Pilot Archive

Thread: A Comprehensive Droid Routine Breakdown

sciguyCO
Tue Dec 14, 2004 12:01 am
#27






1st_Viduus wrote:






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.




It looks like theoriginal overload commands are bugged:


Some hard numbers:


Droid interface speed: 15.3


Capacitor overload 1: 15s
Capacitor overload 2: 30s
Capacitor overload 3: 45s
Capacitor overload 4: 60s


Shield Shunt 1: 15s

Shield Shunt 2: 30s
Shield Shunt 3: 45s
Shield Shunt 4: 60s


Reactor overload 1: 76s


Reactor overload 2: 76s


Reactor overload 3: 76s


Reactor overload 4: 76s


Engine Overload 3: 76s


Weapon Overload 3: 76s


I tested this both with the "execute two times really fast", and using the chat timestamps to determine the interval between executing the command and the "Droid command completed" system message.


Since my previous theory was based on when I had only Reactor/Engine/Weapon overload, I'm not sure where I came up with the "level * speed", other than it makes sense.





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droid327
Tue Dec 14, 2004 1:39 pm
#28

thanks again for all the input you guys, especially sciguy the flying chef =)

updated with fresh testing



Jekk Badlander
Lowca
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------------------------------------------------
Factor
Burnham
Fri Dec 17, 2004 8:16 am
#29

Does the capacitor overload incur any additional reactor energy usage?



Zaphad Beeblebrox, Imperial Ace Pilot
Eulbobo
Fri Dec 17, 2004 11:33 am
#30



Burnham wrote:
Does the capacitor overload incur any additional reactor energy usage?




Answer on page 1



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TBoTIAMAT
Fri Dec 17, 2004 1:43 pm
#31

very help full ... i have one question tho .. the neutral faction commands that damage the components , is that a damage over time or a single 8 pt(i.e.) damage when u use the command ?



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droid327
Sat Dec 18, 2004 11:34 pm
#32






Eulbobo wrote:





Burnham wrote:
Does the capacitor overload incur any additional reactor energy usage?




Answer on page 1





wait, where? If you have the numbers, post them up so I can update the doc...



Jekk Badlander
Lowca
Commando - Rebel Pilot
------------------------------------------------
Factor
IonControl
Sat Dec 18, 2004 11:42 pm
#33






FantasticPlastic wrote:





hamhamthe3rd wrote:

maybe i should shut up but umm weapon overload 3 does not work like that and yes im aware of what the description says. basically weapon overload 3 has been working like the new program the neutrals have. it doesnt totally work like the neutrals program but it gives less drain to your capacitor and thats all you need. but please, shh and dont tell anybody then again maybe everyone knows.







I've had the same experience. It probably *is* a bug and if they "fix" it, I'll switch around the programs I use, but currently with Weapon Overload 3 running I am not able to drain even a mediocre capacitor no matter how constantly I fire. It reduces the capacitor cost by half.

O.





LOL. Everyone shut up about Weapon Overload 3. Just use it



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S-1-l2-H-C
Sun Dec 19, 2004 12:09 am
#34


Loki_Ashaman wrote:
Yeah, weapon overload 3 seems broke... reduced capacitor drain instead of increasing it...
The Capacitor to Shield Shunt is a quick shields repair. Not exact on the numbers, but CtSS 3 appears to drain about 3/4s of the current energy in my capacitor, and converts it to shield hitpoints (don't have numbers, sorry). This is not a permenent setting, just a one-hit heal - your capacitor will recharge as normal. Very nice when something is blasting through your shields, or to speed up getting back into a fight. It also has a FAST droid command speed, so you can hit it again fairly soon. Definately staying in my computer.




i got ctss3 on a macro for when i start getting hit, makes my shields recharge at least twice as fast, if not faster.


and as far as if a higher max charge changes it, i think it does, but its based on your caps hard stats not the effective stats. i get the same ammount recharge with and without cap overload running.

Message Edited by S-1-l2-H-C on 12-18-2004 11:10 PM



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HardwiredXMan
Sun Dec 19, 2004 6:39 am
#35


Well, I'm concerened about the function of the tuning programs....from this numbers in this thread, if you decrease your weapons/engines efficiency, why would your reactor still drain by whatever percentage.....if this is intended, then those programs are of no use whatsoever.....there simply is no reason why you would want to decrease the energy your engines use (making you have slower top speed and slower turning) while at the same time still losing reactor energy....that's just putting yourself at a major disadvantage....I see no advantage to that at all......even if you say by decreasing the energy to engines that it would allow other systems to use more energy (via other droid command).....you are still losing reactor energy by using the tuning commands.


