------ Generating New Part, Game Version 0.917, Timestamp 9/20/2013 2:45:45 PM (params) ForceModuleType: None, CityMapNodeTypeForRewardDrawBag: None, ForceRarityType: Rare, AllowHigherRaritiesIfForced: False, IsForStore: True ------ World.Instance.DaysLeft: 46, effectiveDay = 50 - DaysLeft: 4 effectiveDay += ( effectiveDay > 0 ? effectiveDay / 15 : 0 ) : 4 baseItemLevel = ( effectiveDay / 2 ) + 1 : 3 effectiveItemLevel = baseItemLevel : 3 effectiveItemLevel += rarity's AmountToAddToItemLevel : 7 moduleType : GeneralOvercharger module.PowerBalanceImpact = -( baseItemLevel * 5 ) : -15 effectiveItemLevel += 2 (just padding for early-game stat starting points) : 9 adding moduleType-inherent effect: IncreaseAllShieldStats_ExoWide, portion: 0.25, multiplier: 1 adding moduleType-inherent effect: IncreaseAttackPower_ExoWide, portion: 0.25, multiplier: 1 adding moduleType-inherent effect: IncreaseAllPropulsionStats_ExoWide, portion: 0.25, multiplier: 1 adding moduleType-inherent effect: IncreaseAllComputerStats_ExoWide, portion: 0.25, multiplier: 1 affixRoll: 0, either-threshold: 100, both-threshold: 30 prefix chosen: SystemPowerGeneration_Prefix_Major adding prefix-caused effect: IncreasePowerGeneration, portion: 0.5, multiplier: 1 suffix chosen: SensorRange_Suffix_Minor adding suffix-caused effect: IncreaseSensorRange, portion: 0.2, multiplier: 1 totalPortion: 1.7 **IncreaseAllShieldStats_ExoWide value computation, portion: 0.25, multiplier: 1 remainingItemLevels: 9 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.15 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 1 *magnitude from spending that many levels : 0.06, actualLevelsSpent: 1 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 1 remainingItemLevels : 8, remainingPortion : 1.45 **IncreaseAttackPower_ExoWide value computation, portion: 0.25, multiplier: 1 remainingItemLevels: 8 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.17 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 1 *magnitude from spending that many levels : 0.06, actualLevelsSpent: 1 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 1 remainingItemLevels : 7, remainingPortion : 1.2 **IncreaseAllPropulsionStats_ExoWide value computation, portion: 0.25, multiplier: 1 remainingItemLevels: 7 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.21 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 1 *magnitude from spending that many levels : 0.06, actualLevelsSpent: 1 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 1 remainingItemLevels : 6, remainingPortion : 0.95 **IncreaseAllComputerStats_ExoWide value computation, portion: 0.25, multiplier: 1 remainingItemLevels: 6 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.26 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 1 *magnitude from spending that many levels : 0.06, actualLevelsSpent: 1 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 1 remainingItemLevels : 5, remainingPortion : 0.7 **IncreasePowerGeneration value computation, portion: 0.5, multiplier: 1 remainingItemLevels: 5 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.71 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 3 *magnitude from spending that many levels : 0.16, actualLevelsSpent: 3 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 3 remainingItemLevels : 2, remainingPortion : 0.2 **IncreaseSensorRange value computation, portion: 0.2, multiplier: 1 remainingItemLevels: 2 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 1 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 1 *magnitude from spending that many levels : 1, actualLevelsSpent: 1 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 1 remainingItemLevels : 1, remainingPortion : 0 **totalLevelsActuallySpent : 8 ------ Generating New Part, Game Version 0.917, Timestamp 9/20/2013 2:45:45 PM (params) ForceModuleType: None, CityMapNodeTypeForRewardDrawBag: None, ForceRarityType: Rare, AllowHigherRaritiesIfForced: False, IsForStore: True ------ World.Instance.DaysLeft: 46, effectiveDay = 50 - DaysLeft: 4 effectiveDay += ( effectiveDay > 0 ? effectiveDay / 15 : 0 ) : 4 baseItemLevel = ( effectiveDay / 2 ) + 1 : 3 effectiveItemLevel = baseItemLevel : 3 effectiveItemLevel += rarity's AmountToAddToItemLevel : 7 moduleType : SplitterMirrorArray module.PowerBalanceImpact = -( baseItemLevel * 5 ) : -15 effectiveItemLevel += 2 (just padding for early-game stat starting points) : 9 adding moduleType-inherent effect: IncreaseAreaOfEffect, portion: 1, multiplier: 1 affixRoll: 75, either-threshold: 100, both-threshold: 30 prefix chosen: AttackRange_Prefix_Major adding prefix-caused effect: IncreaseAttackRange, portion: 0.5, multiplier: 1 totalPortion: 1.5 **IncreaseAreaOfEffect value computation, portion: 1, multiplier: 1 remainingItemLevels: 9 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.67 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 6 *magnitude from spending that many levels : 0.41, actualLevelsSpent: 6 