Droid Engineer Archive

Thread: Has anyone ever produced 100% Effectiveness on a Level 6 module?

Drashk
Sun Sep 12, 2004 8:32 am
#1




I started to think about something the other night, when I was crafting some BER 13 Heavy Mineral Harvesters, the other night.

A few months ago, people became suddenly aware that the BER 13 rating on a Heavy wasn't the cap. This was thought to be the cap, since up until that point, no one had been able to prove otherwise. This was due to the fact that 99% was the best that could be achieved on the experimentation, on all of the servers. When the crafting system was changed for a day, on Live, a few people were able to whip out some BER 14 Heavies, to dispell this theroy.


I then started thinking about this, as it would apply to Droid Engineering. What if 110 Medical, 10 capacity Item Storage and 150 capacity Data Storage, and 20% Resistsaren'tthe maximums that a Level 6 module can produce?During the day of crafting, did anyone succeed in producing a Level 6 module with 100% Effectiveness, or has any been able to put together the resources to do so afterwards?


We know that Level 3 Structure modules have a maximum of 10 structures, but only with 100% Effectiveness Experimentation. Could Level 6 modules produce the same results? Just becuase we are able to stack modules together does not mean that we can see the maximum rating that a level based module can achieve. Compare the module rating that is required for a set of stacked modules and compare it to the rating variation of a Level 6 module. The following chart lists what is generally accepted as the correct module rating/stacking ratio. Thischart is based upon a 0% to 99% Effective Experimentation.


Module Level Module Rating Medical Rating Items Stored Data Stored Required Stacked Rating
1 1 - 3 55 1 20 -
2 3 - 5 65 2 404
3 5 - 7 75 4 70 6
4 7 - 9 85 6110 8
5 9 - 11100 8 12510
6 11 - 13+ 11010 150 12


What if the following is the correct chart.


Level RatingMedical Items Data Stacked Rating
1 1 -2 55 1 20 -

3@ 100% xx x xx -
2 3 -4 65 2 40 4

5 @ 100% xx x xx -
3 5 -675 4 70 6

7 @ 100% xx x xx -
4 7 -8 85 6 110 8

9 @ 100% xxx xx -
5 9 - 10100 8 12510

11 @ 100% xx x xx -
6 11 - 12 110 10 150 12

13 @ 100% xx x xx -


x = an unknown rating that could equal 115 Medical or 12 Item Storage


It is near impossible to produce a 100% Effective Experimentation under the current system, since it would require 1000 OQ and CD materials. Only the 1 day of Live crafting system changes could have produced such a remarkable experimentation, so my question for everyone......


Can anyone disprove this theory?

Message Edited by Drashk on 09-12-2004 02:45 PM





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Jenden
Sun Sep 12, 2004 8:57 am
#2

I've never made any 100% modules, but wouldn't wee see the bonus if you used 2 level 4 modules (getting you a 14 rating)?



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Drashk
Sun Sep 12, 2004 9:33 am
#3




Jenden wrote:

I've never made any 100% modules, but wouldn't wee see the bonus if you used 2 level 4 modules (getting you a 14 rating)?




That is the question though...would we? Its something that I've spent a number of hours thinking about.


The module rating does not determine the the effects of a single Levelbased module, even if it has a 0% Effectiveness during experimentation. The stack rating follows a set pattern, as shown above. The rating of the Level based modules do not follow this pattern.


If the system were straight across the board, wouldn't we see Level 6 modules with an Effectiveness of 0% only equal to that of a Level 5 module?


As I pointed out above, BER 14 Heavies were discovered as being the absolute max. I know that our stacking system and the maximum BER rating are two seperate issues, but it helps to show my point - What we accept as the maximum rating might not be what the absolute value really is.






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BillyBobthe50th
Sun Sep 12, 2004 1:07 pm
#4

Effectiveness has no effect on such modules past a certain point

EX: a med module will not go past 110 rating EVAR!

Lvl6 storage module wont hold more than 10 items EVAR!

combat module wont go past 110 CR EVAR!

EVAR EVAR EVAR cause the devs dont care about us. Too busy loving their jedi.



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Jenden
Sun Sep 12, 2004 1:43 pm
#5






BillyBobthe50th wrote:

Effectiveness has no effect on such modules past a certain point

EX: a med module will not go past 110 rating EVAR!

Lvl6 storage module wont hold more than 10 items EVAR!

combat module wont go past 110 CR EVAR!

EVAR EVAR EVAR cause the devs dont care about us. Too busy loving their jedi.







This is the general consensus, but as Drashk pointed out it was also the consensus that harvesters maxed out at 13 rating, until someone made a 100% one at it went to 14.


I doubt the modules can go any higher, but I would be interested in finding out... now we just need those crafting changes back!




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Droid Engineer Blue Glowy
Owner, Operator, and Founder of DarkStar Inc.
Groupy of the best band in the galaxy, Solar Flair
3D art of Jenden by Saeelwenea

Obo_alCan
Sun Sep 12, 2004 2:21 pm
#6

The general uniformity of the numbers would lead me to believe that the modules are artificially capped and even 100% won’t break them.

Just for some numbers (as they seems to differ on yours) I made some of the lower level medical modules with; 999 Con, 999 OQ Copper & 1000 OQ Inert Gas, and got the following

Med Level 1: 99% Rating 2
Med Level 2: 99% Rating 4





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Straker_Atrella
Sun Sep 12, 2004 2:49 pm
#7

Hmm interesting thought Drashk, wish I had the resources to try it. I would suspect however, that it isn't the case. Each Module has a minimum value assigned to it, so you always get a certain number even if it is a 1% exp.


However, all evidence we have seen shows that when stacked they "should" reach this number. Even if you put 2 levle 6 mods in something it wont break the limit. Those are "probably" hard caps.


Harvs were different because you can't stack in Harvs. Just like a struct maint mod.



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Drashk
Sun Sep 12, 2004 2:54 pm
#8




Obo_alCan wrote:
The general uniformity of the numbers would lead me to believe that the modules are artificially capped and even 100% won’t break them.

Just for some numbers (as they seems to differ on yours) I made some of the lower level medical modules with; 999 Con, 999 OQ Copper & 1000 OQ Inert Gas, and got the following

Med Level 1: 99% Rating 2
Med Level 2: 99% Rating 4




I forgot to adjust the numbers when I posted the second chart, which is why the numbers were slightly off. I have since readjusted the numbers correctly.


I agree that the modules may well be artifically capped, however even with the awesome resources that you used, you are still only producing a module that is approximately 99.98% perfect. BER 14 Heavies can only be produced with a 100% experimentation.


No one can be absolutely sure that the maximums that we generally accept as being true are the actual maximums, until someone is able to step forward with a 100% experimented Level 6 Module.






Making SWG more Star Warsy. One droid at a time.
Drashk
Sun Sep 12, 2004 2:58 pm
#9




Straker_Atrella wrote:


Just like a struct maint mod.



This is actually what got me really thinking about this subject. A Level 3 Structure Maintenance Module with a 100% Effectiveness rating produces a module that can service 10 structures, and not the 9 that can be achieved with an experimentation of 0% - 99%.





Making SWG more Star Warsy. One droid at a time.
Gorantoth
Wed Sep 15, 2004 10:15 am
#10

Only module that ever gave me 100% was the Combat module... have the devs change crafting again for another day and we can try for that 100% again



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