Droid327, I'm thinking the tuning programs are wrong or /bugged. It seems logical that if you decrease the energy to weapons/engines, then the reactor energy would go up or at least stay the same, not drain more energy.


As far as emergency shields go, it takes all of your capacitor energy and boost your shield regeneration rate....so your sheild can go from 0/0 to full strength in less than 10 seconds or so depending on your shields. You cannot shoot any weapons while the command is in use because all of the energy going to the capacitor is rerouted to the shields.....I don't have any numbers as far as how much regen per second or anything, though it could have something to do with the recharge rate of your capacitor.....it's possible that the recharge rate of your capacitor replaces the normal shield regeneration rate since the capacitor energy is rerouted to the shields on a continuous bases until the command completes....that kind of makes sense...but that's just a guess.


I'll try a couple of different shields with different recharge rates in a few when I get online....I'll report back the progress later.

Message Edited by HardwiredXMan on 12-19-2004 08:50 AM

Eulbobo
Mon Dec 20, 2004 6:05 am
#36



droid327 wrote:


Eulbobo wrote:


Burnham wrote:
Does the capacitor overload incur any additional reactor energy usage?


Answer on page 1


wait, where? If you have the numbers, post them up so I can update the doc...




Just wanted to say that it doesn't seem to increase energy drain as you stated it in your guide



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u962281
Mon Dec 20, 2004 2:26 pm
#37


Sorry to post what may be a noob question or clarificationin this thread:Just to confirm,your astromech commands last once theytake effect(ie: get the "Your droid is ready for a new command" message) for as long as you remain in space (or until you normalize)? And they have no time limit?


Side rant: pls get rid of the space taunt (I am aware of /toggleCombatTaunts) and put a better ship/mission status window complete with current astomech "buffs". So many droid status or mission messages come on screen and disappear quickly, or are on screen while quite busy in combat



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droid327
Tue Dec 21, 2004 12:31 am
#38

Did you just misread? My intention, and the way I read it, tuning decreases reactor drain as well as efficiency and energy per shot - its the exact opposite effect of weapons/engine overload, or an "inverse overload" if you like. It basically lets you equip and use weapons or engines that otherwise would grossly overdrain your reactor and capacitor; the fact that these engines tend to be huge in mass as well as drain, though, is the reason most people dont use tuning in favor of overload, which lets you get more performance out of smaller-mass components.


and I think you're confusing emergency shields with the /eshields command -a Rebel pilot command, not an astromech routine. From what I've seen, the astromech emergency shields routine works like a combination of CtSS 4/Extreme Shield Reinforcement, but I didnt do any formal testing on that to confirm yet. I definitely remember that the droid command was an instant-effect ability, and didnt disable my booster or weapons or anything, and gave instant shield energy, not increased recharge. The two together, though, would be a powerful way to get your shielding back up in a hurry =)





HardwiredXMan wrote:


Well, I'm concerened about the function of the tuning programs....from this numbers in this thread, if you decrease your weapons/engines efficiency, why would your reactor still drain by whatever percentage.....if this is intended, then those programs are of no use whatsoever.....there simply is no reason why you would want to decrease the energy your engines use (making you have slower top speed and slower turning) while at the same time still losing reactor energy....that's just putting yourself at a major disadvantage....I see no advantage to that at all......even if you say by decreasing the energy to engines that it would allow other systems to use more energy (via other droid command).....you are still losing reactor energy by using the tuning commands.


Droid327, I'm thinking the tuning programs are wrong or /bugged. It seems logical that if you decrease the energy to weapons/engines, then the reactor energy would go up or at least stay the same, not drain more energy.


As far as emergency shields go, it takes all of your capacitor energy and boost your shield regeneration rate....so your sheild can go from 0/0 to full strength in less than 10 seconds or so depending on your shields. You cannot shoot any weapons while the command is in use because all of the energy going to the capacitor is rerouted to the shields.....I don't have any numbers as far as how much regen per second or anything, though it could have something to do with the recharge rate of your capacitor.....it's possible that the recharge rate of your capacitor replaces the normal shield regeneration rate since the capacitor energy is rerouted to the shields on a continuous bases until the command completes....that kind of makes sense...but that's just a guess.


I'll try a couple of different shields with different recharge rates in a few when I get online....I'll report back the progress later.

