Droid Engineer Archive

Thread: Best Combat Droid After Publish 18?

Sodan-droiddreamer
Sat Jul 30, 2005 3:16 am
#1

Jenden mentioned this configuration as the best combat droid in a previous thread:



now the best droid for combat hands down is the R3 adv. with 3 combat modules, a level 6 armor, and 3 auto-repair. Before different droids had different purposes, now its just which one has more module slots.


Is this true? I thought all you needed to max out health and damage was a lvl 6 armor mod after Pub 18. Does a lvl 6 armor mod by itself in an R3 result in a droid with combat ability? Or do you need the 3 combat modules to top out damage?


If you top out an R3 with HAM and damage, how many modules do you have left? Same question for the probot. Advanced versions of both of course.



Sodan Droiddreamer (GEGN)
Sodan's Exotic Droidgarten - In Bohemian Grove (Geigen Shuttle), Tatooine (6156 7275)
Drashk
Sat Jul 30, 2005 3:34 am
#2

It is, from a certain point of view. Here is the full scoop on this subject. Droid Armor Module Armor Effectiveness + Combat Module Rating Armor Effectiveness = Best Droid. Unfortunately, this is only true if armor did not reset to 1217 after the droid is called the second time around. If this issue was fixed, then a droid would need 1 Armor 6 and a 276+ Combat Rating to achieve the 9k Armor Effectiveness.


Droid Armor Level 1 = 1k Armor Effectiveness
Droid Armor Level 2 = 2k Armor Effectiveness
Droid Armor Level 3 = 3k Armor Effectiveness
Droid Armor Level 4 = 4k Armor Effectiveness
Droid Armor Level 5 = 5k Armor Effectiveness
Droid Armor Level 6 = 6k Armor Effectiveness


1 - 55 Combat Rating = 0.5k Armor Effectiveness
56 - 110 Combat Rating = 1.0k Armor Effectiveness
111 - 165 Combat Rating = 1.5k Armor Effectiveness
166 - 220 Combat Rating = 2.0k Armor Effectiveness
221 - 275 Combat Rating = 2.5k Armor Effectiveness
276 + Combat Rating = 3.0k Armor Effectiveness


Since Armor caps out at 1217, after the second call, and Health is completely based on the CL of the droid, you only need the equvilent of Level 6 armor and one Combat module, of any rating.


Here are the full details from Publish 18.

Message Edited by Drashk on 07-30-2005 03:35 AM





Making SWG more Star Warsy. One droid at a time.
Sodan-droiddreamer
Sat Jul 30, 2005 3:44 am
#3

Thanks, Drashk. Knew I could count on you late at night. Tried to send you tells IG, but don't know what toon you're on.


So what about this config:


Adv R3 lvl 6 armor, one combat mod, lvl 6 med module and the rest auto-repair


Does auto-repair cap out? What if I went with lvl 6 armor, one combat mod, and the rest auto repair? That seems like the best pure damage and tanking droid right now.


Breaks my heart to finally break down and buy a combat R-Unit.



Sodan Droiddreamer (GEGN)
Sodan's Exotic Droidgarten - In Bohemian Grove (Geigen Shuttle), Tatooine (6156 7275)
Drashk
Sat Jul 30, 2005 3:56 am
#4

I'm on TC-Bria as Kirishi and Dralous running around finding new pet Abilities to report. /t TestCenter.Kirishi or /t TestCenter.Dralous


At this point in time, Auto Repair is only really useful if you leave your droid out for a while. The 10 second per pulse isn't extremely effective at healing the droid during combat, since high end modules typically end up in the 22 - 23 Repair Range.


A Level 6 Medical Module is by far the best choice to throw in the droid, if you have even Novice Medic, since it will boost all levels of Bacta Shot by 450 points. I'm not sure the exact numbers on other healing types, but there is a significant increase at the lower levels.


So. 1 Medical Module. 1 Combat Module, Level 6 Armor, and any other useful modules that you may need. If you have nothing else to put in it, then sure, use the Auto-Repair Modules.


Also keep in mind that you can currently heal your droid using any medical skills. When used in conjunction with Repair Kit Ds, a droid can usually take on CL35s with little to no problems.






Making SWG more Star Warsy. One droid at a time.
RHYN0X
Sat Jul 30, 2005 4:38 pm
#5

Why not 2 lvl 4 armor modules? same max armor, less resources and no armor segments needed....



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