Difference between revisions of "Droid Utility Modules (Game Mechanics)"

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= Droid Utility Module Experimentation Mechanics =
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== Droid Utility Module Experimentation Mechanics ==
  
Each of these modules is completely dependent on experimentation and the resources used to produce the highest rating possible. These items have 2 lines of experimentation,
 
  
1. '''Experimental Durability'''<br>
 
2. '''Experimental Effectiveness'''<br>
 
  
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Droid Module Definitions
  
All of these modules list 50% OQ and 50% CD as the requirements for both Effectiveness and Durability experimentation. I've broken this list down into Single and Double line experimentation, even though all of the modules have 2 experimentation values, with the exception of the Droid Combat Module which has Misc as a listed experimentation value that is not present in the experimentation window, all of the Single Line entries are 100% dependent on Effectiveness Experimentation. All of these parts require the very best resources you can find, in hopes of producing the highest valued droid. All of these modules can also be stacked, in a linear fashion, to produce the maximum rating in a droid. Creature Harvester and Scout Projectile Modules have a maximum rating of 20 per module. Detonation modules have a max rating of 10 and Combat modules have a max rating of 110. Auto Repair Modules have a maximum rating of 25 per module. The attributes that will be raised through experimentation are Auto-Repair Power,Harvest Bonus, Detonation Power, Combat Module Rating, Trapping Bonus, Stimpack Capacity, Stimpack Delivery
 
  
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'''1. Droid Service Module Harness''''
  
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This is the term used for any droid module including Storage, Crafting Stations, Effects Modules, etc. Droid Combat Modules can not be installed in this slot.
  
Stimpack Dispenser Modules are one of the few products that a Droid Engineer can craft that being a 12 point crafter is recommended. Experimentation on both the Effectiveness and Durability lines are needed to produce the best overall rating. Experimentation on the Durability will result in an increase in the Stim Capacity, with a cap of 100 per module. Experimentation on the Effectiveness will result in an increase in the Stimpack Delivery time, with a maximum rating of 10 per module.
 
  
Items affected by this are:
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'''2. Droid Defensive Module Harness'''
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This is the term used for the level based Droid Armor Module
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'''3. Combat Capable Service Modules'''
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This is the term used for the Droid Service Module Harness slots in a combat rated droid. This slot indicates that a Droid Combat Module can be installed
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'''4. Combat-Capable Socket Cluster'''
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The Combat-Capable Socket Cluster can accept any of the Droid Service Module Harnesses, including the Droid Combat Module. Up to 3 modules can be placed into the Cluster and can only be installed in the Adv R3, Basic R3, Adv R2, Basic R2, Adv Probot, Basic Probot, and Adv LE.
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'''5. General Droid Module Socket Cluster'''
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The General Droid Module Socket Cluster can accept any of the Droid Service Module Harnesses, excluding the Droid Combat Module. Up to 3 modules can be placed into the cluster and can only be installed in the Adv BLL and Adv Surgical Droids.
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== Items Affected ==
  
 
1. [[Auto-Repair Module (Schematic)|Auto-Repair Module]]<br>
 
1. [[Auto-Repair Module (Schematic)|Auto-Repair Module]]<br>
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5. [[Scout Trap Projectile Unit (Schematic)|Scout Trap Projectile Unit]]<br>
 
5. [[Scout Trap Projectile Unit (Schematic)|Scout Trap Projectile Unit]]<br>
 
6. [[Stimpack Dispensor Module (Schematic)|Stimpack Dispensor Module]]
 
