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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.
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.
Disrupters will work, no question, but do consider ion weapons.
Nowdays I'll simply skip the M4 planet and the factory, one playthrough was enough for me.
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.
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.
Not to mention it would make the Malachor G0-T0 scene a bit hard to execute.
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.
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.
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.
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.
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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.
by 3 points with the ripper and 10 points with a disintegrator. Power attack requiring fewer perks and can be acquired earlier.