Droid Engineer Archive

Thread: Questions about making these droids of ours

Velneth
Mon Nov 22, 2004 2:14 pm
#1

Look at your resources. Examine them. They have a list of numbers, attributes of Entangle Resistance, Cold Resistance, Conductivity, Decay Resistance, Heat Resistance, Mallability, Flavour, Potental Energy, Overall Quality, Shock Resistance and Unit Toughness. Not all resources will have the full array of stats. The higher these numbers, the better.

Look at your schematics. They have differnt types of experimental properties, and it tells which attributes influence each property.

You want to use the resources that are high in the attributes the schematic use (the other ones normally don't matter at all).

A lot of components, quality doesn't matter. Experimentation doesn't improve anything.

The short list of things that should be experimented, if I remember correctly, is:
Combat Modules
Auto Repair Module
Creature Harvest Module
Detonation Module
Stimpack Dispensor Module

Final Combines

Interplanitary Survey Droids

Reconstruction Kits
Repair Kits

Capacitor Discharge Unit
Diagnostic Curcuit
Redundant Power Supply
Repair Unit Casing
Unit Delivery Cartrigde

Droid Customisation Kits

To a lesser degree the various Leveled modules (Medical, Item, Data) can be experimented as well. But for the most part, people just stack unexperiemented modules to improve their effectiveness.

Experimental Effectivenes is what you experiment for HAM in the final combines, normally influenced by the Overall Quality of your Chemical So a high OQ is important there.

I'm sure if I'm wrong somewhere, someone will point it out, and clarify anythign I've muddled...





**************************
Sooong peetch alay D'emperiolo koochoo.
Track me: SOE Forums SWGCraft
EnigmaBSc
Mon Nov 22, 2004 2:16 pm
#2

  1. The experimentation properties are listed in the schematic underneath the resource requirements.

  2. It depends on the item. On the non-combat droids final experimentation makes little difference to the HAM (which is so low anyway). On combat-capable droids experimentation can add several thousand points to the HAM of the final droid.

  3. Resource quality determines how high you can experiment items. If the item calls for 100% conductivity and you use a resource with conductivity of 700 you'll only be able to experiment upto 70%, regardless of the number of experimentation points you have. If your resource has conductivity of 950 you'll be able to get up to 95% if you have enough experimentation points. A couple of items are currently broken and using an alternative experimentation system.

  4. For most items no test has managed to show a difference between experimented and unexperimented items. Only the devs know if it really makes a difference, but it seems highly unlikely. Regardless, I always experiment as high as can, but then I'm just stubborn

  5. Disclaimer: List is not guaranteed to be complete or accurate.
    • Final droids (middle line of experimentation)

    • Droid Reconstruction Kit (A-D, all lines of experimentation)

    • Droid Repair Kit (A-D, all lines of experimentation)

    • Armour Module (bottom line, only applies when stacking modules)

    • Droid Medical Module (1-5, only applies when stacking modules, bottom line of experimentation)

    • Scout Trap Projectile Unit (bottom line of experimentation)

    • Droid Data Module (1-5, only applies when stacking modules, bottom line of experimentation)

    • Droid Item Storage Module (1-5, only applies when stacking modules, bottom line of experimentation)

    • Stimpack Dispensor Module (all lines of experimentation)

    • Creature Harvest Module (bottom line of experimentation)

    • Droid Combat Module

    • Unit Delivery Cartridge (all lines of experimentation)

    • Repair Unit Casing (all lines of experimentation)

    • Redundant Power Supply (all lines of experimentation)

    • Diagnostic Circuit (all lines of experimentation)

    • Capacitor Discharge Unit (all lines of experimentation)

    • Droid Customization kit (?all lines of experimentation?)

    • Advanced Unit Delivery Cartridge (all lines of experimentation)

    • Advanced Repair Unit Casing (all lines of experimentation)

    • Advanced Redundant Power Supply (all lines of experimentation)

    • Advanced Diagnostic Circuit (all lines of experimentation)

    • Advanced Capacitor Discharge Unit (all lines of experimentation)

    • Interplanetary Survey Droid (all lines of experimentation)

    • Detonation Module

    • Auto-Repair Module (bottom line of experimentation)


Hope that helps,

EnigmaBSc
Zorkk
Mon Nov 22, 2004 3:46 pm
#3

Hey Marr'taan,


The easiest way i've found to judge resource quality is to use the "averaging" function the dev's have included in i dunno.. patch 11? or was it the one before... either way....


pull up your options: ctrl-o

goto the interface tab

scroll down, at the bottom of the interface options, you will see all the resource stats listed, with checkboxes beside them.

check off conductivity, and overall quality

make sure you use the done button to close the options window (do not use ESC, as it doesn't save changes)


Now when you look at your resources, you'll see a yellow number indicating the avg stats of the conductivity, and overall quality.


