgana
Sat Feb 21, 2004 8:27 pm
#9






EuroTrash wrote:

So is there a tranlsation chart - lvl 4 moduel is what med. capability?


- lvl 3 is what -etc?


So - to recap my drunk blabling - nothing matters experimetnation just what module you use - maybe I train back to 2,0,0,4 DE and make some droids to put on my vendors... What sells ? (I know changes are coming but thats too far away) - 110 medic only? 55 medic? etc









Yeah, I think you get the picture with your last statement - 110 medic and 10 item storage are all that sell. So you can either get the rating naturally (which requires named resources and MA parts) using Level 6 modules, or stack Level 3's that are experimented upon or stack two plain-jane Level 4's.


The only module that sells at lower levels for me is the data storage, only because it's pretty generous. Level 3 is 70, and Level 4 is 110 I believe - more than enough for the people that actually use them. That's the one caveat - very few people need them.


If you are simply looking to make money, the best selling droid I have is a Probot Adv with M40% armor, food/chem craft, and med 6, followed closely by Probot Adv with Repair and Level 6 item storage. R3's are also very popular - but they take dedication - two identical droid brains each from factory crates, which need 4 EMM's and 4 EGP's from factory crates as sub-components.


Audio
AudioOrgana
Sat Feb 21, 2004 8:35 pm
#10






Gribnitz wrote:
Everything is about to change next patch anyway, so don't stick all these "rules" into your brain as set in stone. Big changes to experimentation for all classes and especially for Droid Engineers since we haven't had to deal with it since launch.







Yes, it will be interesting to see what changes. I have a feeling the regular quality ratings on basic components (droid sensor packages, manipulator arms, etc.) won't change - it will simply effect the chance of crit fails on the frame. It will be the module and final assemble that will matter, meaning experimentation will "matter" on modules in terms of resources, and we'll just have to use good chemicals in the final assemble.


As long as the hard caps are in place (like with the upcoming six combat module limit) I think it's always going to be "easiest" to just make the higher level components and stack 'em up in the case of combat, and to just use the level 6's for regular modules - even with the extra subcomponents and named resources it will just be a "cleaner", more reliable process.


Audio

EuroTrash
Sat Feb 21, 2004 8:52 pm
#11

Thanks guys... IN ohter words only sellable droids are 40% armor probots and 110 medic - i.e. Master DE items?


What about crafting modules in droids? I know droid crafting does not stack with private crafting station - I know private craftig stations have different ratings (14.xx etc) - does it matter on droids?


Gribnitz
Sat Feb 21, 2004 9:11 pm
#12






EuroTrash wrote:

Thanks guys... IN ohter words only sellable droids are 40% armor probots and 110 medic - i.e. Master DE items?


What about crafting modules in droids? I know droid crafting does not stack with private crafting station - I know private craftig stations have different ratings (14.xx etc) - does it matter on droids?







No, you don't have to be a master to make the 40% probots or the 110 med modules. The advanced probot has 2 armor slots, stack 2 armor 4's in there and you got 40% (well, when they fix it that is). The advanced probot also takes 2 modules, stack 2 medical 4's and you got the 110.


To be honest, I had a lot of luck selling the lower medical and item storage droids on the bazaar when I was starting. Now that they raised the limit to 6K, a novice should be able to do that as well and make a whole lot more than I did.


The craft stations have never really been stated as being better with the higher experimentation. It is all conjecture and conflicting experiments by various people. The craft station droids do tend to sell well as long as it has item storage or medical along with it.





-------------------------------------------------------------------------------------
Gribnitz the Rodian with the glasses
Master Droid Engineer - Master Artisan

Did you know it is physically impossible to lick your own elbow?

Kauri Server shop located at -1155, -4532 only 900 meters South of Bestine
AudioOrgana
Sat Feb 21, 2004 9:38 pm
#13







Gribnitz wrote:





EuroTrash wrote:

Thanks guys... IN ohter words only sellable droids are 40% armor probots and 110 medic - i.e. Master DE items?


What about crafting modules in droids? I know droid crafting does not stack with private crafting station - I know private craftig stations have different ratings (14.xx etc) - does it matter on droids?







No, you don't have to be a master to make the 40% probots or the 110 med modules. The advanced probot has 2 armor slots, stack 2 armor 4's in there and you got 40% (well, when they fix it that is). The advanced probot also takes 2 modules, stack 2 medical 4's and you got the 110.


Yup. And don't worry about experimenting on them, for now at least - the only thing that can be experimented on with Probots ATM is the HAM, which means the difference between 820HAM and 830HAM. I.E., not a big deal.


To be honest, I had a lot of luck selling the lower medical and item storage droids on the bazaar when I was starting. Now that they raised the limit to 6K, a novice should be able to do that as well and make a whole lot more than I did.


Yes, I did as well - and that was back before even item storage worked properly. With the 6K cap, a new DE has a much better chance of financing grinding through the bazaar. The original poster has the MDE skills though, which is why I suggested the Probot Adv as the most popular item.


The craft stations have never really been stated as being better with the higher experimentation. It is all conjecture and conflicting experiments by various people. The craft station droids do tend to sell well as long as it has item storage or medical along with it.


The one thing we do know is that stacking of craftingmodules does not work (I'm positive this has been stated by the Devs) - i.e. two weapons crafting stations are no better than one. The actual meaning of the crafting rating is what is in question, and I believe it's been stated by the Devs that the intention is for the number to factor in to the chance of critical failures. I generally experiment as high as possible with the crafting stations, but don't break my back over it - as every actual test has shown the effect to be negligible at best.








Audio

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