Combat Rating and Levels....

Ask & answer questions, submit ideas or post guides on the Droid Engineer Expertise.

Moderators: Crafting Forum Moderators, Forum Moderator

Locked
User avatar
Cerceuil
Forum Moderator
Posts: 89
Joined: Sun Mar 25, 2007 12:27 am
Location: behind you...

Combat Rating and Levels....

Post by Cerceuil » Sun Apr 08, 2007 1:31 am

Below is the chart I use when I work up droids. its not entirely completed and I intend on merging it up with a similar one on the DE forums at the Official site.

Code: Select all

LVL HEALTH   CR      ARMOR    DAM   2hit/def  Armor                
1    100    no CR  no Armor          
5    400    1-55     level 1 37-65     21
10  1200   55-110    level 2 54-86     38
15  1733  111-165    level 3 83-127    43
20  2400  166-220    level 4 106-164   67
25  3366  221-275    level 5 121-184   74
30  4000    276+     level 6 135-205   80      7000
                        Battle Droids and Droidekas
36  4496    691       none   151-229    88    3500
41  5466    715       none   166-249    94    3500
45  6933    736       none   177-266    99    3500
60  10037   661+     level 6 221-328   119   9500BD 10KDroid
things to keep in mind:
  • you can set ANY droid at a CL30 by using two level 3 OR a single Level 6 Armor module.
  • adding even a single basic Combat Module either by itself or in a cluster to a droid with at least two L3 or one L6 combat module will make a combat droid of CL30.
  • For a droideka or a battle droid youll need to use the Combat Clusters. they will not take Combat Capable Socket Clusters.
a bit of a detail set about what adds what from the official Forums:

...well....ill get that information as soon as I can get the official forms to load.
Image

User avatar
Cerceuil
Forum Moderator
Posts: 89
Joined: Sun Mar 25, 2007 12:27 am
Location: behind you...

Post by Cerceuil » Tue Apr 10, 2007 11:20 pm

ok...been a couple of days, but without further adue.....

This is from one our Senators Drashk...
The old info still applies to all non-Combat Only droids.

To determine the Armor Effectiveness and Level of a droid, you ues the following information -

Armor Modules provide a bonus of 5CL and 1k Armor Effectiveness per level of droid armor.

Droid Armor Level 1 = 1k Armor Effectiveness = CL5
Droid Armor Level 2 = 2k Armor Effectiveness = CL10
Droid Armor Level 3 = 3k Armor Effectiveness = CL15
Droid Armor Level 4 = 4k Armor Effectiveness = CL20
Droid Armor Level 5 = 5k Armor Effectiveness = CL25
Droid Armor Level 6 = 6k Armor Effectiveness = CL30
Combat Modules provide 5CL and 500 Armor Effectiveness per every 55 points of Combat Rating.

CL5 = 1 - 55 Combat Rating = 0.5k Armor Effectiveness
CL10 = 56 - 110 Combat Rating = 1.0k Armor Effectiveness
CL15 = 111 - 165 Combat Rating = 1.5k Armor Effectiveness
CL20 = 166 - 220 Combat Rating = 2.0k Armor Effectiveness
CL25 = 221 - 275 Combat Rating = 2.5k Armor Effectiveness
CL30 = 276 + Combat Rating = 3.0k Armor Effectiveness
You can stack the effects of Combat Modules and Droid Armor together, in order to gain the CL30 Rating. Simply add the bonus of the Armor Module to the bonus of the Combat Module. Armor Effectiveness is determined in the same manner.

CL1 = 100 Health
CL5 = 400 Health
CL10 = 1200 Health
CL15 = 1733 Health
CL20 = 2400 Health
CL25 = 3366 Health
CL30 = 4000 Health


For Combat Only Droids (Droideka and Battle Droid) the system is scaled. Armor Modules throw the calculation of a Combat Rating vs CL model off, since the Armor Modules weren't figured correctly into the current system--this is evident in HanseSOEs recent comments on Battle Droids designed at CL45, but can be crafted at CL60.

Both Droids would appear to have their own sliding progression, based upon the maximum Combat Rating that each can achieve. Battle Droids can be CL1 to CL45, without an armor module installed, where as Droidekas max out at CL56, without armor.

Battle Droids gain 1 CL for every 7 points of Combat Rating, at the lower levels. Once you hit CL30, the ratio starts to increase to 12 CR per CL gained. Once you hit beyond CL30 to CL45, the ratio climbs to 17 CR per CL gained.

