Pilot Archive

Thread: Guide to get RE'd

Ezis
Fri Dec 24, 2004 9:53 pm
#1


Just thought, that with all the mass concerns, that I'd go ahead and post a little advice here on Reverse Engineering. First thing you're gonna want to do is find a SW that you trust to do the RE job. There's been a few jackasses on my server that have ripped people off.


Basically, what you want to look for when getting parts RE'd, you want to check the Reverse Engineer lvl. If a ship component has a Reverse Engineer lvl of say 5, it will take 5 components, of the same component type, with the same RE lvl. So let's say you have a RElvl 4 engine that you want Reverse Engineered, you will need 3 more engines with a RE lvl of 4. You will also get a bonus for your Reverse Engineer lvl, which I'll get into later.


Now you will want to select which parts you want to combine to get the best overall stats when you RE the parts. If you have a part with incredibly low Energy Drain, you wouldn't want to use another component based on a slightly higher Energy drain. The best stat of each category is taken in order to form your new Reverse Engineered component. The basic things you want to look at when it comes to stats is as follows:


Mass

Energy Drain(everything)

Recharge Rate(cap/boosters/shields)

Energy Capacity(cap/booster)

Top Speed (engine/booster)

YPR (engine only)


Let's say that you've got a RE lvl 6 Capacitor with a mass of around 22k, and a recharge rate of around 46, with a max energy of 600. This is a very good component to RE due to the fact that it is very probable to loot a RE lvl 6 capacitor with over 1000 max energy, and another with less than 10k mass. These are probably some of the biggest things to look out for, aside from Reactor Energy Drain, which would be the fourth component to add to the mix. After doing this, you only really need to have one capacitor good with armor/hp (this isn't vital to me due to the fact you're dead in 2-4 hits anyway in pvp) and one where the stats really don't matter, it can be high mass, low recharge, low energy, low armor/hp, it's just being used as component #6 in the RE process. You'll really have to look out for filler components when it comes to RE'ing lvl 10 components. (note, some parts have differing user lvl's from RE lvl's, for instance, I looted a very bad lvl 10 capacitor that was only RE lvl 5)


Now that you've got the jist of what to do when Reverse Engineering, I'd like to take this opportunity to say figure out which stats are most important to you in-game. There are many playing styles where you would need to ballance your ship out differently. I am personally a fast damage-dealing SOB with little in the line of shields/armor, and can easily get blown out of the sky if I'm not smart, some people like lower dmg and high shields/armor, use your play style to determine exactly what stats are most important.


When you Reverse Engineer your components, not only do you get the best of all the stats from the components you just Reverse Engineered, you also get a bonus, I'll give credit where credit is due, thanks KaylBreinhar for adding this below. The bonuses per lvl are as follows:


RE 9&10 - 6%
RE 7&8 - 5%
RE 5&6 - 4%
RE 3&4 - 3%
RE 2 - 2%
RE 1 - 1%


The above means that if you get the lvl 6 cap I spoke of earlier with 46 recharge, you will see a recharge rate of 47.8 due to teh 4% bonus to stats from Reverse Engineering. I hope this guide helps some players out, we really need someone to post one good enough to be stickied.

Message Edited by Ezis on 12-25-2004 08:26 PM



Ezis Johns
Corbantis's First Jedi Pirate
Captain of the TIE: Oppressor "OMGWTFUGotPWNED"
Captain of the VT-49 Decimator "OMGWTFIGotPWNED"
My lightsaber is bigger than yours!
(gggggggggggggggggggggggggggggggggxnnntnnnnnn<

KaylBreinhar
Sat Dec 25, 2004 4:13 am
#2

Also, someone needs to explain the percentage benefits. You do NOT get 10% for REing an L10 part.

Nearest I can figure:

RE10 - 6% (I know this for sure)
RE8-9 - 5%
RE6-7 - 4% (I know THIS for sure)
RE4-5 - 3%
RE2-3 - 2%
RE1 - 1% (You only need ONE component to RE an RE1, hence the rockbottom bonus)

For example, let's say you have an L3/RE3 Droid Interface (DIs are easy - only three REable stats):

#1 is 1300 mass, 19.8 speed, and has a reactor drain of 754
#2 is 2900 mass, 16.9 speed, and has a reactor drain of 1103
#3 is 2200 mass, 20.3 speed, and has a reactor drain of 450

The end result DI would be 1274 mass, 16.5 speed, but the reactor drain would still be 450.

