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 New Drannik NPC 
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Drannik Polybolos
( The Drannik Automatons )
Rank 1000 Boss Station
Extremely Rare

The ultimate manifestation of the automatons intelligence, production of the Polybolos began once the Ballistae were reconfigured for ship-to-ship combat. The Drannik designed these behemoth stations as replacement planetary assault weapons.

  • Top 15 damagers are rewarded.
  • Share with Ranks 900 - 3,800

Shields: 3,000,000
Hull: 1,500,000
Abilities:

  • Drannik Power Surge (Will sometimes disrupt attacking ships, lowering defenses 75% for 60 minutes. This effect stacks.)
  • Mass Purge (Will sometimes purge itself of most negative effects while being attacked.)
  • Neural Resistant Hull (Immune to Improved Mind Influence.)

Attack: 85,000
Defense: 50,000
Cloak: 5000
Primary Rewards:

  • Android Engineer (Hiring this droid will add 10 engineers to your crew, increasing your max energy by 10. Estimated Drop Rate: 40%.)
  • Drannik Frenzy Trap (When applied, the first ship to attack the target planet will boost its attack by 5,000 for 12 hours. Estimated Drop Rate: 40%.)
  • Polybolos' Schematics (Permanently upgrades a Drannik Module (Encephalon Core/Ion Pulse Ballistae) on your ship at random, increasing it's fixed stats by 10% and it's Value/Upkeep by 20%, up to a maximum bonus of 100% per module. Estimated Drop Rate: 20%.)

Secondary Reward:

  • Dark Laurels (Awards 5 Dark Badges. Estimated Drop Rate: 100%.)

Expires After 24 Hours
Experience Earned on Kill: 50

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Last edited by Annabell on Fri Apr 19, 2013 11:05 pm, edited 4 times in total.



Fri Apr 19, 2013 5:47 am
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very nice, i like where you are going with your NPC ideas

+1

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Fri Apr 19, 2013 7:01 am
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+1, the rewards need to be a bit better, but I like it overall

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Fri Apr 19, 2013 7:21 am
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TaylorX wrote:
+1, the rewards need to be a bit better, but I like it overall

I felt like the rewards are pretty on par with the rewards for the Kelethor, Cluster, etc., only with a Drannik spin on them. How would you suggest they be improved?

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Fri Apr 19, 2013 7:39 am
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for a 15 man its timer is pretty short. Have to say Dark Laurels is pretty crappy, that's like... 1 min of NPC worth?

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Fri Apr 19, 2013 8:20 am
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Uy23e wrote:
for a 15 man its timer is pretty short. Have to say Dark Laurels is pretty crappy, that's like... 1 min of NPC worth?

The timers of all the Rank 600+ NPCs are short. It's by design. How many Dark Badges would you consider reasonable from the Dark Laurels? Five? Ten? Fifteen?

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Fri Apr 19, 2013 9:35 am
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Love the idea, especially since its a Drannik NPC too.

I would say lose the Dark Laurels. No one wants to hit this NPC to get a chance at Dark Badges.

Ideally, i would say stick with just the other 3 rewards, and just adjust the percentages on the drops, perhaps a 40/40/20 split.

If however you are wanting a 4th reward, i would say a planet structure wouldn't go amiss.

Drannik Power Net(10% drop rate?)
Options:
Size 1: Artifact +1 Cloak +200
Size 2: Mining +2/Artifact +2 Cloak +200
Size 3: Artifact +2/Research +3 Cloak +200 (Ability w/2 Charges(GP Refill)) Ability = Drannik Shield Emitter: Planet Trap: 1 Month - When an enemy artifact is used on this planet, the defenses are tripled for the next 24 hours, at which point the defenses are then halved for the next 48 hours.


Also, i'm always in favor of the percentage boosts for previous ship modules, so +1 on using schematics for an NPC. I would suggest though, to give the NPC greater longevity, to lower the percentage to 10% per schematics. That way you will need 80 to fully upgrade the 8 Drannik Modules.


Last edited by kirkeastment on Fri Apr 19, 2013 9:56 am, edited 1 time in total.



Fri Apr 19, 2013 9:45 am
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kirkeastment wrote:
Love the idea, especially since its a Drannik NPC too.

I would say lose the Dark Laurels. No one wants to hit this NPC to get a chance at Dark Badges.

Ideally, i would say stick with just the other 3 rewards, and just adjust the percentages on the drops, perhaps a 40/40/20 split.



Also, i'm always in favor of the percentage boosts for previous ship modules, so +1 on using schematics for an NPC. I would suggest though, to give the NPC greater longevity, to lower the percentage to 10% per schematics. That way you will need 80 to fully upgrade the 8 Drannik Modules.

You're the second person today to suggest 10% instead of 25%, (the other was while I was brainstorming prior to posting). :)

I really wanted a this to be a Boss that dropped Dark Badges, so what if you were guaranteed Dark Laurels for being one of the top five damagers (added incentive to be those who help take the thing down), plus received one of the other three drops at the revised rates you suggested?

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Fri Apr 19, 2013 9:54 am
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Annabell wrote:
kirkeastment wrote:
Love the idea, especially since its a Drannik NPC too.

I would say lose the Dark Laurels. No one wants to hit this NPC to get a chance at Dark Badges.

Ideally, i would say stick with just the other 3 rewards, and just adjust the percentages on the drops, perhaps a 40/40/20 split.



Also, i'm always in favor of the percentage boosts for previous ship modules, so +1 on using schematics for an NPC. I would suggest though, to give the NPC greater longevity, to lower the percentage to 10% per schematics. That way you will need 80 to fully upgrade the 8 Drannik Modules.

