Droid Engineer Archive
Thread: TC focus thread
# Droids crafted without either a combat module or armor module are level 1.
# Droids with either combat or armor modules will now increase the level in 5 unit increments up to a maximum of 30.
# Crafting a droid with combat modules will increase min damage, max damage, to-hit, and give the droid the ability to attack your current target. Combat modules will also add a bit of armor.
# Crafting a droid with armor modules will increase its general protection armor value at a greater rate than combat modules, and will also increase the droid's defense value. Armor modules will not affect the droid's to-Hit or min and max damage attributes.
# Players with older droid deeds and pcd's will be fixed retroactively.
Post your experiences.
- Does Health increase based upon the level increase?
- What are the level increments based on? Armor rating, Combat Rating, combonations of both?
- What ratings are needed to make each level bump?
- Does Battle Armor Segment quality make a difference in the defense value?
- Is the defense value capped to what ever is supplied by a Level 6 Armor module?
- Does the value increase based upon additional combat modules?
- Does stacking more then 1 Level 6 Armor Module offer a benefit?
- Does experimentation on the Armor module increase the defense value?
- What are some of the converted values on existing droids?
- Will combat droids still be able to attack any target, or will they only be able to attack the current target that is selected?
- Does Drashk really have a life outside of the game?
- What are the Health caps on all combat droids?
- Does Armor increase the level on non-combat droids?
- What is the damage cap on all combat droids?
- How much armor will a single Combat module add?
Jenden, something to look at as well.
Can Auto-repair, Medical, Stimpack, and maybe trapping add combat level as well? Those are modules that are only usefull in combat. Doesn't make much sense to make a tank droid if you are going to lose a lot of levels due to it.
Now is the time to ask for that while they are working on the code.
Straker_Atrella wrote:Jenden, something to look at as well.
Can Auto-repair, Medical, Stimpack, and maybe trapping add combat level as well? Those are modules that are only usefull in combat. Doesn't make much sense to make a tank droid if you are going to lose a lot of levels due to it.
Now is the time to ask for that while they are working on the code.
asking about this, no reply yet though.
All old droids are converting to the maximum stats
Armor is resetting to some lower value the second time the droid is called
R-units (and possibly other droids) have the ranged toggle again, but it is not functioning. Each time the ranged command is given, the droid says ranged attack mode ON then closes to melee and uses its ranged weapon. Repeatedly giving the command gives the resonse that ranged mode is ON each time.
HAM experimentation is gone. HAM levels are purely a formula based off of the level
armor seems to add 5 combat levels per armor level (so one level 6 armor module will max the dorid out at level 30)
Jenden wrote:
HAM experimentation is gone. HAM levels are purely a formula based off of the level
Well, I guess that makes sense and all, but wow, all that OQ 1000 chemical I bought...down the tubes...
RasalTheWise wrote:
Well, I guess that makes sense and all, but wow, all that OQ 1000 chemical I bought...down the tubes...
Jenden wrote:
HAM experimentation is gone. HAM levels are purely a formula based off of the level
Its first day TC and there area good number of bugs....
Health experimentation is more then likely bugged as well.
Ok. Here is what I have found so far... Updated with newer info
Droid Health vs Combat Rating
All droidchassishave the same base Health ratings, that are linked to the CL.Experimentation on the droid deed does not have any effect on any shown stat, including Health.
CL 1 = 108 Health
CL 5 = 594 Health
CL 10 = 1715 Health
CL15 = 2514 Health
CL 20 = 2923 Health
CL25 =3333 Health
CL 30 = 3742 Health
- Installing Droid Armor
- Installing Combat Modules
- Combining both.
Armor Modules provide a bonus of 5CL per level of droid armor.
Droid Armor Level 1 = CL5
Droid Armor Level2 = CL10
Droid Armor Level3 = CL15
Droid Armor Level4 = CL20
Droid Armor Level5 = CL25
Droid Armor Level6 = CL30
Combat Modules provide a bonus of 10CL per module installed, up to 3. provide 5CL per every 55 points of Combat Rating.
CL5 = 1 - 55 Combat Rating
CL10 = 56 - 110 Combat Rating
CL15 = 111 - 165 Combat Rating
CL20 = 166 - 220 Combat Rating
CL25 = 221 -275 Combat Rating
CL30 = 276 + Combat Rating
You can stack the effects of Combat Modules and Droid Armor together, inorder to gain the CL30 Rating. Simply add the bonus of the Armor Module to the bonus of the Combat Module.
