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SWG Profession Guide - Droid Engineer
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Post SWG Profession Guide - Droid Engineer
From Droid Engineering 101 - A (semi)Complete Guide/FAQ to all things Droid

By Drashk

The Grind

The following section is included to help assist you with the crafting process and the all mighty grind.

I don't recommend that you simply grind your way through to Master, unless you have done your homework on all of the known issues, or have a Master Droid Engineer around that is willing to show you the ropes. I highly recommend that you take your time and learn about the ins and outs of each box and branch that you gain.

Part 1 - Trainer Locations

The following is a list of all known Droid Engineer Trainers. Don't forget that many Player Cities will also have a DE trainer, so ask around your galaxy to find one that may be closer to you.

Naboo
Keren 1798, 2578
Theed -5463, 3983
Moenia 4794, -5013
Kaadara 5128, 6822
Dee'ja Peak 4742, -1260

Corellia
Tyrena -5535, -2669
Kor Vella -3704, 3059
Coronet City 55, -4451
Bela Vistal 6872, -5416
Doaba Guerfel 3118, 5302

Tatooine
Bestine -1259, -3496
Mos Entha 1288, 3391
Mos Espa -3064, 2044
Mos Eisley 3333, -4686

Talus
Dearic 612, -3078
Nashal 4290, 5100

Rori
Restuss 5374, 5593
Narmle -5021, -2432

Part 2 - The Commands

/ui action toolbarSlotXX;
This command calls upon what ever is in the designated toolbar slot. The first row on the tool bar is number 00 to 11. The second row of the tool bar is numbered 12 to 23. You will want to replace XX with the corresponding position on the tool bar. For example if you placed the crafting tool into the top left tool bar slot your first line would read /ui action toolbarSlot00;

/selectDraftSchematic XXX;
This command calls upon what ever schematic that you wish to craft. In order to choose the schematic, you must open your datapad and find the tab for draft schematics. Start in the top left corner and begin counting from left to right starting with the number 00. If you are standing near a crafting station, you will need to skip all schematics that have a complexity of 21 or higher when making your count, and only include schematics that can be crafted with a W/G/D crafting tool. If you are standing near a Private or Droid crafting station, count each and every schematic that is craftable by a W/G/D crafting tool. Each time that you gain a new level, you will need to recount the draft schematic and enter the new schematic number into the macro

/nextCraftingStage;
This command advances the crafting process to the next step. Make sure that you include this command three times or you will lose the resources without gaining any experience.

/createPrototype Practice noitem;
This command completes the crafting process. This command also needs to be entered twice for the macro to function correctly. The Practice noitem addition to the command will create the product in practice mode, which gives a slight crafting experience bonus. If you remove Practice noitem from both commands in the macro the item will be placed in your inventory, but you will not receive the bonus experience.

/pause X;
This command sets the amount of time that you need to manually insert the resources to be used in the schematic. The easiest way to enter the resources into the schematic is to double click them. You will want to set the timer according to how many resources are needed. I suggest a /pause 3; for everyone 2 resources. I personally use /pause 2; , but I have some mad double clicking skills.

/pause X;
This command places a pause between the end of the crafting session and the next command. Typically, the above listed macro will follow after this command, with the /ui action toolbarSlotXX; altered to advance to the next crafting tool. (Take note of the different color used in this listing.)

Part 3a - Recursive
Crafting Macro


Something that you need to keep in mind about this part of the guide ; Recursive Macros are going to be changed in the not so distant future. When Recursive Macros are changed, I will be updating this section when this change goes in.

/ui action toolbarSlotXX;
/selectDraftSchematic XXX;
/pause X;
/nextCraftingStage;
/nextCraftingStage;
/nextCraftingStage;
/createPrototype Practice noitem;
/createPrototype Practice noitem;
/pause X;

This is the basic crafting macro that is used in for your standard recursive crafting macro. To make this macro recursive, you would need to do one of the following...

Create more then 1 crafting macro. You could create an indefinite loop with this macro that will keep you crafting for as long as you can double click, by adding additional macros. Here is an example of what you would need to do.
Crafting Macro 1 - Placed in toolbar slot 12

/ui action toolbarSlot00; Calls the 1st crafting tool in your toolbar slot
/selectDraftSchematic 092; Calls the specified schematic (This is only an example schematic number)
/pause 2; Time needed to double click on each resource needed in the schematic. (This is only an example /pause time.)
/nextCraftingStage; Advances the crafting processes automatically after the resources are manually entered into the crafting screen
/nextCraftingStage; See above entry
/nextCraftingStage; See above entry
/createPrototype Practice noitem; This will not produce a crafted item, but will give the XP bonus for crafting.
/createPrototype Practice noitem; If you remove Practice noitem from both lines, you will produce an unexperimented item.
/pause 1; This is added to ensure that each crafting session has time to close before the next session opens. (This is only an example /pause time.)
/ui action toolbarSlot13; This entry will call upon the next crafting macro - Crafting Macro 2

