Force Sensitive Archive

Thread: Using C-12 Grenades for FS XP - A Guide UPDATED FOR CU!!

Eked
Mon Oct 18, 2004 4:07 pm
#105

for $hits and giggles I did a rancor lair last night on dath..... got 60k of combat xp in just a few minutes but boy did i have some major wounds... also I was using thermals.



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JemyM
Mon Oct 18, 2004 5:19 pm
#106

Quenkers = Baz Nitch


They are the same monster. Baz Nitch is on Dathomir though




Besides that, I also have an annoying sig that looks like part of the post.
bratna
Mon Oct 18, 2004 6:51 pm
#107

I am master TKA and novice commando. I use C22 with PUP that brings my max damage to 1800. I get in a solo group. Do this because the missions will spawn more creatures so you get more XP. I have tested this on many differant creatures on Dath. I have found that Giant Baz Nitches are the best for me (I know they have %20 blast resist). I average 75k combat xp per mission in about 15 mins. 4 missions and im capped. I tested the number of grenades used against gaping spiders and there is little if any differance in the number used to take the lair out. About 10 to 12 grenades. This not only gets me very fast xp but also pays for the grenades. I can do 300k of FS xp per buff, it is hard to beat that kind of xp.

Message Edited by bratna on 10-18-2004 06:52 PM

EuroTrash
Mon Oct 18, 2004 9:21 pm
#108

You're comando - you don't count! If I was one I'd be doing lairs of Kryats! lol

VickMackey
Mon Oct 18, 2004 10:47 pm
#109

I will try quenkers, but afaik mission quenker lairs dont have more than 10 quenkers in it. Giant baz nitches mission lairs release ca 15 to 20. If I am wrong quenkers might be the mob to kill.

But I fear Giant Baz Nitches give more XP than Quenkers


GNB have 10k HAM while Quenkers have 4500

http://www.swgcreatures.com/detail.asp?creatureID=457

http://www.swgcreatures.com/detail.asp?creatureID=4



I know about blast protection on Giant Baz Nitches, but doing spider I do less dmg than doing Giant Baz Nitches, cause of intimidation. As soon as I get some intimidation def clothes tapes, whatever I will try spiders again. There is a nice place of wild lairs near Trade Outpost.
JemyM
Mon Oct 18, 2004 11:41 pm
#110




I will try quenkers, but afaik mission quenker lairs dont have more than 10 quenkers in it. Giant baz nitches mission lairs release ca 15 to 20. If I am wrong quenkers might be the mob to kill.




Most lairs give 10-15 creatures. Do like this:

1. Shoot the babies so they dont take up space for the adults (you want every creature as close to the lair as possible).

2. Stand in the lair and grenade it until the area is empty of creatures (if only 1-2 creature remains with like 10% health you can kill them with normal means instead of wasting grenades.

3. Start attacking the lair with your toughest damage attack. When its down to 25-40% at least one new monster should appear (if you can get it to EXPLODE its a good sign, it explodes when it closes into 20%). Now stop using specials on the lair and instead hit it normally so you do simple damage against the lair at all time. As soon as the escaped monster starts to heal the lair, switch back to a more damaging attack.

4. Keep whapping the lair until it appears no more monsters appear. You should have gotten 4-6 new monsters through this technique, and can thereafter start to grenade them as well.





But I fear Giant Baz Nitches give more XP than Quenkers


GNB have 10k HAM while Quenkers have 4500

http://www.swgcreatures.com/detail.asp?creatureID=457

http://www.swgcreatures.com/detail.asp?creatureID=4







Glad you brought that website up. Thats what I used. Use Advanced Search and seek for monsters with +20 difficulty, <20 blast resistance and armor = none.






As you can see, a basic"Baz Nitch" and Quenker are the same monster, so if you are going to kill Quenkers you can as well kill basic "Baz Nitch" as the only difference is that Quenker's add a shuttleport trip that wastes valuable buff-time.


Giant Baz Nitch is a whole other case.


Another thing to take in consideration is mission-terminal travel. This essentially adds to the time it takes to cap. With Gaping Spiders you can cap in 6 lairs. This means about 3x6 extra minutes, back and forth to the terminal and between lairs. Can it be squeezed down to 4 lairs instead you can save a trip to the terminal.







I know about blast protection on Giant Baz Nitches, but doing spider I do less dmg than doing Giant Baz Nitches, cause of intimidation. As soon as I get some intimidation def clothes tapes, whatever I will try spiders again. There is a nice place of wild lairs near Trade Outpost.






Giant Baz Nitch have +19% ham and +25% blast resistance. This means that they take +44% longer to kill than a Gaping Spider without Intimidation. If counting intimidation as a permanent state you have 6% bonus against a Giant Baz Nitch.




Besides that, I also have an annoying sig that looks like part of the post.
VickMackey
Tue Oct 19, 2004 12:15 am
#111

Hi,


How do you get 5k Combat XP (ca. 4,5+0,5k) per kill?


I kill Giant Baz Nitches, that gives me ca 4k-4,2k per kill. Making a total of 40-60k Combat XP per mission lair in ca 15-20mins! With a little chance I can cap comabt XP at 300k in h + Weapon XP that I get to finish of those who fled or are about to.

Last time I did, I made a total of 150 FS XP in ca 1h!


And Gaping Spider are surly nice, but I am sure I am throwing em slower as normal (Field Tactics4 = Throw Speed +40) and do less DMG (around 300-500 with C-22!!!) and I always get intimidated. I am MS Swordsman (no intimidation defense) and I got +10 def vs Intimidation, but cant tell you from wich profession.


Giant Baz Nitches are nice for me...