Message Edited by HardwiredXMan on 12-19-2004 08:50 AM








Jekk Badlander
Lowca
Commando - Rebel Pilot
------------------------------------------------
Factor
Saabotage
Tue Dec 21, 2004 2:30 am
#39






HardwiredXMan wrote:






droid327 wrote:

Did you just misread? My intention, and the way I read it, tuning decreases reactor drain as well as efficiency and energy per shot - its the exact opposite effect of weapons/engine overload, or an "inverse overload" if you like. It basically lets you equip and use weapons or engines that otherwise would grossly overdrain your reactor and capacitor; the fact that these engines tend to be huge in mass as well as drain, though, is the reason most people dont use tuning in favor of overload, which lets you get more performance out of smaller-mass components.


and I think you're confusing emergency shields with the /eshields command -a Rebel pilot command, not an astromech routine. From what I've seen, the astromech emergency shields routine works like a combination of CtSS 4/Extreme Shield Reinforcement, but I didnt do any formal testing on that to confirm yet. I definitely remember that the droid command was an instant-effect ability, and didnt disable my booster or weapons or anything, and gave instant shield energy, not increased recharge. The two together, though, would be a powerful way to get your shielding back up in a hurry =)





HardwiredXMan wrote:


Well, I'm concerened about the function of the tuning programs....from this numbers in this thread, if you decrease your weapons/engines efficiency, why would your reactor still drain by whatever percentage.....if this is intended, then those programs are of no use whatsoever.....there simply is no reason why you would want to decrease the energy your engines use (making you have slower top speed and slower turning) while at the same time still losing reactor energy....that's just putting yourself at a major disadvantage....I see no advantage to that at all......even if you say by decreasing the energy to engines that it would allow other systems to use more energy (via other droid command).....you are still losing reactor energy by using the tuning commands.


Droid327, I'm thinking the tuning programs are wrong or /bugged. It seems logical that if you decrease the energy to weapons/engines, then the reactor energy would go up or at least stay the same, not drain more energy.


As far as emergency shields go, it takes all of your capacitor energy and boost your shield regeneration rate....so your sheild can go from 0/0 to full strength in less than 10 seconds or so depending on your shields. You cannot shoot any weapons while the command is in use because all of the energy going to the capacitor is rerouted to the shields.....I don't have any numbers as far as how much regen per second or anything, though it could have something to do with the recharge rate of your capacitor.....it's possible that the recharge rate of your capacitor replaces the normal shield regeneration rate since the capacitor energy is rerouted to the shields on a continuous bases until the command completes....that kind of makes sense...but that's just a guess.


I'll try a couple of different shields with different recharge rates in a few when I get online....I'll report back the progress later.

Message Edited by HardwiredXMan on 12-19-2004 08:50 AM










yeah I did misread the tuning part of your post....had to go back and check it....I see you changed it to add the modifiers.


I am not confusing the emergency shields with /eshields though.....the pilot command /eshields (the command name)is effectively called emergency shields (the description name)and you acquire it in the space combat techniques box (tier 2)....this is the one I was talking about....when you use it, you can't fire weapons and your capacitor is drained of it's energy and stays empty until the /eshield command wears off and all systems become normal again, then you can shoot. when you use it, your sheilds regeneration rate will increase at a high rate....where it will take aminute or sofor your shields to recharge normally, the /eshields command will allow your shields to recharge in a matter of seconds. this is the one I wanted to test and see what makes the sheilds regenerate so fast....it was just my theory that since the capacitor was totally drain of it's engery and didn't recharge during the functioning of the /eshields command, that maybe the recharge rating of the capacitor was being used as the recharge rate of the shields......basically rerouting the recharge of the capacitor to the shields. shields have lower recharge rates then capacitors (my shields is 13.09 recharge, my capacitor is 44.7)....just makes sense that either the 44.7 is being used to recharge the shields when using the /eshields command or simply the 13.09 is boosted to at least 3 times.


the other emergency shield commands you get in the droid branch and called emergency front/back....these are the commands that will take the stored energy from one shield and instantly put it in the other, effectively leaving you with full shielding on one and low or no energy on the other....the energy is not wasted if you have partial shielding to the area you are increasing the energy.....so if you have front shields at 50% and back shields at 100%....using the emergency front droid command will make your front sheilds 100% and your back 50%. The effect is instant and causes no hinderence or damage to any other ship systems.






Message Edited by HardwiredXMan on 12-21-2004 04:16 AM





ALL the sentances in yellow are NOT ENTIRELY TRUE! /esheilds disables 1 of your other components, for higher regen rates. its very temporary. IT CAN DISABLE the capacitor. But just as easily disable the boosters. Or my personal favorite the Reactor, at which time you will become a sitting duck till it resets. Lots of times it takes out the weapons, but thats not a guarentee! I cannot count the times its taken out my Boosters and I turned and waxed everything around me!



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