Search found 27 matches

by Reeth
Sat Sep 19, 2009 1:22 am
Forum: Engineering - Artisan
Topic: Entertainer xp buffs
Replies: 6
Views: 12868

Re: Entertainer xp buffs

Yes only 15%.
by Reeth
Fri Sep 18, 2009 2:45 am
Forum: Engineering - Artisan
Topic: Entertainer xp buffs
Replies: 6
Views: 12868

Re: Entertainer xp buffs

Flush With Success.

Any of the Trade buffs would get you a 10% increase in crafting XP, but Flush With Success gives you 15% and as you can't stack them you may as well just have the biggest one.
by Reeth
Sat Sep 12, 2009 2:48 pm
Forum: Engineering - Droid Engineer
Topic: Harvestor Modules
Replies: 9
Views: 13436

Re: Harvestor Modules

Right... I've got a problem of my own with this... just made a 120 harvesting MK droid, put in a level 6 armor module... but the damn thing is still lvl 1 with 100 hp, then I see some other guy on vendor search that sells 120 harvesting droids with 4k hp.... do i need to fill both the defensive mod...
by Reeth
Thu Sep 10, 2009 12:38 am
Forum: Engineering - Droid Engineer
Topic: Crafting Suits?
Replies: 13
Views: 19490

Re: Crafting Suits?

Ohhhh, didnt think of that :shock: Scratch everything I have said. DEs will want high Assembly to make the Cyber stuff with sockets. Or did I read somewhere the Cyber stuff doesnt have sockets? :? Cybernetics can have sockets, but note that they have their own assembly/experimentation skills so Dro...
by Reeth
Mon Sep 07, 2009 5:00 am
Forum: Engineering - Droid Engineer
Topic: Auto - Repair
Replies: 2
Views: 7666

Re: Auto - Repair

An auto repair rating of 75 would heal 75 points of health every 10 seconds. Level 1 regenerative plating will heal 1500 points with a cooldown of 16 seconds. So not particularly useful by comparison. In a high level droid the loss of a combat module to fit one of these would reduce the droid's armo...
by Reeth
Mon Sep 07, 2009 4:24 am
Forum: Engineering - Droid Engineer
Topic: Combat modules capped?
Replies: 14
Views: 20049

Re: Combat modules capped?

The potency values are only used to set the level of the special, and the effect is determined solely by the level used. There is a chart on the SOE forums showing the numbers for each one in the thread: The New Droid Specials . The design of these new combat modules was changed part way through the...
by Reeth
Sun Sep 06, 2009 2:33 am
Forum: Engineering - Droid Engineer
Topic: Droid Brains
Replies: 2
Views: 7460

Re: Droid Brains

The quality of the droid brains has no effect on the stats of combat modules, only the resources used in the module itself make a difference. Advanced droid brains are not used in any combat modules.
by Reeth
Sun Sep 06, 2009 1:31 am
Forum: Engineering - Droid Engineer
Topic: Combat modules capped?
Replies: 14
Views: 20049

Re: Combat modules capped?

Yes, the damage listed is the maximum. A droid's damage output and health are tied to the combat level, so all level 90 droids will have the same stats. The only thing that varies is the General Protection, which you've maxxed out with one of the level 6 armor modules (no need to use two of those). ...
by Reeth
Wed Sep 02, 2009 6:17 pm
Forum: Engineering - Droid Engineer
Topic: DE questions, think I am beginning to understand.
Replies: 9
Views: 14782

Re: DE questions, think I am beginning to understand.

The way Combat Rating relates to Combat Level changed with update 12, so the information in the Droid Engineering 101 guide is out of date. The new method for determining Combat Level is described in this thread: Guide to Droid Combat Level and Armor in GU12 . The new special attacks have three leve...
by Reeth
Fri Aug 28, 2009 12:08 am
Forum: Engineering - Droid Engineer
Topic: BH Droids?
Replies: 1
Views: 7032

Re: BH Droids?

Simple answer -

Yes.

Although both of those items do have experimentation lines, they don't do anything. You can use any old junk resource to make them.
by Reeth
Sun Aug 23, 2009 3:07 am
Forum: General SWG Discussion
Topic: A goes in to A...
Replies: 3
Views: 4545

Re: A goes in to A...

This is a long standing JTL bug:
Space Bugs [Updated 04/10/2009] wrote:Mark I Concussion Launchers & Missiles
Mark I Concussion Missiles cannot be loaded into Mark I Concussion Launchers. Error message: "You cannot put this ammo into that slot."
See the thread Space Bugs [Updated 04/10/2009] in Sony's Pilot forum for the full list.
by Reeth
Fri Aug 14, 2009 2:04 pm
Forum: Engineering - Droid Engineer
Topic: How do we give our new droids (post update 12) a name?
Replies: 8
Views: 13570

Re: How do we give our new droids (post update 12) a name?

To name a droid the same name has to be programmed into four different commands.

Droid User's Guide - Section 4

As for the new droids, it worked with an INS-444 I built just now to test it.
by Reeth
Sun Jul 19, 2009 8:35 pm
Forum: Resources Discussion
Topic: just a couple of questions
Replies: 9
Views: 6988

Re: just a couple of questions

with the resource caps, if a resource stat is capped at 400 and this stat affects the overall craft, the crafting process takes the cap into account, doesn't it? The resource caps you need to consider are the ones for whatever resource is specified by name on the schematic for the item you wish to ...
by Reeth
Fri Jul 17, 2009 1:05 am
Forum: Off Topic Discussion
Topic: Savacc is improving Zimoon's English
Replies: 19
Views: 41096

Re: Savacc is improving Zimoon's English

Memnoc wrote:From what was told to me if you can speak fluent english german sould come natrual with some practice.
I tried learning German once. I even took lessons, but it was like a foreign language to me... :(




[Sorry!] :wink:
by Reeth
Mon Jun 29, 2009 12:01 pm
Forum: General Crafting
Topic: Crafting Stations. The Good News and The Bad News.
Replies: 12
Views: 15205

Crafting Stations. The Good News and The Bad News.

Since I've not seen this mentioned over here apart from an oblique reference in the Luck thread, I thought I'd write something about it as I have a spare few minutes. (New thread since it still has very little to do with Luck). The Good News: Savacc's excellent guide to making crafting stations has ...