Pilot Archive

Thread: A Comprehensive Droid Routine Breakdown

Baelin_Radiant
Thu Dec 09, 2004 1:41 pm
#14

Nice work.««««« for joooooo!




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droid327
Thu Dec 09, 2004 9:16 pm
#15

and editing doesnt refloat a thread so a /bump for new input



Jekk Badlander
Lowca
Commando - Rebel Pilot
------------------------------------------------
Factor
Marzuk147
Thu Dec 09, 2004 11:22 pm
#16

"That means, with adjustment extreme, your 1400/1400 shields will effectively become 700/2100 shields until you reset them. Unknown if this carries over into REing as well, but awesome if it does, a Rebel pilot/SW might wanna find a pair of level 2 shields and test this =)"

Dont even know that I should admit knowing this, but Im sure Im far from the only one: This is true and does work. Im going to guess that there will be a fix soon to equalize all sheilds upon landing. It will be interesting to see if SOE calls it an exploit or what not, because this can occur quite naturally by accident.
sciguyCO
Thu Dec 09, 2004 11:31 pm
#17






droid327 wrote:











If anyone has any quantitative, discrete way of comparing droid routine times - like multipliers or anything - that would be useful data too. I'm guessing, like data size, that all level 4 commands are slower than level 3, 3>2>1, and they're the same for all similar routines (IE all overloads of the same levelhave the same modifier)




I don't have any hard numbers on me, but the time between executing a program and getting the "computer ready for new command" (or whatever the status message is) appears to be:


TimeBeforeNew = InterfaceSpeed * ProgramLevel


So an interface with speed20 takes60 seconds to execute a level 3 command,80 seconds to execute a level 4 command, etc. An interface with speed 11 takes 33 seconds to execute a level 3 command. Some basic tests (all with level 3 programs and a speed 11 interface) with timestamping turned on seems to bear this out. I haven't done much with various level commands, though, and different program types may react differently.






Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
SolRetriever
Fri Dec 10, 2004 6:57 am
#18



sciguyCO wrote:


droid327 wrote:

If anyone has any quantitative, discrete way of comparing droid routine times - like multipliers or anything - that would be useful data too. I'm guessing, like data size, that all level 4 commands are slower than level 3, 3>2>1, and they're the same for all similar routines (IE all overloads of the same levelhave the same modifier)

I don't have any hard numbers on me, but the time between executing a program and getting the "computer ready for new command" (or whatever the status message is) appears to be:

TimeBeforeNew = InterfaceSpeed * ProgramLevel

So an interface with speed20 takes60 seconds to execute a level 3 command,80 seconds to execute a level 4 command, etc. An interface with speed 11 takes 33 seconds to execute a level 3 command. Some basic tests (all with level 3 programs and a speed 11 interface) with timestamping turned on seems to bear this out. I haven't done much with various level commands, though, and different program types may react differently.






Thanks for the info, I was wondering why I'd be sitting there hoping and praying my droid would get back online again...those seconds are an eternity in space



Rammel Lynterrus
The Underground Smuggler
droid327
Fri Dec 10, 2004 5:12 pm
#19

another bump for new content



Jekk Badlander
Lowca
Commando - Rebel Pilot
------------------------------------------------
Factor
BlkGryphon
Mon Dec 13, 2004 6:12 pm
#20

Marzuk147 wrote;



"That means, with adjustment extreme, your 1400/1400 shields will effectively become 700/2100 shields until you reset them. Unknown if this carries over into REing as well, but awesome if it does, a Rebel pilot/SW might wanna find a pair of level 2 shields and test this =)"

Dont even know that I should admit knowing this, but Im sure Im far from the only one: This is true and does work. Im going to guess that there will be a fix soon to equalize all sheilds upon landing. It will be interesting to see if SOE calls it an exploit or what not, because this can occur quite naturally by accident.






I tested this last night and the Shield Adjust commands DO carry over to Re-Engineering. So I will just take 2 trips into space to adjust the shields from now on.



Thanx,


Dym mok


Pilot 4444 (Pending the Corvette)


Shipwright 4444


Naritus Server




Dym Mok
Master Rebel Pilot
Master Shipwright
Rebel Colonel
Naritus
Tyyylowyspetily
Mon Dec 13, 2004 6:33 pm
#21






BlkGryphon wrote:

Marzuk147 wrote;



"That means, with adjustment extreme, your 1400/1400 shields will effectively become 700/2100 shields until you reset them. Unknown if this carries over into REing as well, but awesome if it does, a Rebel pilot/SW might wanna find a pair of level 2 shields and test this =)"

Dont even know that I should admit knowing this, but Im sure Im far from the only one: This is true and does work. Im going to guess that there will be a fix soon to equalize all sheilds upon landing. It will be interesting to see if SOE calls it an exploit or what not, because this can occur quite naturally by accident.