Crafting Macro 2 - Placed in toolbar slot 13

/ui action toolbarSlot01; Calls the 2nd crafting tool in your toolbar slot
/selectDraftSchematic 092;
/pause 2;
/nextCraftingStage;
/nextCraftingStage;
/nextCraftingStage;
/createPrototype Practice noitem;
/createPrototype Practice noitem;
/pause 1;
/ui action toolbarSlot14; This entry will call upon the next crafting macro - Crafting Macro 3

Crafting Macro 3 - Placed in toolbar slot 14

/ui action toolbarSlot01; Calls the 3rd crafting tool in your toolbar slot
/selectDraftSchematic 092;
/pause 2;
/nextCraftingStage;
/nextCraftingStage;
/nextCraftingStage;
/createPrototype Practice noitem;
/createPrototype Practice noitem;
/pause 1;
/ui action toolbarSlot12; This entry will call upon the next crafting macro - Crafting Macro 1

OR Cut and Paste a long line macro each time that you log into your client
/ui action toolbarSlot00; Calls the 1st crafting tool in your toolbar slot
/selectDraftSchematic 092; Calls the specified schematic (This is only an example schematic number)
/pause 2; Time needed to double click on each resource needed in the schematic. (This is only an example /pause time.)
/nextCraftingStage; Advances the crafting processes automatically after the resources are manually entered into the crafting screen
/nextCraftingStage; See above entry
/nextCraftingStage; See above entry
/createPrototype Practice noitem; This will not produce a crafted item, but will give the XP bonus for crafting.
/createPrototype Practice noitem; If you remove Practice noitem from both lines, you will produce an unexperimented item.
/pause 1; This is added to ensure that each crafting session has time to close before the next session opens. (This is only an example /pause time.)

/ui action toolbarSlot01; Calls the 2nd crafting tool in your toolbar slot
/selectDraftSchematic 092;
/pause 2;
/nextCraftingStage;
/nextCraftingStage;
/nextCraftingStage;
/createPrototype Practice noitem;
/createPrototype Practice noitem;
/pause 1;

/ui action toolbarSlot01; Calls the 3rd crafting tool in your toolbar slot
/selectDraftSchematic 092;
/pause 2;
/nextCraftingStage;
/nextCraftingStage;
/nextCraftingStage;
/createPrototype Practice noitem;
/createPrototype Practice noitem;
/pause 1;

Rinse and Repeat

Part 3b - The Two-ish Step
Crafting Macro



This is the tried and true crafting macro that I now use when ever I need to hand crafted parts that don't require experimentation, or I need a little quick XP. This method is not as fast as the above mentioned macro, but is easier to work with. Using this macro set up allows you to craft and not have to worry about entering the resources in a specified time limit. This is a great set of macros that should be used by anyone that likes to chat as they grind, or has difficulty with lag. It is broken down into two parts

Calling up the crafting tool and crafting schematic
Completing the crafting process.
Macro 1
/ui action toolbarSlotXX;
/selectDraftSchematic XXX;

Macro 2
/nextCraftingStage;
/nextCraftingStage;
/nextCraftingStage;
/createPrototype Practice noitem;
/createPrototype Practice noitem;

An alternative to this set up is to remove the /ui action toolbarSlotXX; from Macro 1 and open each crafting tool manually. This turns the 2 step crafting macro into a 3 step macro, but it also removes the need to clutter up more toolbar slots.

Part 4 - What to Grind

As you first gain Novice Droid Engineer, you have a very limited number of items that can be used in the grind. There are a number of paths that can be used to grind DE, but all agree that the MSE grind in the beginning is the only way to gain XP. 1 MSE takes 53 metal and 15 chemical and will net 147 XP in practice mode and 140 XP with a crafted product. At 147 XP each, it will take 327 MSE to make it to your first tier 1 box, or 17331 metal and 4905 chemical. More than likely, there will be 7 crit fails per 100 items crafted so plan on needing approximately 19500 metal and 5500 chemical to make it to the first box. You will want to train Intermediate Droid Blueprints, in order to find the next fastest way to progress.

At Intermediate Droid Blueprints, you can either keep on crafting MSE or you can switch to Manipulator Arm Package Sets. The Manipulator Arm Package Sets require 65 metal, 18 ferrous metal, 60 extrusive ore, and 15 chemical. They net 331 XP while in practice mode and 316 XP while producing an item in your inventory. If you chose the Manipulator Arm Package Sets route, it will take 203 successful builds to make it to Advanced Droid Blueprints or approximately 14300 metal, 3960 ferrous metal, 13200 extrusive ore, and 3300 chemical. If you chose to stick with the MSE grind it will take you 458 successful crafting sessions and approximately 26500 metal and 7500 chemical to advance to the next level. You will want to train Advanced Droid Blueprints, in order to find the next fastest way to progress.