Example - 1 Combat Module + 1 Level 1 Droid Armor Module = CL 15 (10+5)
Example - 1 Combat Module + 1 Level2 Droid Armor Module = CL20 (10+10)
Example - 1 Combat Module + 1 Level4 Droid Armor Module = CL30 (10+20)
Armor Effectiveness
Armor Effectiveness is influnced by both the Armor Modules that are installed and the number of Combat Modules that are installed. Armor Modules have a direct 1k per level ratio. (IE Level 1 = 1k and Level 6 = 6k)
Combat Modules provide 0.5k1k of Armor Effectiveness per 55 points of Combat Ratingmodule installed, up to 3k, or 276 Combat Rating 3 modules.
Armor Effectiveness can be stacked to provide a maximum rating of 9k.
Unfortunately, the Armor Effectiveness rating changes after the first time that te droid is called. To reproduce this effect, call the droid from a deed and store it. Call the droid a second time and inspect the datapad listings. The Droid will update to the below listed stats. Armor Effectiveness that is solely from Droid Armor will reverty toa 0 rating. Armor Effectiveness that is given by a combat module will revert to the following
CL10 = 0
CL15 = 0
CL20 = 20
CL25 = 783
CL30 = 1217
Combat Rating
The Combat Rating is currently not having any effect on the final build of a droid. The Combat Rating is no longer showing up in the Droid Deed crafting window, nor is it showing up on the final droid. The Damage output of a droid is completely based upon its CL rating.
CL 10
45 - 240 Damage
38to Hit / 38 Defense Value
CL 20
50 - 250
67to Hit /67 Defense Value
CL 25
56 - 268
76to Hit /76 Defense Value
CL 30
61- 284
81to Hit /81 Defense Value
Attack Speed
The Attack Speed rating appears to be MIA. A Droid no longer lists that attack speed that it has.
Droid Conversion
Combat Droids appear to have been converted to the maximum damage and armor, regardless of what the actual values were. As long as the droid has either a Armor Module or Combat Module present, it will gain the maximum rating available. (IE 1 Combat Module pre publish will produce a CL30 Droid with the highest damage listing.)
Message Edited by Drashk on 06-13-2005 08:47 PM
I think in theory I like the way this system could work, but right now, in practice I'm hating the way it seems to work.
No difference between chassis?
No point (or ability) to experiment on HAM/Dmg/Armor etc?
I've been taking a break, and when I looked and saw the headlines for coming changes I was pleased, but now, reading the results I am not so happy. I know its early in Testing, but they have to know this isn't gonna fly.
At the very least there were no issues with a non CH calling these higher lvl droids huh? I wonder what the Handlers are going to think...
Droid Health vs Combat Rating
Droid Health must be experimentable. It is possible for the existing system to handle experimentation on a final combine producing different results based on subcomponents, it happens all the time for Architects, Armoursmiths, Bio-Engineers, Chefs and Weaponsmiths (did I miss anyone out?). It needs to happen here for us too.
Health also needs to be different based on chassis, and significantly different too, to encourage diversity as Drashk noted.
Creature Level
I'm not sure I like level 3 armour providing a full CL30 in one hit. It means very few droids won't be level 30. Perhaps make it a 1, 2, 4, 6, 8, 10 progression, meaning that the Advanced BLL would finally have a use for its three armour slots (to get it to CL 30)!
Combat Rating
Again, must be experimentable and have an effect as currently on live. There are few enough ways for Droid Engineers to distinguish themselves as it is.
Droid Conversion
This is actually the biggest killer. There is absolutely no reason for anybody who has ever bought a combat capable droid to buy a new one, since they now have the best we can provide, even if it was originally an unexperimented R5 unit with crit-failed combat module.
Do the Probot and DZ-70 still have innate combat capability? This is something I'd like to keep, especially since increased chassis-dependant bonuses have been on or nearly on out top-5 list for a while now.
EnigmaBSc
Message Edited by EnigmaBSc on 06-10-2005 03:03 AM
psikobunny wrote:
I think in theory I like the way this system could work, but right now, in practice I'm hating the way it seems to work.
No difference between chassis?
No point (or ability) to experiment on HAM/Dmg/Armor etc?
I've been taking a break, and when I looked and saw the headlines for coming changes I was pleased, but now, reading the results I am not so happy. I know its early in Testing, but they have to know this isn't gonna fly.
At the very least there were no issues with a non CH calling these higher lvl droids huh? I wonder what the Handlers are going to think...