STAR WARS™ Knights of the Old Republic™ II: The Sith Lords™

STAR WARS™ Knights of the Old Republic™ II: The Sith Lords™

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red255 Jul 17, 2018 @ 9:13am
HK-47 Droid Factory w TSLRCM (English) + M4-78EP (English)
running TSLRCM (English) + M4-78EP (English) obviously.

had a few questions.

the first time I did this had a bit of trouble, theres some HK-47 only droid armor in a closet after the first 3 droids with 75% damage reduction from energy, ion and something else to cover most forms of blaster fire.

do the HK-50 units have similiar armor?

I understand the HK-47 unit has an assasination protocol ability that takes away half a target hitpoints if it manages a critical hit and a secondary 20% roll and if you are packing keen disruptors you can manage to critical on rolls of 6 or higher with master critical strike so 3 out of 4 shots.

So I have a question about disruptors assuming the HK-50 units are wearing similiar armor to the HK-47 unit armor I find in the closet, if I'm using disruptors is the weapon specialization +2 damage also unstoppable (and precise shot for that matter? what about the massive criticals damage?

I just want to math how I should put together these disruptors and HK-47. we'll assume mandalorian rippers.

for the purpose of the droid factory.
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Showing 1-14 of 14 comments
cerberusiv Jul 17, 2018 @ 12:23pm 
To answer the first part of your question the armour is not used for the HK-50's. I say that because if it were they would be much harder to kill than they are. The only way to know for sure is if either one of the creators of the mod or someone who has looked into the files answers the question. However the HK-50's simply are not that hard to kill.

I use a rifle, rather than dual pistols, partly for roleplay and partly to avoid having to commit feat picks to two weapon fighting. I have not done the exact maths but my experience with a Zersium rifle, a Verpine droid disintegrator and the Assassin's rifle (that you pick up in the factory), all max upgraded is that there is not much to choose between the three (energy, ion and disrupter respectively). The Assassin's rifle with master sniper shot (it gives you this feat) hits hardest when it crits but does less damage per round when it doesn't. The Zersium does a solid amount of damage most rounds (the HK-50's don't have energy shields) and the Verpine droid disintegrator does slightly more. The Verpine is my preferred choice, partly because it is the most reliable against the shielded turrets you encounter.

Key to the droid factory is a powerful weapon setup but more important than absolutely maxing this is having enough good energy shields to prevent HK-47 taking significant damage (along with the armour).

I realise I have not entirely answered your question but hopefully this is relevant.
red255 Jul 17, 2018 @ 1:07pm 
First time I got there the droids did not die when I shot at them. I had 'good' guns just not critical guns and the guns did damage. had a real hard time with them. was using rapid fire and maybe mandalorian heavy blasters upgraded for damage. and they took barely any damage.

when everything else in the main game would generally die from a few bursts of fire.

regarding perks I count on getting a Droid battle upgrade head piece giving me weapon focus and specialization for free. they drop like candy on the droid planet if nowhere else.

i'll look at the numbers but they certainly die much faster to disrupter fire than energy damage fire.

but I just sat there shooting at them and being shot at and they didn't go down.
cerberusiv Jul 17, 2018 @ 10:42pm 
The first group of three you fight (one actually dies in the cutscene) are extremely tough and I have to use 3-4 energy shield charges to get past them. One then drops the Assassin's rifle. The rest go down easier, even the big room full of them.

Disrupters will work, no question, but do consider ion weapons.
ÄmJii Jul 18, 2018 @ 3:04am 
Yeah, the Droid Factory enemy are way too bullet-spongey. IIRC Disruptor rifle/pistols with Keen scope + Rapid Shot gets you through the quickest, but they'll still take many rounds to go down.

Nowdays I'll simply skip the M4 planet and the factory, one playthrough was enough for me.
red255 Jul 18, 2018 @ 4:10am 
Originally posted by cerberusiv:

Disrupters will work, no question, but do consider ion weapons.

So we'll do 2 rippers with two keen scopes ion power packs and extra critical damage

Gun damage is 3-8 unstoppable +2-12 Ion vs droid +1-8 ion crit threat of 15-20 extra damage on crit of 4-28x2

with the precise shots feats 1-5 and a battle upgrade implant giving me weapon specialization blaster pistol. got a scavenger upgrade (immunity critical hits) and a systems upgrade +2 Con +4 Dex) on top of that, energized plating mk 2. so yeah.

attack rating is very high. I farmed some mines with T3-M4 and he's over level 30. did it mainly to get the Charname crystal maxed version before ...you can't. T3-M4 does the animation really quickly.

not as quick as farming Hsiss used to be but looks like that was removed by some patch.

red255 Jul 18, 2018 @ 9:24am 
So I went in, with 2 pure energy blasters and the aforementioned disruptors on switch. tried the blasters on the non-HK-robots, noted the damage, seemed to be similiar ranges vs the HK units so they don't have a significant damage reduction vs energy.

