Droid Engineer Archive

Thread: Lvl 6 Armor on R3s

IDLAB
Fri Jul 01, 2005 5:07 am
#1

Does adding 2 lvl 6 Armor Modules to an R3 improve it's armor rating?


I understand that adding 1 lvl 6 droid armor and 3 combat modules will get the 9K armor rating on the droid's first call.



But do we know if the second slot in an R3 with be utilized to allow increased armor rating by using a second lvl 6 droid armor module?
Yoda-5499
Fri Jul 01, 2005 3:10 pm
#2

So having two Level 3s is the same as a Level 6? Then adding 3 combat modules to give it the 9K rating?



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Ackdel
Sat Jul 02, 2005 12:14 am
#3

Using 2lvl 6's has the same effect as using one.




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RenObiOne
Sat Jul 02, 2005 12:12 pm
#4

Nope, two level 4s make a level 6 armor. Your correct in that 3 combat modules and 1 level 6 armor makes a 9k rating, but right now there is a bug that reverts them to 1217 when called a second or 3rd time.
Yoda-5499
Sat Jul 02, 2005 4:34 pm
#5

They need to fix that bug. There is a BIG difference between 1217 and 9000 and people buying my droids are saying I ripped them off.



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RasalTheWise
Sat Jul 02, 2005 4:54 pm
#6



Yoda-5499 wrote:
They need to fix that bug. There is a BIG difference between 1217 and 9000 and people buying my droids are saying I ripped them off.


It's all in the description. I state the AE is 1217 with the possibility of it going to 9000 when SOE fixes a droid armor bug. Never had a complaint.




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Yoda-5499
Sat Jul 02, 2005 4:58 pm
#7

Ahhhhh. I didn't think of that. I have to go take everything to describe the problem.



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Read my posts as if I talked just like C-3PO:

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Straker_Atrella
Sun Jul 03, 2005 3:35 pm
#8

It's actually more complex then that. I could be wrong with this, it all being new and all, but I htink this is correct. The max you can get from armor (actual) is 6000, anything more then that and you need combat modules. You can get that 6000 in different ways, a level 4 and a level 2 will do it I think. I forget the actual numbers for each armor level.



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Dagrin
Mon Jul 04, 2005 2:33 am
#9

From the looks of itthe armor reduction is actually a design issue, and the real bug is that you can even craft the armor to be that high on the deed. It seems all pets have a hard cap on their armor rating which is based on the CL (I don't have the exact formula yet, but the cap is something a few hundered higher than the CL squared). This affects all BE pets as well, and the formula for the armor cap seems to be the same.


This is likely all tied to the rather rushed creature balancing on the CU, with all stats being a straight formula for setting stats based on the CLwith little to no room for variety. Every CL 30 has just about the same damage, same HP, same defence, ect with a margin oferror of like 1%. When crafting pets (droids or creatures)it's unlikely you'll meet the cap for each value at once, but any cap you pass gets adjusted to conform (andrather ruthlessly since any stats under par don't get raised). For the time being it seems the best idea is to learn the caps and don't devote too many resources to the ones you hit quickly (ei: if you can improve damage with more combat moduals cause you know you're going to hit the armor cap anyway, then don't worry about the armor).


Maybe some day the dev will design a system with balance variety through trade offs (if I have armor that high for a CL 30 I'll have damage that's low for a CL 30, and so forth). Until that day... we all play combat professions?
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