Droid Engineer Archive

Thread: Detonation Modules bugged?

GrayGh0st
Mon Jul 25, 2005 11:51 am
#1

Ok, someone explain this one.


Just went to build some detonation modules.


822 CD / 973 OQ Copper

986 OQ Inert Gas

1000 OQ Tolium Reactive Gas


Max expermential 93% with this combo


detonation power 9


Not a misprint and not the bug that experimental values are not updating the final product was only a useless 9 power. It should have been up in the 52/53 range on detonationwith that set of parts.


Glad I only made schemetic and run one to test otherwise I'm just ruining 1000 OQ Tolium.


Oalken
Drashk
Mon Jul 25, 2005 11:59 am
#2




GrayGh0st wrote:

Ok, someone explain this one.


Just went to build some detonation modules.


822 CD / 973 OQ Copper

986 OQ Inert Gas

1000 OQ Tolium Reactive Gas


Max expermential 93% with this combo


detonation power 9


Not a misprint and not the bug that experimental values are not updating the final product was only a useless 9 power. It should have been up in the 52/53 range on detonationwith that set of parts.


Glad I only made schemetic and run one to test otherwise I'm just ruining 1000 OQ Tolium.


Oalken




Er.....


10 is the maximum rating on a single Detonation module. 93% experimentation will net you a 9 rated module. In order to get higher ratings, you have to stack the modules together.....


I'd suggest a bit more getting to know the profession, since it sort of appears that you went straight to master. Thats not intended as a slight, but rather as a very very useful suggestion.







Making SWG more Star Warsy. One droid at a time.
Straker_Atrella
Mon Jul 25, 2005 1:12 pm
#3






DFazin wrote:
With that said, why when a droid does have a mod it it, and I am on my MBH, why is it when I try to set it off that it tells me there is no Mod installed?





What is the detonation power on the droid you are trying to use? Do you have the droid selected when you are telling it to blow up?



-------------------------------------------------------------------------------------------------------------------------
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.
Straker_Atrella
Tue Jul 26, 2005 12:34 am
#4

What Drashk said. You need multiple modules, judging by your resources, if you stack them in an R3, you can probably hit about 58 Power. That takes 6 modules.


Also what may confuse you is that MSEs get a bonus of +10 per module, so even with only 2 modules can theoretically hit 40, 39 is more likely.



-------------------------------------------------------------------------------------------------------------------------
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.
GrayGh0st
Tue Jul 26, 2005 12:36 am
#5

Thanks for the prompt answer.


As it's not a slight at all I did just grind DE - credits/resources/ect have little value to me so a grind macro was used. If you hologrind it you shouldn't be insulted when someone points out your lack of knowledge as you didn't learn your craft on the way up.


Yep I have a strong learning curve ahead of me I see. Old DE quit us some someone had to do it.


Oalken
DFazin
Tue Jul 26, 2005 12:47 am
#6

With that said, why when a droid does have a mod it it, and I am on my MBH, why is it when I try to set it off that it tells me there is no Mod installed?



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