Also, reactor energy drain is bugged, so find the lowest drain you can before REing, as you won't get help from the RE fairies.

Message Edited by KaylBreinhar on 12-25-2004 06:19 AM



Death doesn't fly a JSF anymore...he flies a Gallente Thorax in EVE Online
Gyorgy
Sat Dec 25, 2004 8:21 am
#3

As far as i know lvl 9 has 6% as well.




'-------- COL Gyorgy Csizmazia --------'
Master Creature Handler
Resource Shop -4322 6844, Naboo

MadcowwithSARS
Sat Dec 25, 2004 1:37 pm
#4

There is a good stickied thread on this too in the shipwright forum for more ideas also. But straight to the point this one is...yes hmm



"No botha de' Jabba"


- Cant Wait till Grumpy People Quit I Like NGE

Carp-L Tunnel (Former MWS/MM/MA now Master gimp)
Ezis
Sat Dec 25, 2004 3:04 pm
#5






MadcowwithSARS wrote:

There is a good stickied thread on this too in the shipwright forum for more ideas also. But straight to the point this one is...yes hmm






I figured we needed one here as well... now as soon as my boss leaves, i'm gonna go in and edit this thing, make it longer, and add the % increase for part lvl's



Ezis Johns
Corbantis's First Jedi Pirate
Captain of the TIE: Oppressor "OMGWTFUGotPWNED"
Captain of the VT-49 Decimator "OMGWTFIGotPWNED"
My lightsaber is bigger than yours!
(gggggggggggggggggggggggggggggggggxnnntnnnnnn<

KaylBreinhar
Sat Dec 25, 2004 3:39 pm
#6

It seems I was wrong on the RE values:

RE 9&10 - 6%
RE 7&8 - 5%
RE 5&6 - 4%
RE 3&4 - 3%
RE 2 - 2%
RE 1 - 1%

Brightens up my L9 weapon Excel sheet a tad.

Message Edited by KaylBreinhar on 12-25-2004 05:40 PM



Death doesn't fly a JSF anymore...he flies a Gallente Thorax in EVE Online
Ezis
Sat Dec 25, 2004 4:06 pm
#7






KaylBreinhar wrote:
It seems I was wrong on the RE values:

RE 9&10 - 6%
RE 7&8 - 5%
RE 5&6 - 4%
RE 3&4 - 3%
RE 2 - 2%
RE 1 - 1%

Brightens up my L9 weapon Excel sheet a tad.

Message Edited by KaylBreinhar on 12-25-2004 05:40 PM



I'll add this to my original post up top, crediting you on the info, that is.




Ezis Johns
Corbantis's First Jedi Pirate
Captain of the TIE: Oppressor "OMGWTFUGotPWNED"
Captain of the VT-49 Decimator "OMGWTFIGotPWNED"
My lightsaber is bigger than yours!
(gggggggggggggggggggggggggggggggggxnnntnnnnnn<

MadcowwithSARS
Sun Dec 26, 2004 9:19 am
#8






Ezis wrote:





MadcowwithSARS wrote:

There is a good stickied thread on this too in the shipwright forum for more ideas also. But straight to the point this one is...yes hmm






I figured we needed one here as well... now as soon as my boss leaves, i'm gonna go in and edit this thing, make it longer, and add the % increase for part lvl's





Oh no biggie man, wasnt trying to crash your thread. Was trying to give you an idea to check to colaborate your ideas and gather new info. The shipwrights usually got the new tricks before we see them.



"No botha de' Jabba"


- Cant Wait till Grumpy People Quit I Like NGE

Carp-L Tunnel (Former MWS/MM/MA now Master gimp)
psikobunny
Sun Dec 26, 2004 3:33 pm
#9

Addition to the guide:


Reverse Engineering for appearance can be important for the more stylish pilots. Engines, boosters, and weapons can all have 1-2 special appearances based on the ship type. The easy way to to preserve a custom appearance is to have your Shipwright place the desired part in the Component Analysis tool first. This item becomes the base. Weapons have a lot of different shot effects, not normally available to the SW. I recommend running dry fire tests on every weapon to find the one who's look and blast you want the most. (there is no way to mix weapon graphic with a different blast effect).


