Droid Engineer Archive
Thread: Has anyone ever produced 100% Effectiveness on a Level 6 module?
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
1 1 -2 55 1 20 -
2 3 -4 65 2 40 4
3 5 -675 4 70 6
4 7 -8 85 6 110 8
5 9 - 10100 8 12510
6 11 - 12 110 10 150 12
x = an unknown rating that could equal 115 Medical or 12 Item Storage
Message Edited by Drashk on 09-12-2004 02:45 PM
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.
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!
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
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.
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%.
Straker_Atrella wrote:
Just like a struct maint mod.