Search found 27 matches
- Sat Sep 19, 2009 1:22 am
- Forum: Engineering - Artisan
- Topic: Entertainer xp buffs
- Replies: 6
- Views: 18655
Re: Entertainer xp buffs
Yes only 15%.
- Fri Sep 18, 2009 2:45 am
- Forum: Engineering - Artisan
- Topic: Entertainer xp buffs
- Replies: 6
- Views: 18655
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.
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.
- Sat Sep 12, 2009 2:48 pm
- Forum: Engineering - Droid Engineer
- Topic: Harvestor Modules
- Replies: 9
- Views: 19986
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...
- Thu Sep 10, 2009 12:38 am
- Forum: Engineering - Droid Engineer
- Topic: Crafting Suits?
- Replies: 13
- Views: 29576
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...
- Mon Sep 07, 2009 5:00 am
- Forum: Engineering - Droid Engineer
- Topic: Auto - Repair
- Replies: 2
- Views: 11226
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...
- Mon Sep 07, 2009 4:24 am
- Forum: Engineering - Droid Engineer
- Topic: Combat modules capped?
- Replies: 14
- Views: 29978
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...
- Sun Sep 06, 2009 2:33 am
- Forum: Engineering - Droid Engineer
- Topic: Droid Brains
- Replies: 2
- Views: 11032
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.
- Sun Sep 06, 2009 1:31 am
- Forum: Engineering - Droid Engineer
- Topic: Combat modules capped?
- Replies: 14
- Views: 29978
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). ...
- Wed Sep 02, 2009 6:17 pm
- Forum: Engineering - Droid Engineer
- Topic: DE questions, think I am beginning to understand.
- Replies: 9
- Views: 21532
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...
- Fri Aug 28, 2009 12:08 am
- Forum: Engineering - Droid Engineer
- Topic: BH Droids?
- Replies: 1
- Views: 10214
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.
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.
- Sun Aug 23, 2009 3:07 am
- Forum: General SWG Discussion
- Topic: A goes in to A...
- Replies: 3
- Views: 7052
Re: A goes in to A...
This is a long standing JTL bug: 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 f...
- 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: 20262
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.
Droid User's Guide - Section 4
As for the new droids, it worked with an INS-444 I built just now to test it.
- Sun Jul 19, 2009 8:35 pm
- Forum: Resources Discussion
- Topic: just a couple of questions
- Replies: 9
- Views: 11461
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 ...
- Fri Jul 17, 2009 1:05 am
- Forum: Off Topic Discussion
- Topic: Savacc is improving Zimoon's English
- Replies: 19
- Views: 55963
Re: Savacc is improving Zimoon's English
I tried learning German once. I even took lessons, but it was like a foreign language to me...Memnoc wrote:From what was told to me if you can speak fluent english german sould come natrual with some practice.

[Sorry!]

- Mon Jun 29, 2009 12:01 pm
- Forum: General Crafting
- Topic: Crafting Stations. The Good News and The Bad News.
- Replies: 12
- Views: 20818
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 ...