Droid Engineer Archive
Thread: Ressources stats?
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Dassle
Wed Sep 03, 2003 3:22 am
#1
As a DE which stats on the ressources is the most important?
and what is considered above average stat in those areas?
Droid_Engineer_Rho
Wed Sep 03, 2003 3:54 am
#3
Well, technically anything above 500 would be 'above average'...
But yah, you want 900+ attributes in those if you can get 'em. Open your crafting tool and choose a product. Over on the right side is the description, which includes bits about what attributes are important.
But yah, you want 900+ attributes in those if you can get 'em. Open your crafting tool and choose a product. Over on the right side is the description, which includes bits about what attributes are important.
Bendar
Wed Sep 03, 2003 4:14 am
#4
Anyone noticed that the differences are minute. I mean, 819 HAM probot with decent resources, 821 with good resources.
Rypper
Wed Sep 03, 2003 9:36 am
#5
Bendar wrote:
Anyone noticed that the differences are minute. I mean, 819 HAM probot with decent resources, 821 with good resources.
Yes, unfortunately. What's also oddeven with the good resources and getting the extra 2-3 HAM the damage always seems to come out the same... 50-50 (51-56). Maybe experimenting would help this more, but 90% of the time when I experiment it comes out as a failure. /sigh
Icarus-6
Wed Sep 03, 2003 11:06 am
#6
Right now the problems with resources and droids seem to be two fold:
First, the experimental stats on a droid don't have a very profound effect on the final result. At around 20% my probot has about 820 HAM. If I boost that up to 60% then I gain about 2 whole points of HAM. Maybe at the higher end of the scale I'll see a more dramatic change in HAM but I wouldn't know because of the second problem.
We have only 5 points in experimentation. This means that we run out of points long before we max out even a single experimental stat. I can use very good materials and I still max out at around 60% or so in one stat simply because I start at about 25% and get an extra 35% through 5 'exceptional successes'.
One of the important aspects of good materials isn't how high your starting stats are on the experimental stats, it's how high you can raise a stat through experimentation (though the aspects of starting value and maximum value are related). Unfortunately with too few points for our class we can't take advantage of that aspect (though you could be limited by it if you use poor materials).
However, I have faith that one day they will fix that for us (that or I'll manage to load up on so many skill enhancers that it won't matter), so to answer the original question about important stats there are really two sets:
Modules tend to need Conductivity and Overall Quality. Most of their experimental stats are based upon those two attributes.
The bodies and frames of droids tend to need Shock Resistance, Unit Toughness, and Overall Quality.
That's the short answer I can give right now. I've been meaning to sort through all the blueprints to find all the possible combinations so that I would have a more definitive answer that would look something like this:
Any metal: Conductivity/Overall Quality, Unit Toughness/Shock Resistance, Unit Toughness/Shock Resistance/Overall Quality
Copper : Conductivity/Overall Quality
Ferrous Metal: Unit Toughness/Shock Resistance
etc.
Then I could just keep a spreadsheet of the resources I have in stock and compare any new resources against it, letting me know if the new resource surpasses my current resources in any important combinations and by how much. However, I haven't had time to do this as of yet.
First, the experimental stats on a droid don't have a very profound effect on the final result. At around 20% my probot has about 820 HAM. If I boost that up to 60% then I gain about 2 whole points of HAM. Maybe at the higher end of the scale I'll see a more dramatic change in HAM but I wouldn't know because of the second problem.
We have only 5 points in experimentation. This means that we run out of points long before we max out even a single experimental stat. I can use very good materials and I still max out at around 60% or so in one stat simply because I start at about 25% and get an extra 35% through 5 'exceptional successes'.
One of the important aspects of good materials isn't how high your starting stats are on the experimental stats, it's how high you can raise a stat through experimentation (though the aspects of starting value and maximum value are related). Unfortunately with too few points for our class we can't take advantage of that aspect (though you could be limited by it if you use poor materials).
However, I have faith that one day they will fix that for us (that or I'll manage to load up on so many skill enhancers that it won't matter), so to answer the original question about important stats there are really two sets:
Modules tend to need Conductivity and Overall Quality. Most of their experimental stats are based upon those two attributes.
The bodies and frames of droids tend to need Shock Resistance, Unit Toughness, and Overall Quality.
That's the short answer I can give right now. I've been meaning to sort through all the blueprints to find all the possible combinations so that I would have a more definitive answer that would look something like this:
Any metal: Conductivity/Overall Quality, Unit Toughness/Shock Resistance, Unit Toughness/Shock Resistance/Overall Quality
Copper : Conductivity/Overall Quality
Ferrous Metal: Unit Toughness/Shock Resistance
etc.
Then I could just keep a spreadsheet of the resources I have in stock and compare any new resources against it, letting me know if the new resource surpasses my current resources in any important combinations and by how much. However, I haven't had time to do this as of yet.
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