Note: Certain weapon graphics are bugged on certain ships (Gyrhil 72 autocannons on Kimogilas and Krayts, for example).



Gilack Mehoipou [Bloodfin]


Quintuple Master- Marksman/Squad Leader/Rifleman/Vortex Pilot/Politician


Made it before all hell broke loose.



CNevyn
Mon Dec 27, 2004 5:24 pm
#10

Good info to have!


This looks like as good a place as any... Does anyone have any "Ship chart" documents already made up? I fly 3 pretty regularly depending on my mood and what I'm doing.. an X, an A and my new B. Been spending most of my time in the B, just learning how to handle the beast. It takes work, but I like it. What I can't remember is what the stats on my X-wing's engine are.. now that I think of it, what do those crafted guns weigh? You recall you can't see component levels from the management screen or your data pad.. and I'd rather not pull them when I have half a pack of loot.


Before I make a chart or form I can fill out to replace hand scribbled notes, does anyone have one they've made?



C'Nevyn Agere Ranger / Riflemen / Ace Alliance Pilot
Sunrunner - Rori.
"They don't like it when you shoot at 'em. I worked that one out myself."
Learning to Fly
K.I.S.S.: Guide to Better Piloting
KaylBreinhar
Mon Dec 27, 2004 10:43 pm
#11

My gift - there's already info built into the spreadsheets for the specific parts, but there are predone formulae in the sheet to calculate the max, min, post-RE, and averages of all loot you plug in, automatically:

They're incomplete, as I only collect certain levels of loot depending on type (THESE REQUIRE MICROSOFT EXCEL TO RUN):

Capacitor Spreadsheet (covers L4, L6, L8, & L10)

Engine Spreadsheet (covers L6, L8, & L10)

Shield Spreadsheet (only covers L10 for now with a sheet for L8)

Weapons Spreadsheet (covers L5, L6, L7, L8, L9, & L10 weaponry)

NOTE: I update these periodically whenever I find a piece of loot I wish to keep. If you're curious, copy these and compare them to your own stockpile, or blank out the cells and enter your own data. The cells are hot, meaning they link to the MAX/MIN/AVG/Post-RE cells on the left. When you RE a part, simply highlight a row, right click, select Delete, and then choose "shift cells up". Conversely, you can do the same thing to add a new row to an existing list of like-named items, simply highlight a row inside the list under the heading of the item and select "Insert," then "Shift Cells Down."

It takes some getting used to, but after a while it's pretty easy.

The Weapons spreadsheet by far gives the best template to alter for all other types of loot, as it covers the widest range of RE values (L5-L10). The formulae in the sheets aren't hard to master, and there is a hidden (well, whited out) value (to the right of the MIN/MAX column one or two spaces, usually - highlight the area past those cells to find them) on each sheet that assists in the calculations of the post-RE values.

Hope this helps, and it's worth a look even if you don't need something like this, as I have a pretty wide collection database of loot for certain levels, and you can see a pattern as to which equipment is better at certain attributes.

Message Edited by KaylBreinhar on 02-07-2005 10:16 PM



Death doesn't fly a JSF anymore...he flies a Gallente Thorax in EVE Online
KaylBreinhar
Mon Dec 27, 2004 10:47 pm
#12

Oh, and for any Eclipsians who might download these - I don't intend on selling anything at the moment right now, ESPECIALLY not that 18.51 regen L10 shield.

And before anyone asks - the asterisks on each sheet represent items of the same name. I felt it made the presentation cleaner, and the values are wrong on the reward engine because the YPR/Drain/Mass values aren't that stellar (the speed is placed outside the hot cell simply to prevent the 92.2 from queering the speed RE results).

Message Edited by KaylBreinhar on 12-28-2004 12:49 AM



Death doesn't fly a JSF anymore...he flies a Gallente Thorax in EVE Online
NoVaRydr
Tue Dec 28, 2004 9:50 am
#13

Kayl,


Nice work...I've got 'em and I'll use 'em.


Grey



Grey
Sunrunner Galaxy
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