Armor Modules add the same bonuses that we see with the non-Combat Only Droids, however it does not appear to be as exact a science as it is with the non-Combat Only Droids.
Image

ordio
Novice Crafter
Posts: 20
Joined: Mon Mar 26, 2007 5:04 pm
Location: Valcyn

Tested levels

Post by ordio » Mon Apr 16, 2007 9:32 pm

Well, i tested combat levels and this is what i found...
(This is a C&P from the forums)

Please rise for a moment of silence as we hearby declare our sadness for all the droideka's that i had recently had disassembled, so that i may bring you this information.

Ahh, dang it. here it is SMILEY:)

I just spent the last 2 hours trying to figure out how to get combat level droids between level 30 and 60. As it stands, i was able to figure just about all of the levels (minus a few, which we can probably figure out based on the combat rating). Ones i wasn't able to get for sure will say (approx values) next to the level.
You will want to at least get your combat rating close to the combat rating total as possible to hit those levels.

I used NO Armor Modules in these, thus the Armor rating is not maxed out.

I tried to use a different font below, but it is NOT sticking and i have no clue why... Anyone? Ahh figured it out (code). lol.

Code: Select all

Combat Combat Combat Combat Combat   Combat        Hit/    Armor  
 Level Mod #1 Mod #2 Module Module Rating Health Defence Effect. Damage
       Socket Socket # 1    # 2     Total

 30       325    325      0      0    650   4000      80   3000  130-205
 34       325    325     32      0    682   4330      ??   3500  146-221
 37       325    325     46      0    696   4578      89   3500  155-233
 38       325    325     50      0    700   4666      ??   3500  158-238
 39       325    325     55      0    705   4933      92   3500  161-242
 40       325    325     60      0    710   5266      93   3500  163-246 (Approx Values)
 41       325    325     64      0    714   5466      94   3500  166-249
 42       325    325     70      0    720   5733      96   3500  169-254
 43       325    325     74      0    724   6133      97   3500  172-259
 44       325    325     79      0    729   6533      98   3500  175-262
 45       325    325     82      0    732   6933      99   3500  177-266
After this point, by using only ONE combat module, up until the max of 108 (thus giving 758 combat rating), i was unable to further increase the levels any higher.

But i was able to increase the level up by splitting the combat modules between #1 and #2.
Also, i've added the known range that was found while disassem.. er, testing these droidekas as i ended up with several of the same level. SMILEY:)

Code: Select all

Combat Combat Combat Combat Combat   Combat        Hit/    Armor  
 Level Mod #1 Mod #2 Module Module   Rating Health Defence Effect. Damage
       Socket Socket # 1    # 2       Total

 46       325    325     74     53      778   7333     101   4000  180-270 (Approx Values)
 47       325    325     74  55-58  779-782   7733     102   4000  184-275
 48       325    325     74     62      786   7870     103   4000  187-278
 49       325    325     74     67      791   8125     104   4000  189-282 (Approx Values)
 50       325    325     74     71      795   8375     106   4000  192-287
 51       325    325     74     78      802   8750     108   4000  194-291
 52       325    325     74     81      805   8125     109   4000  197-295 (Approx Values)
 53       325    325     74     85      809   9375     110   4000  200-299
 54       325    325     74     93      817   9625     111   4000  204-303
 55       325    325     74     95      819   9693     113   4000  206-308
 56       325    325     74     99      823   9762     114   4000  209-311
 57       325    325     74    108      832   9831     115   4000  212-315
 58       325    325     74    110      834   9900     117   4000  216-319 (Approx Values)
<I'm using my 330 socket ones here (which are maxed combat rated modules), thus increase the value of the combat rating by 5 points automatically>

Code: Select all

 59       330    330     74    110      844   9968     118   4000  218-324
 60       330    330    110    110      880  10037     119   4000  221-328
When i tested using only 1 combat module rated 110, and 2 level 3 armor modules:

Code: Select all

 60       330    330    110      0      770  10037     119   9500  221-328
Fully tested using both combat module modules rated 110, and 2 level 3 armor modules:

Code: Select all

 60       330    330    110    110      880  10037     119  10000  221-328

I hope this helps anyone who would like to make combat level specific droids to help those who can't use a droideka at level 60, but would like one at 45.

It looks like you need to put in at least 6 levels of armor, and a combat module in BOTH of the Droid combat module spots to at least get the 10k armor effectiveness.

If any of the numbers look wrong, please let me know as i might have missed something (especially when copying and pasting the numbers).

Locked

Who is online

Users browsing this forum: No registered users and 1 guest