Droid Engineer Archive
Thread: The difference between CR 600 and CR 497
Kollos wrote:
Well, now I do. Unless I am mis-remembering the stats of CR 600 R3's, here's the difference:
CR 600 yields 120-130 damage.
CR 497 yields 118-128 damage.
A whopping 2 points of damage for a 103 difference in combat rating.
What are the "to hit" and "attack speed"? There should be some difference there also? I'm curious about this also, since I have done one of these "off spec" combat droids before either. Thanks!
I'll have to do an actual test to get full numbers, because I don't use combat droids myself. (Which is a sad statement on the state of Droid Engineer in and of itself.) Under normal circumstances I have to ask my customers what the combat stats of their droids are, and they don't always provide the most concise data in their responses. :-)
As best I can remember, though, to-hit and attack speed were very close to identical if not actually identical.
This thread got me to thinking and I started looking at the stats I've collected on my own droids. It struck me that the To-Hit and Speed were lower onmy newer Probot with better modules. I'll only reprint the stats for my DZ70s and Probots, since I don't have enough comparables for the other chassis.
Chasis CR Damage HAM To Hit Speed
Adv DZ70 113 95-101 1012 0.36 1.66
Adv DZ70 144 99-105995 0.35 1.69
Adv DZ70 144 99-105 995 0.35 1.69
Adv DZ70 144 99-105 1006 0.36 1.67
Adv Probot 282 117-125 957 0.34 0.88
Adv Probot 361 128-136 852 0.31 0.97
Adv Probot 361 128-136 940 0.34 0.89
Interesting how close they are in performance. You'd THINK they'd scale along the same lines of a 1-600 point scale...what would that make it. Hmmm....
600 CR = 120-130 damage
Just using a simple ratio to get the unknown, 600(x) = 497 X 120, then x = 99.4
At the other end of the range, 600(y) = 497 X 130, then y = 107.7
So my math is a little fuzzy, but I would assume this means that the scales are fixed somehow or not linear or someting? If these CRs really made a different then, a 497 CR SHOULD give us a 99-108 damage range. That means the actual damage range has a20 point increase in the average damage, but for a CR 103 points less. Are these values fixed higher thenso that you still can make near the best combat modules without being a master or having good quality resources? WHY are so many things fixed in this game? Why do resources not matter nearly as much as they should, and why is there SO little general variation? It's confusing to me really. In many cases it makes no sense for someone to shop around because of this.
Message Edited by jefmes on 04-04-2004 10:04 PM
I noticed last night that my R3 which has like 540 something combat rating does 122-132 Damage. Interesting that stats are varying within the CR 600 modules though, I wonder what that is attributed to?
Prin
Yes, the variation in CR600 units does make you wonder...
I'm going to assume that other than Kollos' hybrid droid, everyone's talking about using 6 modules? Also makes you wonder if the CR600 hardcap is really working. Wish I could make Adv R3sand better than 63% experimented combat modules....
Tonight I'll be back to testing DZ70s (much cheaper) to see if brain quality may make some stealthy difference in the damage values.
For those of you at master, do you have any leftover experimentation points after doing effectiveness? If so, where do you use them?
Iygow 4-3-3-4 DE
jefmes wrote:
Interesting how close they are in performance. You'd THINK they'd scale along the same lines of a 1-600 point scale...what would that make it. Hmmm....
600 CR = 120-130 damage
Just using a simple ratio to get the unknown, 600(x) = 497 X 120, then x = 99.4
At the other end of the range, 600(y) = 497 X 130, then y = 107.7
So my math is a little fuzzy, but I would assume this means that the scales are fixed somehow or not linear or someting? If these CRs really made a different then, a 497 CR SHOULD give us a 99-108 damage range. That means the actual damage range has a20 point increase in the average damage, but for a CR 103 points less. Are these values fixed higher thenso that you still can make near the best combat modules without being a master or having good quality resources? WHY are so many things fixed in this game? Why do resources not matter nearly as much as they should, and why is there SO little general variation? It's confusing to me really. In many cases it makes no sense for someone to shop around because of this.
Message Edited by jefmes on 04-04-2004 10:04 PM
It could still be linear, but the relationship could be something like:
damage = A*(combat rating) + B.
you are assuming that B (the minimum possible damage) is zero.