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 6 remainingItemLevels : 3, remainingPortion : 0.5 **IncreaseAttackRange value computation, portion: 0.5, multiplier: 1 remainingItemLevels: 3 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 1 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 3 *magnitude from spending that many levels : 1, actualLevelsSpent: 1 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 1 remainingItemLevels : 2, remainingPortion : 0 **totalLevelsActuallySpent : 7 ------ Generating New Part, Game Version 0.917, Timestamp 9/20/2013 2:45:45 PM (params) ForceModuleType: None, CityMapNodeTypeForRewardDrawBag: None, ForceRarityType: Uncommon, AllowHigherRaritiesIfForced: False, IsForStore: True ------ World.Instance.DaysLeft: 46, effectiveDay = 50 - DaysLeft: 4 effectiveDay += ( effectiveDay > 0 ? effectiveDay / 15 : 0 ) : 4 baseItemLevel = ( effectiveDay / 2 ) + 1 : 3 effectiveItemLevel = baseItemLevel : 3 effectiveItemLevel += rarity's AmountToAddToItemLevel : 5 moduleType : SlaveReactor module.TypeData.PowerGeneratorQuality : 2.00000 module.PowerBalanceImpact = effectiveItemLevel * module.TypeData.PowerGeneratorQuality * 10 : 100 effectiveItemLevel += 2 (just padding for early-game stat starting points) : 7 affixRoll: 37, either-threshold: 80, both-threshold: 10 suffix chosen: DamageReduction_Suffix_Minor adding suffix-caused effect: IncreaseDamageReduction, portion: 0.2, multiplier: 1 totalPortion: 0.2 **IncreaseDamageReduction value computation, portion: 0.2, multiplier: 1 remainingItemLevels: 7 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 1 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 7 *magnitude from spending that many levels : 5, actualLevelsSpent: 7 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 7 remainingItemLevels : 0, remainingPortion : 0 **totalLevelsActuallySpent : 7 ------ Generating New Part, Game Version 0.917, Timestamp 9/20/2013 2:45:45 PM (params) ForceModuleType: None, CityMapNodeTypeForRewardDrawBag: None, ForceRarityType: Epic, AllowHigherRaritiesIfForced: False, IsForStore: True ------ World.Instance.DaysLeft: 46, effectiveDay = 50 - DaysLeft: 4 effectiveDay += ( effectiveDay > 0 ? effectiveDay / 15 : 0 ) : 4 baseItemLevel = ( effectiveDay / 2 ) + 1 : 3 effectiveItemLevel = baseItemLevel : 3 effectiveItemLevel += rarity's AmountToAddToItemLevel : 9 moduleType : LaserScope3 module.PowerBalanceImpact = -( baseItemLevel * 5 ) : -15 effectiveItemLevel += 2 (just padding for early-game stat starting points) : 11 adding moduleType-inherent effect: IncreaseAttackRange, portion: 0.8, multiplier: 1 adding moduleType-inherent effect: IncreaseAmmoCapacity, portion: 0.2, multiplier: 1 affixRoll: 70, either-threshold: 100, both-threshold: 50 suffix chosen: AttackPower_Suffix_Major adding suffix-caused effect: IncreaseAttackPower, portion: 0.5, multiplier: 1 totalPortion: 1.5 **IncreaseAttackRange value computation, portion: 0.8, multiplier: 1 remainingItemLevels: 11 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.53 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 5 *magnitude from spending that many levels : 2, actualLevelsSpent: 5 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 5 remainingItemLevels : 6, remainingPortion : 0.7 **IncreaseAmmoCapacity value computation, portion: 0.2, multiplier: 1 remainingItemLevels: 6 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.29 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 1 *magnitude from spending that many levels : 0.16, actualLevelsSpent: 1 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 1 remainingItemLevels : 5, remainingPortion : 0.5 **IncreaseAttackPower value computation, portion: 0.5, multiplier: 1 remainingItemLevels: 5 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 1 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 5 *magnitude from spending that many levels : 0.14, actualLevelsSpent: 5 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 5 remainingItemLevels : 0, remainingPortion : 0 **totalLevelsActuallySpent : 11 ------ Generating New Part, Game Version 0.917, Timestamp 9/20/2013 2:45:45 PM (params) ForceModuleType: None, CityMapNodeTypeForRewardDrawBag: None, ForceRarityType: Epic, AllowHigherRaritiesIfForced: False, IsForStore: True ------ World.Instance.DaysLeft: 46, effectiveDay = 50 - DaysLeft: 4 effectiveDay += ( effectiveDay > 0 ? effectiveDay / 15 : 0 ) : 4 baseItemLevel = ( effectiveDay / 2 ) + 1 : 3 effectiveItemLevel = baseItemLevel : 3 effectiveItemLevel += rarity's AmountToAddToItemLevel : 9 moduleType : PowerAdapter4 module.TypeData.PowerGeneratorQuality : 0.1000 module.PowerBalanceImpact = effectiveItemLevel * module.TypeData.PowerGeneratorQuality * 10 : 9 effectiveItemLevel += 2 (just padding for early-game stat starting points) : 11 adding moduleType-inherent effect: ReducesSystemPowerUsage, portion: 0.8, multiplier: 1 adding moduleType-inherent effect: IncreaseMaxHealth, portion: 0.2, multiplier: 1 affixRoll: 