6. [[Stimpack Dispensor Module (Schematic)|Stimpack Dispensor Module]]
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== Experimentation Lines ==
 +
 +
Each of these modules is completely dependent on experimentation and the resources used to produce the highest rating possible. These items have 2 lines of experimentation,
 +
 +
1. '''Experimental Durability'''<br>
 +
2. '''Experimental Effectiveness'''<br>
 +
 +
 +
All of these modules list 50% OQ and 50% CD as the requirements for both Effectiveness and Durability experimentation. I've broken this list down into Single and Double line experimentation, even though all of the modules have 2 experimentation values, with the exception of the Droid Combat Module which has Misc as a listed experimentation value that is not present in the experimentation window, all of the Single Line entries are 100% dependent on Effectiveness Experimentation. All of these parts require the very best resources you can find, in hopes of producing the highest valued droid. All of these modules can also be stacked, in a linear fashion, to produce the maximum rating in a droid. Creature Harvester and Scout Projectile Modules have a maximum rating of 20 per module. Detonation modules have a max rating of 10 and Combat modules have a max rating of 110. Auto Repair Modules have a maximum rating of 25 per module. The attributes that will be raised through experimentation are Auto-Repair Power,Harvest Bonus, Detonation Power, Combat Module Rating, Trapping Bonus, Stimpack Capacity, Stimpack Delivery
 +
 +
 +
 +
Stimpack Dispenser Modules are one of the few products that a Droid Engineer can craft that being a 12 point crafter is recommended. Experimentation on both the Effectiveness and Durability lines are needed to produce the best overall rating. Experimentation on the Durability will result in an increase in the Stim Capacity, with a cap of 100 per module. Experimentation on the Effectiveness will result in an increase in the Stimpack Delivery time, with a maximum rating of 10 per module.
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'''Experimental Durability'''
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Stimpack Capacity - Experimental Durability on Stimpack Dispensor Modules increases the Stimpack Capacity attribute.
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'''Experimental Effectiveness:'''
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Auto-Repair Power - Experimental Effectiveness on Auto-Repair Modules increases the value of the Auto-Repair Power attribute.
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Detonation Power - Experimental Effectiveness on Detonation Modules increases the value of the Detonation Power attribute.
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Harvest Bonus - Experimental Effectiveness on Creature Harvest Modules increases the Harvest Bonus attribute.
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Combat Module Rating - Experimental Effectiveness on a Droid Combat Module increases the Combat Module Rating attribute.
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Trapping Bonus - Experimental Effectiveness on Scout Trap Projectile Units increases the Trapping Bonus attribute.
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Stimpack Delivery - Experimental Effectiveness on Stimpack Dispensor Modules increases the Stimpack Delivery attribute.
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<br><br>
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== Item Attributes Affected ==
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Auto Repair Modules, Detonation Modules, Creature Harvest Modules, Combat Modules, Scout Trap Projectile Modules, and Stimpack Dispenser Modules all stack on a linear scale. You need to keep in mind, when stacking these modules, that the listed value on the module is only the rounded down whole number. The Module rating could in fact be 17.5, but will only list as 17. When you stack more then one of the same modules in a droid, the hidden 0.xx values will be added together and will sometimes produce values to the next whole number. IE 17.5 + 17.5 = 35 rating.
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'''Auto-Repair Power:'''
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A higher Auto-Repair Power attribute increases the healing amount on droids. The Auto Repair Module has a maximum rating of 25 per module. 6 modules can be installed into an Adv R3, to provide 150 points of droid healing, every 10 seconds, to all droids within a 32 meter area.
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These attributes transfer over directly as is into the final crafted droid deed.
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For more information see [[Auto-Repair Module Usage (Game Mechanics)|Auto-Repair Module Usage]]
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'''Detonation Power:'''
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A higher attribute increases the blast damage amount on the droid after the player intiiates the /detonatedroid command. The Detonation Module has a maximum rating of 10 per module. When installed into a MSE or Adv MSE, a +10 per module bonus is applied, for a maximum rating of 20 in an MSE and a maximum rating of 40 in an Adv MSE. The MSE droids are the only line of droids that provides such a bonus and is considered to be the most cost effective. A Detonation droid will provide approximately 175 points of damage per every 1 point of rating. The damage values appear to have a range of 150 to 200 points of damage per point, so 175 points of damage is only an estimate. Detonation Modules produce Blast damage and are affected by AR and resists, as well as the 75% PvP combat reduction. An Adv R3 can produce the biggest bang, with a maximum Detonation rating of 60.