At Advanced Droid Blueprints, you will want to switch over to Advanced Droid Frame Units which will give you 462 XP in practice mode or 440 XP while crafting an item for your inventory. Each Advanced Droid Frame Unit requires 150 steel and 70 Fiberplast. If you grind out the rest of the profession using Advanced Droid Frame Units you will need to successfully craft 2411 more items or approximately 400k Steel and 186k Fiberplast.

There is one other route that can be followed, but will require a few days of factory time, parts from a Master Artisan, and specialized resources, but offers 4200 XP per build. I am referring to Binary Load Lifter ADV Chassis. Due to the resource intensive nature and need for factory run parts, I will only make reference here.

Section 8 - Resources

In this section, I've broken down the list of resources that you will need as a Droid Engineer, and the qualities you will need to look for in each resource.

Part 1 - Bulk Resources

Bulk resources are grind quality resources that stats do not matter on. It is suggested that you have a good supply of bulk resources set aside for droid sub-components, which I will cover in the next section of this guide. This list consists of the resources needed for droid sub-components such as brains, arms, and motive systems, Flight Computers and Unprogrammed Droid Command Modules. It also includes all of the resources needed for Master Artisan Electronics, which are required for all high end droids.

Metal
Ferrous Metal
Steel
Copper
Aluminum
Chemical
Polymer
Fiberplast
Low-Grade Ore
Siliclasitic Ore
Extrusive Ore
Inert Gas
Crystalline Gemstone

Part 2 - OQ/CD
(Modules 1)

This list of resources is CD/OQ specific, meaning that these two quality listings should be as close to 1000 as you can manage, to produce the best possible product. OQ and CD both are listed as being 50% of the crafting equation. This list consists of the resources needed for level and rating based modules, such as Detonation models and Medical modules

(*There may have been a resource change to Level 5 and 6 Data Storage Modules, with JtL. I will leave this information as is until I receive confirmation as to whether this is a bug or not.)

Metal
Steel
Neutronium Steel
Non-Ferrous Metal
Aluminum
Duralumin Aluminum
Copper
Beyrllius Copper*
Chemical
Fiberplast
Low-Grade Ore
Carbonate Ore
Extrusive Ore
Lidium Extrusive Ore
Crystalline Gemstone
Vertex Crystalline Gemstone
Inert Gas
Dioxis Inert Gas*
Reactive Gas
Tolium Reactive Gas

Part 3 - OQ/CD & SR/UT
(Modules 2)


This list consists of resources where a combination of CD/OQ & SR/UT is listed as being important in the schematic. Don't worry so much about the SR/UT ratings or the resources. Instead focus on the OQ/CD ratings. Try to find resources on this list with quality listings as close to 1000 as you can manage, to produce the best possible product. OQ and CD is listed as 50% of the crafting equation for one experimentation line. SR and UT is listed as 50% of the crafting equation for a second experimentation line, however this line does not currently show an effect on the final product. This list consists of Droid Crafting stations and Droid Armor resources

Metal
Ferrous Metal
Steel
Duralloy Steel
Non-Ferrous Metal
Aluminum
Link-Steel Aluminum
Inert Gas
Fiberplast

Part 4 - OQ & SR/UT
(Chassis’ and Deeds)



This list consists of every resource type that is needed for the final build of a droid, or for a droid chassis. OQ is the quality that you will want to pay the highest attention to. If you ever come across a type of Chemical with an OQ of 1000, mine or buy as much of it as you can get. 1000 OQ Chemical equals 100% HAM on most Advanced Droid models, dependent on experimentation results. SR/UT is currently not used, which will be described in the next section of this guide. SR and UT are listed as 50% each on two separate experimentation lines; however neither of these lines appears to have an effect on the final product, at this time.

Metal
Ferrous Metal
Steel
Duranium Steel
Duralloy Steel
Ditanium Steel
Non-Ferrous Metal
Chemical
Fiberplast
Low-Grade Ore
Extrusive Ore

Part 5 - PE/CD/OQ
(Kits 1)


This list is made up of resources that are specifically needed for the Reconstruction and Repair Kits. PE is listed as 50% of the required value and CD and OQ are listed as being 25% each of the rest of the value. PE should be the quality that you concentrate most of your attention on, unless the resource does not have PE as a viable quality. To maximize the effect of experimentation, try to find resources that are as close to 1000 PE, then 1000 CD and OQ.