My assasination protocols must have activated dealing 353 damage telling me the first 2 HK units have 706 HP which seems like an odd number but might be based on my level, and the rest of the HK units seemed to have about half that. (I.E. 353 HP)

Dialog with some HK units suggested the HK-50 units have a self destruct code that you should be able to find to simply destroy them but I don't think the mod incorporated that. my disruptors were doing 60-80 damage on a critical 6 hits, 3 critical strikes, take them down. which isn't too bad.

anyways I got the numbers I asked for. no noticable energy resistance just tons of HPs
cerberusiv Jul 18, 2018 @ 12:09pm 
Originally posted by red255:
So I went in, with 2 pure energy blasters and the aforementioned disruptors on switch. tried the blasters on the non-HK-robots, noted the damage, seemed to be similiar ranges vs the HK units so they don't have a significant damage reduction vs energy.

My assasination protocols must have activated dealing 353 damage telling me the first 2 HK units have 706 HP which seems like an odd number but might be based on my level, and the rest of the HK units seemed to have about half that. (I.E. 353 HP)

Dialog with some HK units suggested the HK-50 units have a self destruct code that you should be able to find to simply destroy them but I don't think the mod incorporated that. my disruptors were doing 60-80 damage on a critical 6 hits, 3 critical strikes, take them down. which isn't too bad.

anyways I got the numbers I asked for. no noticable energy resistance just tons of HPs

Very interesting. Seems to confirm my impressions that the first 2 HK units are the toughest and no energy resistance with any of them - so it is all down to your attack and damage numbers. Thanks for putting some numbers on their HP.

There is no way to activate their self destruct mechanisms. Shame really, that would be interesting.
Hassat Hunter Jul 19, 2018 @ 1:50am 
It was likely something to remove all HK-50's from the entire galaxy. But nothing besides that line was implemented so nothing much to do.
Not to mention it would make the Malachor G0-T0 scene a bit hard to execute.
red255 Jul 21, 2018 @ 8:48am 
OK ran the numbers, someone is welcome to check my math. went with 2 rippers because you get one from a shop on Dxun and you can roll one from various vendors.

Figured on 147 damage per round with rapid shot and 153 damage per round with critical strike
Power attack being a distant third.

assuming Keen scope, ion power pack V and Mandalorian chamber MK3. Critical strike carrying a 5 defense penalty so Rapid fire might win out.
Segregato Jul 21, 2018 @ 3:59pm 
I know this doesnt have anything to do with the topic but can anyone help me? I cant seem to get past a glitch on nar shaddah i fight the red eclipse and then I get stuck on the ebon hawk and cant do anything i took off the armor and lightsaber color mod because I read that can make the tcrlm mod mess up but it still doesnt let me do anything
red255 Jul 21, 2018 @ 4:25pm 
Well theres always verify your cache.

had an error with lightsabers, with Kreia she had an equipped lightsaber, I improved it and it improved the one in her hand and made a second one in the stash, got crashy when I changed the saber colors.

I would try unequipping all your light sabers. or at least the one causing the issue. possibly dumpstering it.
red255 Jul 23, 2018 @ 6:27am 
Originally posted by cerberusiv:

I use a rifle, rather than dual pistols, partly for roleplay and partly to avoid having to commit feat picks to two weapon fighting.


so I did the test.

HK-47 at level 29 has enough perks for 5 perks in precise shot, 3 perks in 2 weapon fighting and 3 perks in a fighting shot style. Power attack requiring 1 less perk since he starts with basic power attack. which could go into toughness.

reasonably sure he has that level by the droid factory usually even with XP farming. Main character typically has level 30 before you can no longer upgrade the CHARNAME crystal. which would put HK-47 around there. without the driod planet yeah he'd likely be short.

Missed that Power attack also gives +1 weapon threat (making it x3 critical damage) So it might be closer than initially evaluated.
cerberusiv Jul 23, 2018 @ 7:29am 
[quote=red255;1711816348629195650
HK-47 at level 29.

reasonably sure he has that level by the droid factory usually even with XP farming. Main character typically has level 30 before you can no longer upgrade the CHARNAME crystal. which would put HK-47 around there. without the driod planet yeah he'd likely be short.
[/quote]

I play with M4-78 installed and have the main character comfortably at level 31 by the time the droid factory comes up so it would be reasonable to expect HK-47 to be at level 30 in that situation.

I also play with the workbench crystal attunement B mod from the Steam workshop. It allows you to upgrade the CHARNAME crystal yourself (requires INT of 16) at a workbench once you have seen Kreia do it. Allows you to upgrade the crystal right up to Trayus Academy. Very neat mod, works with TSLRCM. Highly recommend it.
red255 Jul 23, 2018 @ 7:36am 
yeah reran the numbers. Given a keen scope, an ion power pack V and a mandalorian chamber 3. Power attaack is appearing to pull ahead of rapid shot.

by 3 points with the ripper and 10 points with a disintegrator. Power attack requiring fewer perks and can be acquired earlier.
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Date Posted: Jul 17, 2018 @ 9:13am
Posts: 14