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These attributes transfer over directly as is into the final crafted droid deed.
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For more information see [[Detonation Module Usage (Game Mechanics)|Detonation Module Usage]]
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'''Harvest Bonus:'''
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A higher attribute increases the harvest yield from the droid's harvest attempts on a creature. The Creature Harvest Module has a maximum rating of 20 per module with 120 being the maximum rating in an Adv R3 unit. The Harvest Rating is not a percentage based bonus. An accurate formula has not been presented yet, to determine the bonus that is given from the droid.  These attributes transfer over directly as is into the final crafted droid deed.
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For more information see [[Creature Harvest Module Usage (Game Mechanics)|Creature Harvest Module Usage]]
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'''Combat Module Rating:'''
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A higher attribute increases the Min and Max damage range for the Damage attribute on combat capable droids. The Combat Module has a maximum Combat Ratting of 110 per module and has an absolute maximum Combat Rating of 600 per droid, only available in an Adv R3 Unit. The Combat Rating formulas are pretty straight forward. Don't forget that you must round down all numbers to the lowest whole number, to get the accurate damage out put. The Combat Module Rating attributes transfer over into the final crafted droid deed as the Combat Rating attribute. The Combat Module rating attribute is also found as an innate feature to Combat-Capable Socket Clusters, however it does not carry over from the Clusters into the droid deed item, unless a combat module is added into it to give a rating of higher than 0. Ultimately, The combat module rating gets converted into the min and max damage in the final form of the droid and can be seen in the datapad after the droid has been deeded.
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For more information see [[Droid Combat Module Usage (Game Mechanics)|Droid Combat Module Usage]]
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'''Trapping Bonus:'''
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The Scout Trap Projectile Module has a maximum Trapping rating of 20 and 10 traps per module, with an absolute maximum rating of 120 and 60 traps, in an Adv R3. Like the Creature Harvest Module, the Trapping rating is not a direct bonus and instead is based upon a comparison of the user’s skill and the droid rating.
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A higher attribute is believed to stack with the player's own trapping modifier similar to the way creature harvesting modifiers work with harvest bonus attributes on Creature Harvest Modules.
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These attributes transfer over directly as is, into the final crafted droid deed.
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For more information see [[Scout Trap Projectile Unit Module Usage (Game Mechanics)|Scout Trap Projectile Unit Module Usage]]
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'''Charges'''
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This attribute appears on Scout Trapping Projectile Modules. Charges are created based on the Trapping Bonus rating. Charges indicate the amount of traps that the droid will be able to store. A module with a trap bonus of 20 will have a Charge value of 10 with a minumum of 1. This attribute gets transferred into the final droid deed as "Maximum Trap Count."
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'''Stimpack Capacity:'''
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A higher attribute allows for a larger amount of stimpacks to be inserted into the droid. This value is the amount of individual stimpacks that the droid is capable of holding. The Stimpack Dispenser Module has a theoretical maximum of 100 Stimpack Capacity per module and has a linear stack ratio.
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The Stimpack Delivery Rating determines the amount of time it takes to issue a stim.
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These attributes transfer over directly as is into the final crafted droid deed.
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For more information see [[Stimpack Dispensor Module (Game Mechanics)|Stimpack Dispensor Module]]
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'''Stimpack Delivery:'''
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The Stimpack Dispenser Module has a theoretical maximum of 10 Stimpack Delivery per module and has a linear stack ratio.
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A higher attribute decreases the reuse timer that the droid has for administering stims.
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These attributes transfer over directly as is into the final crafted droid deed.
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For more information see [[Stimpack Dispensor Module (Game Mechanics)|Stimpack Dispensor Module]]
  