Metal
Cubirian Steel
Agrinium Aluminum
Low-Grade Ore
Pholokite Extrusive Ore
Solid Petrochem Fuel
Known Solid Petrochem Fuel
Liquid Petrochem Fuel
Known Liquid Petrochem Fuel
Gas
Orveth Reactive Gas

Part 6 - OQ/CD/UT/MA
(Kits 2)


This list consists of resources that are used in Droid Reconstruction and Repair Kits. OQ and CD are the two main qualities that you should look for in these material, but don't neglect the UT and MA either. Try to find resources that have qualities in these four as close to 1000 as you can, and you will produce some of the best Repair and Reconstruction Kits that credits can buy.

Metal
Non-Ferrous Metal
Aluminum
Titanium Aluminum
Copper
Beyrllius Copper
Platinite Copper
Low-Grade Ore
Extrusive Ore
Keschel Extrusive Ore
Malab Siliclasitic Ore
Plexite Amorphous Gemstone
Vendusii Crystal Amorphous Gemstone
Fiberplast
Datooine Fiberplast

Part 7 - UT/OQ
(Kits 3)


This list consists of resources that are used in Droid Reconstruction and Repair Kits. UT is listed as being 66% of the crafting equation, while OQ is listed as 33%.

Metal
Neutronium Steel
Fiberplast
Rori Fiberplast
Low-Grade Ore
Ionite Intrusive Ore
Gemstone
Baradium Amorphous Gemstone

Part 8 - OQ/SR/UT
(ISDs)


This listing is specific for Interplanetary Survey Droids and requires equal parts OQ, SR and UT. The closer you can find resources with values of 1000, the closer you will be to producing the fastest returning, or largest stack, ISDs.

Carbonite Steel
Chemical
Vertex Crystalline Gemstone
Known Radioactive
Part 9 - All Named Resources
(Recap)

This list is just a recap of all the named resources and what droid component they are related to. I would suggest that you look for the highest Overall Quality for each of these resources, followed by Conductivity, Shock Resistance, Unit Toughness, and Malleability. This suggestion is a generalization for all of the below listed resources, but can be a useful tip to those just starting out that do not have everything memorized.

(*There may have been a resource change to Level 5 and 6 Data Storage Modules, with JtL. I will leave this information as is until I receive confirmation as to whether this is a bug or not.)

Agrinium Aluminum
Advanced Capacitor Discharge Unit
Duralumin Aluminum
Level 6 Droid Medical Module
Level 5 Droid Medical Module
Level 3 Droid Structure Maintenance Module
Link-Steel Aluminum
Droid Armor Module 6
Droid Armor Module 5
Titanium Aluminum
Droid Repair Kit - D
Beyrllius Copper
Level 6 Droid Data Module *
Level 5 Droid Data Module *
Droid Reconstruction Kit - D
Platinite Copper
Advanced Diagnostic Circuit
Carbonite Steel
Interplanetary Survey Droid
Cubirian Steel
Advanced Redundant Power Supply
Ditanium Steel
Protocol Droid - Deed
Adv Protocol Droid - Chassis
Duralloy Steel
Binary Load Lifter - Deed
Adv Binary Load Lifter - Chassis
Droid Armor Module 6
Droid Armor Module 5
Droid Armor Module 4
Duranium Steel
Binary Load Lifter - Deed
Adv Binary Load Lifter - Chassis
Neutronium Steel
Level 6 Droid Item Storage Module
Level 5 Droid Item Storage Module
Advanced Repair Unit Casing
Keschel Extrusive Ore
Droid Reconstruction Kit - C
Lidium Extrusive Ore
Level 6 Droid Item Storage Module
Level 5 Droid Item Storage Module
Pholokite Extrusive Ore
Advanced Capacitor Discharge Unit
Ionite Intrusive Ore
Advanced Unit Delivery Cartridge
Malab Siliclasitic Ore
Advanced Diagnostic Circuit
Baradium Amorphous Gemstone
Advanced Unit Delivery Cartridge
Plexite Amorphous Gemstone
Droid Reconstruction Kit - D
Vendusii Amorphous Gemstone
Droid Repair Kit - D
Vertex Crystalline Gemstone
Level 3 Droid Structure Maintenance Module
Interplanetary Survey Droid
Orveth Reactive Gas
Advanced Redundant Power Supply
Tolium Reactive Gas
Detonation Module
Dioxis Inert Gas
Level 6 Droid Data Module *
Level 5 Droid Data Module *
Datooine Fiberplast
Droid Repair Kit - C
Rori Fiberplast
Advanced Repair Unit Casing

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Post Re: SWG Profession Guide - Droid Engineer
Experimentation

