Droid Engineer Archive

Thread: 100% Auto-Repair Module

Robotdonut
Wed Sep 07, 2005 3:11 pm
#1

Using the new entertainer buffs I was able to make some nice 100% effectiveness auto-repair modules.


Mechanism Quality: 15

Auto-Repair Power: 25


I used 993 OQ gas, 992OQ/791Cond Aluminum and some sweet 995OQ/998Cond steel.


Gotta love that 100% and it took 10 experiment points to get to 99%(no amazings) so those 2 extra experimental points help a bit here.



Opit Acka
Trader: Engineering

Opit's Droidery-CLOSED-
4532, -4012 on Naboo 700m N/NW of Moenia
All your droid needs! Batteries-Vehicles-Weapons-JTLstuff

Starlah
Wed Sep 07, 2005 5:30 pm
#2

Speaking of auto-repair modules....


...I'm building an R3 combat droid for a customer. Should I put in 5 atuo-repair modules or is that overkill?


Leek_Stywalker
Wed Sep 07, 2005 5:41 pm
#3






Starlah wrote:

Speaking of auto-repair modules....


...I'm building an R3 combat droid for a customer. Should I put in 5 atuo-repair modules or is that overkill?







fit in as many as possible, a +20 module would only heal for 20pts, they stack so each one you get in is an additional bonus to the healing power





Leek Stywalker ~ Dark Jedi Knight
Anadin Stywalker ~ MDE/MA ~ DeathWatch Bunker Addict/Crafter
MrSlave ~ Master Commando Pistoleer/Smuggler

ROTzDLI
Wed Sep 07, 2005 5:44 pm
#4

I don't set it. I tried testing the new buffing system with some trap modules and didn't see any improvement. And there was plenty of room for more experimentation. I am wondering if it has to do with me being a Fs crafting Master.





Lockmuh
CEO Lockmuh Robotics


Drashk
Wed Sep 07, 2005 6:10 pm
#5

Being able reachmaximum experimentisn't dependent on the number of extra experimentation points or FS skills.


There is a bit of randomness involved with the crafting roll, when using the buffs. Whether or not you can reach 100% does not depend on the if you get an Amazing success or Greater Success. It simply is a random occurance.


Something else to be aware of with the buffs....


Not all schematics will be listed as 100% on a perfect craft. There are a lot of schematics that will only list as being 99% Effective, even though they have produced a 100% effect. With crafted items that have a value to compare the percentage to, it is easy to tell which item is 100% and which is not, even though it displays 99%. Its items such as Droid Storage Compartments, that don't have a rating, that are difficult to tell which is maxed and which isn't.





Making SWG more Star Warsy. One droid at a time.
Robotdonut
Wed Sep 07, 2005 10:26 pm
#6

Well I was pretty happy being able to reach 100% without using those elusive 1000OQ/1000Conductivity resources.


With the same DE buff I was able to get a combat module with 107 rating that before the buff would only go to up 105, not that the 2 point increase meansanything in the final outcome of the droid.






Opit Acka
Trader: Engineering

Opit's Droidery-CLOSED-
4532, -4012 on Naboo 700m N/NW of Moenia
All your droid needs! Batteries-Vehicles-Weapons-JTLstuff

ValeriaNArion
Wed Sep 07, 2005 10:58 pm
#7

Also traps are not artisan items, and I believe I read on the ranger boards that there was no entertainer buff for their crafting.



aka Sha'lirra MTailor <NHA> Scylla
aka Katerin Vorthys MDE <ROM> Corbantis

Drashk
Wed Sep 07, 2005 11:01 pm
#8






ValeriaNArion wrote:
Also traps are not artisan items, and I believe I read on the ranger boards that there was no entertainer buff for their crafting.



He was refering to the Trapping module, not the actual traps. There isn't anyexperimentation onScout Traps.





Making SWG more Star Warsy. One droid at a time.
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