JemyM
Tue Oct 19, 2004 12:36 am
#112



Even tho pure math works for spiders as the poster above nicely put it all on paper (screen) one other thing that bugs me about spiders is that when they get down to almost dead - they run (up the hills and am not a scout) and STAY there 256m from lair!? Hurtons will run but always come back do defend lair (good dogies)...




Fire up CTRL+M and have a look for the spiders movement. They move away 100m and then return.

Never fails.



For crates... Ask a weaponsmith to produce c12 with bad quality resources... That will lower the price alot.




Besides that, I also have an annoying sig that looks like part of the post.
JemyM
Tue Oct 19, 2004 3:01 am
#113


I wrote down the states I got per lair, the spawns (initial, and what was added after I took out the first batch), the combat xp I had after each lair and the number of c12 I used per batch. (Theese are Gaping Spiders)


I aim at using 12-13 grenades per lair as max.

I didnt time this one since I had to deal with a sologroup at the same time. I also had shorter and weaker buffs than I use to. Including getting buffed, finding a sologroup, taking over the sologroup and leading the sologroup it took me 2 hours before I capped the first time.


Lair 1:
1. Spawn 7 - Bleeding, Poison, 43k cxp, 11 c12
2. Spawn 5 - Bleeding, Poison, 65k cxp, 4 c12 (15)


Lair 2:
1. Spawn 12 - Bleeding, Poison, 101k cxp, 10st c12 (25)


Lair 3:
1. Spawn 8 - Bleeding, Poison, 136k cxp, 9 c12 (34)
2. Spawn 5 - Bleeding, Poison, 156k cxp, 5 c12 (39)


Lair 4:
1. Spawn 13 - Bleeding, Poison, 212k cxp, 15 c12 (54)


Lair 5:
1. Spawn 13 - Bleeding, Poison, 271k cxp, 14 c12 (68)


Lair 6:
1. Spawn 7 - Bleeding, Poison, 300k cxp, 7 c12 (75)
2. Spawn 5 - Bleeding, Poison, 300k cxp (100k pistol xp here), 0 c12 (75)


I noted the text "Intimidated" a few times... but no state was added to me.

Maybe since I dont have "Defense VS Intimidate" the gamecode to calculate to see if I am intimidated or not is completely screwed, which reults in not getting intimidated?

Message Edited by JemyM on 10-19-2004 12:15 PM



Besides that, I also have an annoying sig that looks like part of the post.
sithboy2000
Tue Oct 19, 2004 5:14 am
#114

The weird thing for me when throwing grenades is that it could take 10-20 grenades to take down one batch of animals. Is that bad? Because it seems like that is pretty crappy to me and in 2 hours last night I only got 100k combat xp. Additionally, do you guys calculate the time it takes to get the grenades out of the crate and then put powerps on them? BEcause it takes about 5 mins for me just to do that.

Any advice is appreciated.



Jundon*Deadly Imperial Carbineer*
Svisxo*Dark Jedi Knight*

Kar' Kanos*Royal Guard Pikeman*
EuroTrash
Tue Oct 19, 2004 6:41 am
#115

5 min to take nades out of crate? 6 dbl-clicks on the crate? How stoned were you? lol
JemyM
Tue Oct 19, 2004 7:21 am
#116




The weird thing for me when throwing grenades is that it could take 10-20 grenades to take down one batch of animals. Is that bad? Because it seems like that is pretty crappy to me and in 2 hours last night I only got 100k combat xp.



As you can see by my calculation above, I average about 7-13 grenades on a batch of spiders. I often get 2 batches per lair.

Lets do a calculation.


My c12 grenades when powerupped does 1050 damage. Lets say we do a 800dmg average... Lets say that they are pretty slow as well, 3,5 sec.


For a lair, when the first attacker dies new creatures with full HAM are added to the group. Also, it happens that creatures temporary falls out of the "radius" so lets say that it takes100% time to kill 1 opponent and 250% to kill agroup.


Quenker/Baz Nitch Reduction: 10% HAM: 4500 C12 per group:4 Time: 1min12seconds
Gaping Spider Reduction: 0% HAM: 8500 C12 per group:7Time:2min 3seconds
Huurton Stalker Reduction: 20% HAM: 9800 C12 per group:10 Time:2min 58seconds
Giant Baz Nitch Reduction: 25% HAM: 10500 C12 per group:11 Time:3min24seconds
Gaping Spider (When Intimidated) Reduction: 50% HAM: 8500 C12 per group:14 Time:4min 12seconds


Am I making sense?


Make sure:
Always aim at the lair, never against a creature!





Additionally, do you guys calculate the time it takes to get the grenades out of the crate and then put powerps on them? BEcause it takes about 5 mins for me just to do that.




I unpack 12 grenades from a full crate and put them up in my quickbar while driving on my swoop to the first lair.
I unpack the other 13 and put them in my quickbar while driving to my second lair.

So little or no time is lost here.

Also this will ensure I dont over-use grenades, and when I realize I am falling behind I can make sure more spiders are hit per grenade, this will boost my xp per grenade ratio. (If I dont get at least 50k for a lair, I am behind)




Besides that, I also have an annoying sig that looks like part of the post.
sithboy2000
Tue Oct 19, 2004 8:53 am
#117


EuroTrash wrote:
5 min to take nades out of crate? 6 dbl-clicks on the crate? How stoned were you? lol




Oh ya double clicking that would work wonders wouldnt it lol.

Thanks

Message Edited by sithboy2000 on 10-19-2004 12:02 PM



Jundon*Deadly Imperial Carbineer*
Svisxo*Dark Jedi Knight*

Kar' Kanos*Royal Guard Pikeman*
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