In this section, I cover all of the Droid Engineer schematics and what lines need to be experimented on. This Section covers only experimentation and how it will effect droid production. I have included my own personal suggestions in each part of this section, however they are only my personal suggestions that I make based upon my own experiences with the droid crafting system. Before I break down each module, component, and subcomponent, I want to point out that as a general rule, Durability experimentation does not appear to have an effect. This appears to be the case 99% of the time, with Stimpack Dispenser Modules being the exception to this rule. The following should also be noted -

Any item with a # at the end of the entry denotes that any parts used in its creation can be of any quality. This would include the Electronic Chips for the Adv Droid Brain, of a Control Unit of an Adv Droid Motive System.
Any item with a % at the end of the entry denotes that only the modules, not the components used, must be of quality, where dictated by this section.
Example - The Droid Brain, used in the creation of Combat-Capable Socket Cluster does not have to be of quality, however the Stimpack Dispenser Module does require that it be of quality, since it is listed as such in this Section.

Part 1 - Mechanism Quality

Mechanism Quality is the rating associated with all droid components. Mechanism Quality can range from -15 to +15 and is dependent upon the Experimental Effectiveness line for almost all of the Droid Components. Mechanism Quality is theorized to affect the success rate of a droid build, however with a higher Mechanism Quality also comes a higher Complexity rating. No definitive answer can be found as to what effect the Mechanism Quality rating does for a Droid Engineer.

Personally, I normally will not bother with the Mechanism Quality rating of a component, unless it also affects another quality, such as the case of the Level based modules. When making factory runs, I will experiment on the schematic item until it has a rating above 0.

Part 2 - Components


Adv Droid Brain#
Adv Droid Frame Unit
Adv Droid Motive System#
Droid Brain
Droid Motive
Droid Sensor
Manipulator Arm
Manipulator Arm Package Set
All Components have a Mechanism Quality rating listed in the information screen. The Mechanism Quality rating is believed to increase the success rate of a droids crafting process; however I personally have not found this to be the case. The Mechanism Quality rating does not have an effect on how a droid performs, nor does it affect the HAM, damage, or other values listed on the final deed of a droid.

Experimentation on all Droid Components is done on one of two lines - Durability & Effectiveness. All components require 50% CD and 50% OQ materials to acquire the highest quality. Durability currently appears to be a useless line of experimentation and has not shown to have an impact on any aspect of the crafting process. If you are going to experiment on the components, which is not a requirement to produce the 'best droid' Effectiveness is the line to put your points into.

Personally, I tend to avoid experimenting on hand crafted components and use the above mentioned 3 step macro to craft a few parts. When I create factory runs on components, I will experiment on the part until it has a Mechanism Quality rating of 0 or slightly higher. I suggest that you use Bulk resources when producing all components

Part 3 - Droid Chassis'

Binary Load Lifter ADV Chassis#
LE Repair ADV Droid Chassis#
Surgical ADV Droid Chassis#
R4 ADV Droid Chassis#
R3 ADV Droid Chassis#
R2 ADV Droid Chassis#
Probot ADV Droid Chassis#
Droid Chassis' have three lines of experimentation - Durability, Effectiveness, and Quality. Both Durability and Quality require 50% SR and 50% UT. Effectiveness is listed as being 50% SR and 50% UT; however this is a typo and should be listed as 100% OQ for all 7 chassis types. Experimentation of all chassis types does not appear to have any effect on the overall crafting process, nor does it directly affect the quality of the final build of a droid.

Personally, I tend to not experiment on hand made Chassis', but tend to use as many points as I can on factory run Chassis'. I suggest that you use Bulk resources when producing all droid Chassis'.

Part 4 - Personality Chips

Prissy Droid Personality Chip#
Geeky Droid Personality Chip#
Stupid Droid Personality Chip#
Sarcastic Droid Personality Chip#
Slang Droid Personality Chip#
Worshipful Droid Personality Chip#
Each of the Personality Chips has two lines of experimentation, Durability and Effectiveness. Durability and Effectiveness experimentation are dependent on 50% OQ and 50% CD. Experimentation on either line does not appear to effect any of the Personality Chips, since the only attribute that is affected is the Mechanism Quality. The quality of the Electronics modules does not appear to matter.

