Droid Engineer Archive

Thread: Old timer needs help with experimentation.

FooGuevara
Mon Apr 05, 2004 3:46 pm
#1

I'm just now getting back into the game after a DE depression induced hiatus between publish 6 and 7.


I just got done with the 4 bazillion factory runs of parts to get my first set of Combat Trashcans on my vendor. I can't remember how high I experimented the individual combat modules up to, but there were over 100 apiece, like 103 I think.

The final combined R3's have the following stats:

1.51 Speed
.37 to Hit
130-140 Damage
20% resists
1691 HAM

Now after reading the 'CR600 CR497' post and seeing folks posting such strange results for a CR600 droid (which mine are), I'm wondering if I put my 11 experimentation points in the right place?

During some playing around, it seemed that the only thing to experiment on that did anything in the final combine was 'effectiveness', and that only increased HAM. Should I have been using points in the other two categories (durability and quality) to increase the damage or reduce the speed?

I've been a DE forever and as you might guess, experimentation is really new to me. How can I make 'teh ub3R dR0idZ'?



___________________________________________________________________________
Fu'Bar~Master Droid Engineer~Intrepid
Droid and Powerup vendors located at 4177,5237 Tatooine
Proud Citizen of Geigen City
Yep, I STILL make droids.
Malitevv
Mon Apr 05, 2004 3:52 pm
#2

it doesn't seem that anyone knows for certain. there are some reports that experimenting the other items changes the to hit and or speed slightly, but I haven't tested it (I'm tired of destroying droids for testing purposes because of lack of documentation) and haven't seen enough reports on the forums that the other bars have an effect to know if I should believe it.


maybe someone else can say more.



---------------------------------------------------------------------
In a minute there is time
For decisions and revisions which a minute will reverse.

T.S. Eliot
Fromme
Mon Apr 05, 2004 5:26 pm
#3

Hello,



Here are a couple of simple rules I go by (for now. This may all change next publish)....


1. Experiment on all companents and peices.


2. Never experiment on durability. 1st effectivness then use the left over points for quality if there.....


Some Droid Engineers believe that experimenting on doid components unless it is in the final stage of the droid does not matter or make a difference.... I believe it does!!! an to make the best droids you have to experiment on everything.


Thanks,


Bugeye


Kaldeth
Mon Apr 05, 2004 5:35 pm
#4

After a brief chat with another DE about experimentation on components I tested it out. He said that there is no difference on the resultif you experiment on the sub components or not.


I made a droid brain (basic component for combat modules) and with experimentation I got it to +13


I made another brain without experimentation and it started on +3


My next step was adding them to combat modules and both started at 27% which I then experimented on till I got the max (95%)


So in conclusion it seems that experimenting on the sub components doesn't really affect the final combine, I would still suggest that you experiment on them. Who knows when SOE changes it, and if they tell us about it.


When it comes to experimentation on the final droid I to go for effectivness first of all to increase ham as it seems that after you make the modules you can't increase their numbers no matter what you experiment on.





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Member of The Power Empire (TPE)

"Droid Invasion? More like Droid Evasion"
Fromme
Mon Apr 05, 2004 6:46 pm
#5

Interesting...... very interesting....
Boeda
Mon Apr 05, 2004 7:10 pm
#6

I made alot of tests. I did alot of making one component with crummy stuff, and not experimenting. Them making another with good stufdf and experimenting. I guess mostly I made two different chassis this way.


I boticed no diff in final combine. Excelpt it seemed, 'maby' I had less experimentation success in final combine, with the crummy chassis.


I disd this with brains in combat module too. no noticable diff.


However. The SWG crafting thing, is a tricky whicket. For instance,,,


When, you make Micro Sensor Suites. The efficiency, of the components (control unit, GP mod, Energy thingy) Make NO diff in the efficiency bar on the MSS, final combine,, BUT !, When you stick that in a crafting Station, the efficiency, of the Sub components (control,GP,etc) Make AS much diff as the MSS efficiency.


So, its like the subcomponents are still there hiding within the thing they comprise. Brains may not effect CR, but may still effect somthing in the final build. (tho I havnt noticed any diff).


Just means you cant trust any stats, or no stats, to nessisarily not mean anything (g).


I made R3s out of pretty good stuff. But I Never got over 140 max damage (um well actually maby I didnt check the actual damage on the droid, hmm.) But I think i did, and was 130-140. I had 600 CR, and 99% efficiency in final build. Id like to hear what someone used if they got better damage than that.





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Iygow
Mon Apr 05, 2004 10:59 pm
#7

I've been doing a lot of tests the last couple of days, too. I used experimented and non-experimented brains to, in turn make experimented and non-experimented combat modules. At least in some DZ70s using one combat module each (so stacking combat modules is not a factor). I did not experiment the final builds. Brain quality did not affect the CR of the combat modules, though it clearly had an effect on thier Mechanism Quality. Damage on the final builds varied with the combat rating, however To Hit and Speed were constant.


Then I built 2 more DZs, each without any combat modules at all. The first I did not experiment the HAM (11%) and it reported To Hit and Speed the same as all the other ones with one module, To Hit .31 and Speed 1.95. The other I experimented up to 54% and it reported To Hit of .35 and Speed of 1.73.


While the single brain and combat module's Mechanical Quality seem to have no effect on damage per shot, final experimentation on effectiveness for HAM certianly seems to control your To Hit and Speed. When you get 5 or 6 of them stacked, (plus other components) there may be an effect on overall chassis quality, but there was no differencebetween the various 1-module and 0-module droids I made tonight.



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