You're the second person today to suggest 10% instead of 25%, (the other was while I was brainstorming prior to posting). :)

I really wanted a this to be a Boss that dropped Dark Badges, so what if you were guaranteed Dark Laurels for being one of the top five damagers, plus received one of the other three drops at the revised rates you suggested?


Yeah, this could work much akin to how you can receive both Research and a Dark Badge from the RSL Siege Cannon, but obviously on a larger scale.

Perhaps a tiered reward of Dark Badges. 1-5 = 20 Dark Badges+ Reward Drop / 6 - 10 = 10 Dark Badges+ Reward Drop / 11 - 15 = 5 Dark Badges+ Reward Drop.


Fri Apr 19, 2013 10:01 am
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Something to add\replace\upgrade the Ion Pulse Ballistae would be great.

Would be good if it installed a new mod if the player is missing any of their Ballistae's.

Especially for those unfortunate souls who did not ever find all 4 of them....

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Fri Apr 19, 2013 11:10 am
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Uy23e wrote:
for a 15 man its timer is pretty short. Have to say Dark Laurels is pretty crappy, that's like... 1 min of NPC worth?



Even most clusters die in under an hour or so. 254 hours is a long time and gives a lot of time for people to solo them aswell. even the poor souls insmaller legion.

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Fri Apr 19, 2013 5:34 pm
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Slightly modified rewards in the original post based upon feedback. ^_^

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Fri Apr 19, 2013 10:46 pm
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This sounds like pony's super boss. A more annoying grivv with immunity to IMI thrown in for kick. Just in terms of its stats it is like 2x as strong as the newer NPCs and requires 1.5x as much to lock, at the same level, and no way to effectively debuff it. I don't think I would actually want to hit this, it would just be exhausting.

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Fri Apr 19, 2013 10:59 pm
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maybe remove mass purge. OR add a drop arty increase Base . like ATK, HULL , sheilds all +50 not DEF cause i think it to soon for a defance boosting arty.

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Fri Apr 19, 2013 11:03 pm
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Littlefluffy wrote:
This sounds like pony's super boss. A more annoying grivv with immunity to IMI thrown in for kick. Just in terms of its stats it is like 2x as strong as the newer NPCs and requires 1.5x as much to lock, at the same level, and no way to effectively debuff it. I don't think I would actually want to hit this, it would just be exhausting.

Oh come on. Only takes 600 energy to lock it. If you've got 400k attack that is...

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Fri Apr 19, 2013 11:05 pm
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KJReed wrote:
Littlefluffy wrote:
This sounds like pony's super boss. A more annoying grivv with immunity to IMI thrown in for kick. Just in terms of its stats it is like 2x as strong as the newer NPCs and requires 1.5x as much to lock, at the same level, and no way to effectively debuff it. I don't think I would actually want to hit this, it would just be exhausting.

Oh come on. Only takes 900 energy to lock it. If you've got 1.3M attack that is...


Fixed that for you, Unless you were talking about the cluster then it is only 600 energy and like 700k attack.

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Fri Apr 19, 2013 11:14 pm
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Littlefluffy wrote:
KJReed wrote:
Littlefluffy wrote:
This sounds like pony's super boss. A more annoying grivv with immunity to IMI thrown in for kick. Just in terms of its stats it is like 2x as strong as the newer NPCs and requires 1.5x as much to lock, at the same level, and no way to effectively debuff it. I don't think I would actually want to hit this, it would just be exhausting.

Oh come on. Only takes 900 energy to lock it. If you've got 1.3M attack that is...


Fixed that for you, Unless you were talking about the cluster then it is only 600 energy and like 700k attack.

This one only takes 120 cap shots. And when debuffed it should only take 450k attack to cap it most of the time.

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Fri Apr 19, 2013 11:19 pm
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Littlefluffy wrote:
This sounds like pony's super boss. A more annoying grivv with immunity to IMI thrown in for kick. Just in terms of its stats it is like 2x as strong as the newer NPCs and requires 1.5x as much to lock, at the same level, and no way to effectively debuff it. I don't think I would actually want to hit this, it would just be exhausting.

It can't be as annoying as the Grivv, as it doesn't steal your energy, and doesn't require the Inner Bypass nonsense. :P

Also, as you can see below, it's actually pretty equivalent to the typical Cluster that's not debuffed, and requires the exact same amount of damage to lock.

Image

If it weren't immune to IMI would you support it?

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Last edited by Annabell on Fri Apr 19, 2013 11:28 pm, edited 1 time in total.



Fri Apr 19, 2013 11:23 pm
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KJReed wrote:
This one only takes 120 cap shots. And when debuffed it should only take 450k attack to cap it most of the time.


Oh! I totally misread the number of people to be 10 not 15, you're right my bad.

As for capping well I don't care enough to do the math, but you are not going to be hitting it debuffed, 50k defense requires a lot more than 450k to hit cap on.

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Fri Apr 19, 2013 11:27 pm
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KJReed wrote:
Littlefluffy wrote:
KJReed wrote:
Oh come on. Only takes 900 energy to lock it. If you've got 1.3M attack that is...


Fixed that for you, Unless you were talking about the cluster then it is only 600 energy and like 700k attack.

This one only takes 120 cap shots. And when debuffed it should only take 450k attack to cap it most of the time.


It's a 15 man
It's immuninue to IMI
It self purges
Debuff what? Chances are there would be a EMP on it at most, and it might take less energy to just attack it instead of EMPing.

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Fri Apr 19, 2013 11:29 pm
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