Personally, I tend to avoid experimenting on hand crafted components and use the above mentioned 3 step macro to craft a few parts. When I create factory runs on these modules, I will experiment on the part until it has a Mechanism Quality rating of 0 or slightly higher. I suggest that you use Bulk resources when producing all components

Part 5a - Droid Modules (Non-quality)

Category 1 - Cluster Modules
Combat-Capable Socket Cluster %
General Droid Module Socket Cluster%
Category 2 - Standard Modules
Droid Repair Module#
Effects Module
Merchant Barker Module
Playback Module#
Category 3 - Crafting Station Modules
Clothing Droid Crafting Station Module
Food Droid Crafting Station Module
Structure Droid Crafting Station Module
Weapon Droid Crafting Station Module
Ship Component Crafting Station Module
I broke this area down into 3 parts for ease of explaining. Each of these modules has two lines of experimentation, Durability and Effectiveness. Durability experimentation is dependent on 50% OQ and 50% CD for Category 1 and 2 items, where as 50% SR and 50% UT affects it on Category 3 items. 50% OQ and 50% CD affects the experimentation values on Effectiveness for all three Categories. Experimentation on either line does not appear to effect any of the modules in this list, since the only attribute that is affected is the Mechanism Quality.

Personally, I tend to avoid experimenting on hand crafted components and use the above mentioned 3 step macro to craft a few parts. When I create factory runs on these modules, I will experiment on the part until it has a Mechanism Quality rating of 0 or slightly higher. I suggest that you use Bulk resources when producing all components

Part 5b - Droid Modules (Level based)


Droid Armor Module#
Droid Data Module#
Droid Item Storage Module#
Droid Medical Module#
Droid Structure Maintenance Module#
Each of the Level based modules has a rating that is unique to each module type. Armor has an Armor Module Rating; Item Storage has an Item Storage Rating and so on. This rating is based upon 2 factors - the Level of the module and the success of the Experimentation. Each module has a certain rating range that is dependent on the level. I will go over the level to rating ratio and how each module can be stacked in the next section of this guide.

Experimentation consists of 2 lines for each of these modules - Effectiveness and Durability. As usual, Durability does not appear to have an effect on the modules abilities, or any other factor. Durability experimentation is dependent on 50% OQ and 50% CD for all of the listed modules except for the Armor Modules, which are dependent on 50% UT and 50% SR. 50% OQ and 50% CD, is the determining factor in Effectiveness experimentation. Experimentation on this line will increase the Mechanism Quality and the module rating.

Generally, experimentation on these modules is only suggested if you are going to stack 2 lower level modules to gain the rating of a higher level module. Once you are able to produce Level 6 modules, or Level 3 Structure Maintenance Modules, there is little benefit of experimentation.

Personally, I tend to avoid experimenting on hand crafted components and use the above mentioned 3 step macro to craft a few parts. When I create factory runs on these modules, I will experiment on the part until it has a Mechanism Quality rating of 0 or slightly higher. I suggest only experimenting on modules that will be stacked

If you experiment on a Level based Module and achieve an Experimental Effectiveness of 93% or higher, the module will perform as if it was 1 Level higher, due to the high module rating.

Example - I experiment on a Level 1 Data Module and achieve an Experimental Effectiveness of 93%. This success while increase the Data Storage Rating to 3, which is the base rating of a Level 2 Data Module. See Section

Part 5c - Droid Modules (High Quality)

Single Line
Auto-Repair Module
Creature Harvester Module
Detonation Module
Droid Combat Module#
Scout Trap Projectile Module
Double Line
Stimpack Dispenser Module
Each of these modules is completely dependent on experimentation and the resources used to produce the highest rating possible. 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.

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.

Part 6 - Droid Deeds

Combat Rated
DZ70 Droid%
ADV DZ70 Droid%
LE Repair Droid%
ADV LE Repair Droid%
Probot Droid%
ADV Probot Droid%
R2 Droid%
ADV R2 Droid%
R3 Droid%
ADV R3 Droid%
R4 Droid%
ADV R4 Droid%
R5 Droid%
ADV R5 Droid%
Non-Combat Rated
Binary Load Lifter Droid%
ADV Binary Load Lifter Droid%
MSE Droid%
ADV MSE Droid%
Power Droid%
ADV Power Droid%
Protocol Droid%
ADV Protocol Droid%
Surgical Droid%
ADV Surgical Droid%
Treadwell Droid%
ADV Treadwell Droid%
Droid Deeds have three lines of experimentation - Durability, Effectiveness, and Quality. Both Durability and Quality require 50% SR and 50% UT. Effectiveness requires 100% OQ and appears to be the only experimentation value that will affect a droid. Effectiveness Experimentation is linked to the HAM value of all droids and the To Hit and Attack Speed on combat Droids.. The above list is broken down into two separate groups - Combat and non-Combat rated droids.

It is recommended that you use the highest OQ resources when building any of the Combat rated droids. Non-Combat droids have a very small difference between 0% and 100% Effectiveness, so it is suggested that you only use high OQ materials where requested, or if you have a high abundance of materials.

