Droid Engineer Archive
Thread: 100% Auto-Repair Module
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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.
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
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.
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.
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.
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.
Drashk
Wed Sep 07, 2005 11:01 pm
#8
He was refering to the Trapping module, not the actual traps. There isn't anyexperimentation onScout Traps.
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.
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