I tested this last night and the Shield Adjust commands DO carry over to Re-Engineering. So I will just take 2 trips into space to adjust the shields from now on.



Thanx,


Dym mok


Pilot 4444 (Pending the Corvette)


Shipwright 4444


Naritus Server







I think they would have an uphill battle in calling the use of a shield command which mentions in the description that the shield can be permanently set, to be used by others, an exploit. Nothing untowards is done, there is nothing special you need to do with the interface, you don't need to complete a super secret set of steps to induce a bug in order to achieve this, and it is open to all players. This doesn't take advantage of game mechanics in a way which is unintended as far asI can tell, it's just good use of the tools given. Heck, if more SW's actually start doing this, maybe the current PVP damage reduction will be enough.



Tyyy LowYspetily:
_______\^/_______
~ Wookiee at LarGe ~

Imaridril
Mon Dec 13, 2004 7:30 pm
#22






droid327 wrote:













Weapons Overload
Level One
Data Size: 5
Increases weapon damage and energy per shot by 10% and reactor drain by 25% (n/.8)
Level Two
Data Size: 10
Increases weapon damage and energy per shot by 20% and reactor drain by 66% (n/.6)
Level Three *currently understood to be bugged*
Data Size: 20
Increases weapon damage and energy per shot by 30% and reactor drain by 333% (n/.3)
Level Four
Data Size: 40
Increases weapon damage and energy per shot by 40% and reactor drain by 1000% (n/.1)



Engine Overload
Level One

Data Size: 5
Increases maximum speed and turning rates by 10% and reactor drain by 25% (n/.8)
Level Two
Data Size: 10
Increases maximum speed and turning rates by 20% and reactor drain by 66% (n/.6)
Level Three
Data Size: 20
Increases maximum speed and turning rates by 30% and reactor drain by 333% (n/.3)
Level Four
Data Size: 40
Increases maximum speed and turning rates by 40% and reactor drain by 1000% (n/.1)




I think your reactor energy drain usage numbers for Weapons and Engine overloadmight be a little off. You have the Level One and Level Two programs listed as having an efficieny of .8 and .6, respectively. However I believe the displayed numbers are actually.7 and .5.





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FantasticPlastic
Mon Dec 13, 2004 7:50 pm
#23

Displayed numbers? Where are they displayed?

O.



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1st_Viduus
Mon Dec 13, 2004 8:36 pm
#24






sciguyCO wrote:





droid327 wrote:











If anyone has any quantitative, discrete way of comparing droid routine times - like multipliers or anything - that would be useful data too. I'm guessing, like data size, that all level 4 commands are slower than level 3, 3>2>1, and they're the same for all similar routines (IE all overloads of the same levelhave the same modifier)




I don't have any hard numbers on me, but the time between executing a program and getting the "computer ready for new command" (or whatever the status message is) appears to be:


TimeBeforeNew = InterfaceSpeed * ProgramLevel


So an interface with speed20 takes60 seconds to execute a level 3 command,80 seconds to execute a level 4 command, etc. An interface with speed 11 takes 33 seconds to execute a level 3 command. Some basic tests (all with level 3 programs and a speed 11 interface) with timestamping turned on seems to bear this out. I haven't done much with various level commands, though, and different program types may react differently.








I have a 14 second Droid Interface, and it is not as you say, but instead:


TimeBeforeNew= InterfaceSpeed + ( InterfaceSpeed * ProgramLevel ) instead.


A level 4 Program requires 70 seconds to cycle.



_________


P.S.:


You may confirm this yourself by setting your Astromech Command in your toolbar, and hitting the key twice in quick succession.
You will receive a system message (on screen) telling you the time until the next command is executable.

Message Edited by 1st_Viduus on 12-13-2004 10:39 PM



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Imaridril
Mon Dec 13, 2004 10:01 pm
#25






FantasticPlastic wrote:
Displayed numbers? Where are they displayed?

O.





After you run one of the Engine Overload programs, open up the ship status view window. (I think pressing V will bring it up.) Then go and look at the stats for your engine. You'll see that a new line called "Energy Efficiency" has been added amoungst your engine's stats. When you run Engine Overload 1, this number will be .7, for Engine Overload 2 it will be .5, for Engine Overload 3 it will be .3, and for Engine Overload 4 it will be .1. As for Weapon Overload 1 through 4, I don't think the Energy Efficiency line is added to your weapon's stats, even though Energy usage is definately going up. In theory though, I believe its supposed to be the same as Engine Overload.




Master Pilot - Adonis Overstar
Pre-NGE Weaponsmith/Armorsmith - Ulrech Overstar

KSE Firespray: Baphomet

JediLeong
Mon Dec 13, 2004 10:28 pm
#26

About that capacitor-to-shield shunt command, this is probably a dumb question but does anyone know if having a larger capacitor energy will increase the amount your shields are recharged by when you use the command?



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