Part 7 - Flight Computers & Unprogrammed Droid Command Modules

v1 Flight Computer
v2 Flight Computer
v3 Flight Computer
v4 Flight Computer
v5 Flight Computer
v6 Flight Computer
Unprogrammed Droid Command Modules#
Neither the Unprogrammed Droid Command Modules, or the vX Flight Computers have a listed resource quality, at this time. Neither item can be experimented on, because of this. I highly recommend using bulk quality resources when crafting these items.

Part 8 - Kits

Droid Customization Kit#
Droid Repair Kit
Droid Reconstruction Kit
Droid Customization Kits require 50% OQ and 50% CD for the highest rating, with a maximum of 10 uses. The main crafting window lists Quality as an experimentation value, however Durability is still listed as an experimentation field, during the experimentation process. This field was removed from code, but still shows up in the experimentation window. The quality of the Control Unit and Droid Storage Compartment does not have an effect on the number of charges that a Customization Kit can have.

Droid Repair Kits A-D and Droid Reconstruction Kits A-D require 66% OQ and 33% UT for the Experimental Charge field and 40% OQ, 20% MA, and 40% CD for Experimental Effectiveness field. Both items benefit from being a 12 point crafter, and require the best resources that you can find. The kit components, listed below, have a major impact on the overall quality of each tool. The advanced components produce the best overall results, even with low quality resources.

Part 9 - Kit Components

Single Line
Capacitor Discharge Unit
Adv Capacitor Discharge Unit
Redundant Power Supply
Adv Redundant Power Supply
Repair Unit Casing
Adv Repair Unit Casing
Unit Delivery Cartridge
Adv Unit Delivery Cartridge
Double Line
Diagnostic Circuit
Adv Diagnostic Circuit
(Adv) Capacitor Discharge Unit and (Adv) Redundant Power Supply require OQ 25%, 25% CD, and 50% PE for the highest Experimental Effectiveness. These components have a direct impact on the repair strength of the Repair and Reconstruction Kits A-D.

(Adv) Repair Unit Casing and (Adv) Unit Delivery Cartridge require 33% OQ and 66% UT for the highest Experimental Charges. These components have a direct impact on the number of charges that Repair and Reconstruction Kits A-D.

(Adv) Diagnostic Circuit require OQ 25%, 25% CD, and 50% PE for the highest Experimental Effectiveness and 33% OQ and 66% UT for the highest Experimental Charges. These components have a direct impact on the number of charges and the repair strength of that Repair and Reconstruction Kits A-D. This component benefits from being a 12 point crafter.

Part 10 - Misc Items

Non-Quality Items
Arakyd Probe Droid#
Seeker Droid#
Quality Items
Droid Storage Compartment
Interplanetary Survey Droid*
The Arakyd Probe Droid, Seeker Droid, and Interplanetary Survey droid all require resources with 33% OQ, 33% UT, and 33% SR. The Arakyd Probe Droid and Seeker Droids have Durability and Quality listed as experimentation fields, however neither field appears to have an effect on the end result. Interplanetary Survey Droids have Durability, Quality, and Count as the listed experimentation fields. Only Count and Quality appear to affect the final product. Quality experimentation reduces the amount of time that it takes for the droid to report back and the Charge experimentation increases the number of uses of the ISD. ISDs benefit highly from being a 12 point crafter.

Droid Storage Compartments require 50% OQ and 50% CD. If you are going to use Droid Storage Compartments in the different variety of Kits, experimentation and quality do not matter. If the Droid Storage Compartments are going to be used in a Private Crafting Station, then you will want to have the highest quality resources and experiment the Effectiveness line as fully as you can. Every ounce of success on the DSCs will increase the Function Rating of a Private Crafting Station.

Part 11 - Non-Droid Engineer Crafted subcomponents

Artisan Crafted Items - Master Artisan
Control Unit
Electronics GP Module
Electronics Memory Module
Micro Sensor Suite
Armorsmith Crafted Items - Personal Armor IV
Composite Armor Segment
Musician Crafted Items - Novice Musician
Dual Wave Synthesizer
Architect Crafted Items - Buildings 1
Power Core Unit#
This is a list of the non-DE crafted items that you will need to complete your droid crafting process. None of the subcomponents require quality parts or resources.

The Master Artisan parts, which are required for majority of the Master Level Droids and modules, have two fields of experimentation - Durability and Effectiveness. All of the subcomponents, with the exception of the Micro Sensor Suite, require 100% OQ for Effectiveness and 100% UT for Durability. The Micro Sensor Suite requires 100% UT for Durability and 50% OQ and 50% CD for Effectiveness. Effectiveness experimentation appears to be the only field that seems to have an effect, but only on non-droid components. It is recommended using bulk resources on all Master Artisan crafted subcomponents.