Since 95% of what we craft depends on those 2 stats 50/50, I find these 'avg' numbers invaluable in knowing which are my 'good' resources. In fact i quite often call resources by those numbers to my friends, and they have no clue what i'm taking about... lol


"you getting some of that 979 copper?? man that's crazy stuff, or did you see the 998 polymer? "


Z




Zorkk the Droidsmith
Force Sensitive Crafting Master
Mayor of Mos Athens, Tatooine


psikobunny
Mon Nov 22, 2004 5:51 pm
#4






Zorkk wrote:


...


Z


Exactly right. This is what I do.




Gilack Mehoipou [Bloodfin]


Quintuple Master- Marksman/Squad Leader/Rifleman/Vortex Pilot/Politician


Made it before all hell broke loose.



Nell2ThaIzzay
Mon Nov 22, 2004 10:50 pm
#5

Alright, now obviously higher number is better, but what kind of numbers am I looking for?


10's?


100's?


1000's?


BTW, thanks for all the info, next time I log on I'll check it all out.



Marr'Taan LeBeau
Imperial Mercenary - Professional Contract Killer

"Death is my business, and business is good"

Bounty Hunter, Creature Trainer, Droid Engineer, Rifleman
Former Musician and band member of the Tyrenian 3 (Marr'Taan LeBeau, Cale Amossoo, Bari)
Zorkk
Tue Nov 23, 2004 12:53 am
#6

the higher the number, the more you can experiment on the item, thereby increasing it's stats.


The higher the avg number, the higher the bar will be when inserting the resources. 1000 is max.


Z




Zorkk the Droidsmith
Force Sensitive Crafting Master
Mayor of Mos Athens, Tatooine


Velneth
Tue Nov 23, 2004 12:55 am
#7

1000 is the max.

Chances are you're not going to see that too often however.

900 and higher in the stats you need is considered "high quality". The only exception is capped stats.
http://swgcraft.com/forum/showthread.php?t=9957 explains which stats are capped on which resorces. I like the lay out of post 3 myself.





**************************
Sooong peetch alay D'emperiolo koochoo.
Track me: SOE Forums SWGCraft
Nell2ThaIzzay
Tue Nov 23, 2004 1:38 am
#8

I hopethese aren'ttoo "n00b"ish.


But okay, how can I tell a resource's quality, other than just pulling up my schematic and seeing how red or green the bar is? How do I tell in advance?


And, I have noticed through my own observations, especially in the past couple nights, a little bit of what resource quality and experimentation can do. But uh, just how important is resource quality, and experimentation (the changes I've seen have been quite minor -I.E. experimenting on the final droid can gain or lose about 50 or so HAM, med droid modules go from 100 rating to 110).


On components such as droid brains, advanced frame units, etc... etc..., what is the importance of the mechanism quality rating, and does experimentation on these components do to affect the final product? And this just might be a dumb question, but I haven't seen it myself, where do I find armor rating stats on the armor modules, and what are some good numbers to have?


Basically, I've only noticed a few instances where resource quality and experimentation make a difference (medical module rating, combat rating, finished HAM). What effects do resource quality and experimentation have that I haven't noticed?


Sorry for the n00b questions, but up until this point, where I've noticed some actual specific changes, I've always just kinda grinded out my droids, not really caring what experimentation ratings I got (except on meds) or resource quality. Now as I am getting further advanced in the profession, and can start making some real business here with the ability to craft R2's and Probots (and just a bunch of other useful, cool droids now as well), I'm starting to pay a little more attention to what's going on, but I still don't know exactly what all to look for. So, I apologize for what are probably a bunch of dumb newbie questions, but thank everyone in advance for taking the time out to answer these questions for me.



Marr'Taan LeBeau
Imperial Mercenary - Professional Contract Killer

"Death is my business, and business is good"

Bounty Hunter, Creature Trainer, Droid Engineer, Rifleman
Former Musician and band member of the Tyrenian 3 (Marr'Taan LeBeau, Cale Amossoo, Bari)
duncje
Tue Nov 23, 2004 9:09 am
#9

You might check out this crafting guide. It's pretty old, but most of the info still applies.




Beebo
Master Droid Engineer | Shipwright | Master Artisan
Crazy Beebo's Discount Droids & Ships {-1075 -2924} Bestine, Tatooine

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