 
==Source References==
 
==Source References==

Latest revision as of 17:39, 27 October 2008




Game Mechanics - Mechanics Category

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Mechanics This document is about game mechanics.

Droid Utility Module Experimentation Mechanics

Droid Module Definitions


1. Droid Service Module Harness'

This is the term used for any droid module including Storage, Crafting Stations, Effects Modules, etc. Droid Combat Modules can not be installed in this slot.


2. Droid Defensive Module Harness

This is the term used for the level based Droid Armor Module


3. Combat Capable Service Modules

This is the term used for the Droid Service Module Harness slots in a combat rated droid. This slot indicates that a Droid Combat Module can be installed


4. Combat-Capable Socket Cluster

The Combat-Capable Socket Cluster can accept any of the Droid Service Module Harnesses, including the Droid Combat Module. Up to 3 modules can be placed into the Cluster and can only be installed in the Adv R3, Basic R3, Adv R2, Basic R2, Adv Probot, Basic Probot, and Adv LE.


5. General Droid Module Socket Cluster

The General Droid Module Socket Cluster can accept any of the Droid Service Module Harnesses, excluding the Droid Combat Module. Up to 3 modules can be placed into the cluster and can only be installed in the Adv BLL and Adv Surgical Droids.

Items Affected

1. Auto-Repair Module
2. Creature Harvest Module
3. Detonation Module
4. Droid Combat Module
5. Scout Trap Projectile Unit
6. Stimpack Dispensor Module


Experimentation Lines

Each of these modules is completely dependent on experimentation and the resources used to produce the highest rating possible. These items have 2 lines of experimentation,

1. Experimental Durability
2. Experimental Effectiveness


All of these modules list 50% OQ and 50% CD as the requirements for both Effectiveness and Durability experimentation. I've broken this list down into Single and Double line experimentation, even though all of the modules have 2 experimentation values, with the exception of the Droid Combat Module which has Misc as a listed experimentation value that is not present in the experimentation window, all of the Single Line entries are 100% dependent on Effectiveness Experimentation. All of these parts require the very best resources you can find, in hopes of producing the highest valued droid. All of these modules can also be stacked, in a linear fashion, to produce the maximum rating in a droid. Creature Harvester and Scout Projectile Modules have a maximum rating of 20 per module. Detonation modules have a max rating of 10 and Combat modules have a max rating of 110. Auto Repair Modules have a maximum rating of 25 per module. The attributes that will be raised through experimentation are Auto-Repair Power,Harvest Bonus, Detonation Power, Combat Module Rating, Trapping Bonus, Stimpack Capacity, Stimpack Delivery


Stimpack Dispenser Modules are one of the few products that a Droid Engineer can craft that being a 12 point crafter is recommended. Experimentation on both the Effectiveness and Durability lines are needed to produce the best overall rating. Experimentation on the Durability will result in an increase in the Stim Capacity, with a cap of 100 per module. Experimentation on the Effectiveness will result in an increase in the Stimpack Delivery time, with a maximum rating of 10 per module.



Experimental Durability

Stimpack Capacity - Experimental Durability on Stimpack Dispensor Modules increases the Stimpack Capacity attribute.




Experimental Effectiveness:

Auto-Repair Power - Experimental Effectiveness on Auto-Repair Modules increases the value of the Auto-Repair Power attribute.

Detonation Power - Experimental Effectiveness on Detonation Modules increases the value of the Detonation Power attribute.

Harvest Bonus - Experimental Effectiveness on Creature Harvest Modules increases the Harvest Bonus attribute.


Combat Module Rating - Experimental Effectiveness on a Droid Combat Module increases the Combat Module Rating attribute.


Trapping Bonus - Experimental Effectiveness on Scout Trap Projectile Units increases the Trapping Bonus attribute.

Stimpack Delivery - Experimental Effectiveness on Stimpack Dispensor Modules increases the Stimpack Delivery attribute.



Item Attributes Affected

Auto Repair Modules, Detonation Modules, Creature Harvest Modules, Combat Modules, Scout Trap Projectile Modules, and Stimpack Dispenser Modules all stack on a linear scale. You need to keep in mind, when stacking these modules, that the listed value on the module is only the rounded down whole number. The Module rating could in fact be 17.5, but will only list as 17. When you stack more then one of the same modules in a droid, the hidden 0.xx values will be added together and will sometimes produce values to the next whole number. IE 17.5 + 17.5 = 35 rating.


Auto-Repair Power:

A higher Auto-Repair Power attribute increases the healing amount on droids. The Auto Repair Module has a maximum rating of 25 per module. 6 modules can be installed into an Adv R3, to provide 150 points of droid healing, every 10 seconds, to all droids within a 32 meter area. These attributes transfer over directly as is into the final crafted droid deed.

