Description
Template (Game Messages)
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Related Tags
25%
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This document has been partially completed.
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Mechanics
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This document is about game mechanics.
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Droid Utility Module Experimentation Mechanics
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.
Item Attributes Affected
Combat Module Rating
Harvest Bonus
Auto-Repair Power
Stimpack Capacity
Stimpack Delivery
Trapping Bonus
Source References
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