The Composite Armor Segments, crafted by an Armorsmith with at least Personal Armor IV, are used in Level 5 and 6 Armor modules. Experimentation and Resource qualities do not appear to affect the quality of the Droid Armor modules. It is recommended that you use bulk resources to produce the segments. Don't bother wasting Krayt Segments or Advanced Composite Segments on these modules.

The Dual Wave Synthesizer is used in the Playback Module. Experimentation and resource qualities do not appear to affect the quality of the Playback Module. It is recommended that you use bulk resources to produce the Dual Wave Synthesizer.

The Power Core Unit is used the Power Droid and Adv Power Droid. Experimentation and Resource qualities do not appear to affect the abilities of the Power Droid. It is recommended that you use bulk resources to produce the Power Cores.

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Wed Apr 30, 2008 9:07 am
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Post Re: SWG Profession Guide - Droid Engineer
General Information

This section is designed to cover some of the more general questions that arise and have not been covered in any other section in this guide.

Part 1 - Module Definitions

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.

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

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

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.

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.

Astromech
An Astromech is one of the R-Series Droids, such as an R2. Pilots have an Astromech Level rating, which is based upon what tier Pilot they are. In this case, Astromech is referring to an R-Series Droid with a Data Storage Module installed, or a Flight Computer. The Pilot's Astromech rating is equal to a Level 1 - 6 Data Module or Flight Computer.

Part 2a - Droid Engineer
Skill Enhancements


Droid Engineer Skill Enhancement Tapes can be randomly found as loot off of any NPC. Low level NPCs can drop +1 and +2 SEAs, at a rate of approximately 1 in 1000. As an NPC increases in level, so does the bonus of the SEA. Night Sisters, Tusken Raiders, and Sith are 3 NPCs that have been suggested as having a higher chance of dropping SEAs with a +3 or above bonus. +25 is the maximum bonus that can be applied to any skill. Anything over +25 in SEAs does not imply a bonus.

Droid Complexity
Droid Complexity tapes no longer work at this time. Before Publish 6, Droid Complexity tapes would lower the over all complexity of each DE crafted item

Droid Customization
Droid Customization tapes are of very limited use at this time. They are only of limited use to a Novice Droid Engineer by providing additional droid customization options. Once a DE has a +64 Droid Customization skill, the SEA no long provides any benefit

Droid Assembly
Droid Assembly tapes provide an increased chance of success, when crafting. At this time, it is unknown what kind of bonus Assembly tapes provide, but it is generally believed that Assembly tapes increase the over all success rate as well as increase the chance of Amazing successes.

Droid Experimentation
Droid Experimentation tapes provide +1 Experimentation point for every +10 points of Droid Experimentation, with a maximum of +2 extra Experimentation points.

Droid Engineer Toolbelt
The Droid Engineer Toolbelt provides a Droid Engineer with +5 Assembly, +5 Customization, and +3 Experimentation. DE Toolbelts offer a rather nice bonus, but at a cost. The Droid Engineer Toolbelt is worn in place of a backpack.

Part 2b - Putting together a DE suit

In order to put together the best set of Droid Engineer clothing, I suggest that you track down a Master Tailor that is willing to put together a custom order. A suit of a Hat, Shirt, Jacket, Pants, Belt, Gloves, and Boots will maximize the clothing items that Droid SEAs can be placed in. When looking for clothes, I suggest looking of clothing that has at least 3 sockets, with 4 sockets being preferable.

Never place tapes with the same mods into the same garment, since the only the highest bonus will be applied. If you change into armor for combat, I would suggest that you try to stay away from putting the CA in belts and shirts, since they will not be removed when equipping armor. Make sure that you place your DE suit in a safe place, when ever going into combat, to safe guard against decay.

Part 3 - Droid Do's and Don'ts

This is just a list of suggestions for all new Droid Engineers.

Do...

spend some time getting to know your profession. Gets some ‘hands on’ time stacking modules together.
write up a few E-mails that answer a few of the more common questions such as those related to modules and what droid type can hold how many modules.
feel free to use any information listed in this guide to help educate Droid owners, or help out other Droid Engineers.
try to keep in contact with other Droid Engineers on your server. Having an open relationship with other DEs on your server will help everyone in the long run.
rename each droid deed to reflect what modules are installed. This will help your droid sales by keeping your customers better informed.
try to have a few K of each of the named resource types, even if they are low quality.


Don't...

forget to keep your customers informed of any known bugs. The Structure Maintenance Module is a good example of this suggestion.
forget that only the DZ70 and Probot have innate combat skills. Keep this in mind when adding such modules as the Auto-Repair Module.
undercut your fellow Droid Engineers. Some price competition is healthy for the economy, but pricing droid well below others on the same server hurts everyone.

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Wed Apr 30, 2008 9:24 am
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