For more information see Auto-Repair Module Usage

Detonation Power:

A higher attribute increases the blast damage amount on the droid after the player intiiates the /detonatedroid command. The Detonation Module has a maximum rating of 10 per module. When installed into a MSE or Adv MSE, a +10 per module bonus is applied, for a maximum rating of 20 in an MSE and a maximum rating of 40 in an Adv MSE. The MSE droids are the only line of droids that provides such a bonus and is considered to be the most cost effective. A Detonation droid will provide approximately 175 points of damage per every 1 point of rating. The damage values appear to have a range of 150 to 200 points of damage per point, so 175 points of damage is only an estimate. Detonation Modules produce Blast damage and are affected by AR and resists, as well as the 75% PvP combat reduction. An Adv R3 can produce the biggest bang, with a maximum Detonation rating of 60. These attributes transfer over directly as is into the final crafted droid deed.

For more information see Detonation Module Usage

Harvest Bonus:

A higher attribute increases the harvest yield from the droid's harvest attempts on a creature. The Creature Harvest Module has a maximum rating of 20 per module with 120 being the maximum rating in an Adv R3 unit. The Harvest Rating is not a percentage based bonus. An accurate formula has not been presented yet, to determine the bonus that is given from the droid. These attributes transfer over directly as is into the final crafted droid deed.

For more information see Creature Harvest Module Usage

Combat Module Rating:

A higher attribute increases the Min and Max damage range for the Damage attribute on combat capable droids. The Combat Module has a maximum Combat Ratting of 110 per module and has an absolute maximum Combat Rating of 600 per droid, only available in an Adv R3 Unit. The Combat Rating formulas are pretty straight forward. Don't forget that you must round down all numbers to the lowest whole number, to get the accurate damage out put. The Combat Module Rating attributes transfer over into the final crafted droid deed as the Combat Rating attribute. The Combat Module rating attribute is also found as an innate feature to Combat-Capable Socket Clusters, however it does not carry over from the Clusters into the droid deed item, unless a combat module is added into it to give a rating of higher than 0. Ultimately, The combat module rating gets converted into the min and max damage in the final form of the droid and can be seen in the datapad after the droid has been deeded.

For more information see Droid Combat Module Usage


Trapping Bonus:

The Scout Trap Projectile Module has a maximum Trapping rating of 20 and 10 traps per module, with an absolute maximum rating of 120 and 60 traps, in an Adv R3. Like the Creature Harvest Module, the Trapping rating is not a direct bonus and instead is based upon a comparison of the user’s skill and the droid rating.

A higher attribute is believed to stack with the player's own trapping modifier similar to the way creature harvesting modifiers work with harvest bonus attributes on Creature Harvest Modules.

These attributes transfer over directly as is, into the final crafted droid deed.


For more information see Scout Trap Projectile Unit Module Usage


Charges

This attribute appears on Scout Trapping Projectile Modules. Charges are created based on the Trapping Bonus rating. Charges indicate the amount of traps that the droid will be able to store. A module with a trap bonus of 20 will have a Charge value of 10 with a minumum of 1. This attribute gets transferred into the final droid deed as "Maximum Trap Count."


Stimpack Capacity:

A higher attribute allows for a larger amount of stimpacks to be inserted into the droid. This value is the amount of individual stimpacks that the droid is capable of holding. The Stimpack Dispenser Module has a theoretical maximum of 100 Stimpack Capacity per module and has a linear stack ratio. The Stimpack Delivery Rating determines the amount of time it takes to issue a stim. These attributes transfer over directly as is into the final crafted droid deed.

For more information see Stimpack Dispensor Module

Stimpack Delivery:

The Stimpack Dispenser Module has a theoretical maximum of 10 Stimpack Delivery per module and has a linear stack ratio.

A higher attribute decreases the reuse timer that the droid has for administering stims. These attributes transfer over directly as is into the final crafted droid deed.

For more information see Stimpack Dispensor Module

Source References

Source Source in Context
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