77, either-threshold: 100, both-threshold: 50 suffix chosen: ExoShieldStats_Suffix_Minor adding suffix-caused effect: IncreaseAllShieldStats_ExoWide, portion: 0.2, multiplier: 1 totalPortion: 1.2 **ReducesSystemPowerUsage value computation, portion: 0.8, multiplier: 1 remainingItemLevels: 11 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.67 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 7 *magnitude from spending that many levels : 7, actualLevelsSpent: 7 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 7 remainingItemLevels : 4, remainingPortion : 0.4 **IncreaseMaxHealth value computation, portion: 0.2, multiplier: 1 remainingItemLevels: 4 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.5 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 1 *magnitude from spending that many levels : 23, actualLevelsSpent: 1 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 1 remainingItemLevels : 3, remainingPortion : 0.2 **IncreaseAllShieldStats_ExoWide value computation, portion: 0.2, multiplier: 1 remainingItemLevels: 3 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 1 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 2 *magnitude from spending that many levels : 0.07, actualLevelsSpent: 2 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 2 remainingItemLevels : 1, remainingPortion : 0 **totalLevelsActuallySpent : 10 ------ Generating New Part, Game Version 0.917, Timestamp 9/20/2013 2:45:45 PM (params) ForceModuleType: None, CityMapNodeTypeForRewardDrawBag: None, ForceRarityType: Epic, AllowHigherRaritiesIfForced: False, IsForStore: True ------ World.Instance.DaysLeft: 46, effectiveDay = 50 - DaysLeft: 4 effectiveDay += ( effectiveDay > 0 ? effectiveDay / 15 : 0 ) : 4 baseItemLevel = ( effectiveDay / 2 ) + 1 : 3 effectiveItemLevel = baseItemLevel : 3 effectiveItemLevel += rarity's AmountToAddToItemLevel : 9 moduleType : SlaveReactor2 module.TypeData.PowerGeneratorQuality : 1.6000 module.PowerBalanceImpact = effectiveItemLevel * module.TypeData.PowerGeneratorQuality * 10 : 144 effectiveItemLevel += 2 (just padding for early-game stat starting points) : 11 adding moduleType-inherent effect: IncreaseMaxHealth, portion: 0.2, multiplier: 1 affixRoll: 90, either-threshold: 100, both-threshold: 50 suffix chosen: SensorRange_Suffix_Minor adding suffix-caused effect: IncreaseSensorRange, portion: 0.2, multiplier: 1 totalPortion: 0.4 **IncreaseMaxHealth value computation, portion: 0.2, multiplier: 1 remainingItemLevels: 11 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.5 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 5 *magnitude from spending that many levels : 37, actualLevelsSpent: 5 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 5 remainingItemLevels : 6, remainingPortion : 0.2 **IncreaseSensorRange value computation, portion: 0.2, multiplier: 1 remainingItemLevels: 6 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 1 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 6 *magnitude from spending that many levels : 2, actualLevelsSpent: 5 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 5 remainingItemLevels : 1, remainingPortion : 0 **totalLevelsActuallySpent : 10 ------ Generating New Part, Game Version 0.917, Timestamp 9/20/2013 2:45:45 PM (params) ForceModuleType: None, CityMapNodeTypeForRewardDrawBag: None, ForceRarityType: Epic, AllowHigherRaritiesIfForced: False, IsForStore: True ------ World.Instance.DaysLeft: 46, effectiveDay = 50 - DaysLeft: 4 effectiveDay += ( effectiveDay > 0 ? effectiveDay / 15 : 0 ) : 4 baseItemLevel = ( effectiveDay / 2 ) + 1 : 3 effectiveItemLevel = baseItemLevel : 3 effectiveItemLevel += rarity's AmountToAddToItemLevel : 9 moduleType : AuxiliaryMultiStorage2 module.PowerBalanceImpact = -( baseItemLevel * 5 ) : -15 effectiveItemLevel += 2 (just padding for early-game stat starting points) : 11 adding moduleType-inherent effect: IncreaseAmmoCapacity, portion: 0.8, multiplier: 1 adding moduleType-inherent effect: IncreaseAttackPower, portion: 0.2, multiplier: 1 affixRoll: 72, either-threshold: 100, both-threshold: 50 suffix chosen: AOE_Suffix_Minor adding suffix-caused effect: IncreaseAreaOfEffect, portion: 0.2, multiplier: 1 totalPortion: 1.2 **IncreaseAmmoCapacity value computation, portion: 0.8, multiplier: 1 remainingItemLevels: 11 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.67 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 7 *magnitude from spending that many levels : 0.22, actualLevelsSpent: 7 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 7 remainingItemLevels : 4, remainingPortion : 0.4 **IncreaseAttackPower value computation, portion: 0.2, multiplier: 1 remainingItemLevels: 4 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.5 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 1 *magnitude from spending that many levels : 0.12, actualLevelsSpent: 1 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 1 remainingItemLevels : 3, remainingPortion : 0.2 **IncreaseAreaOfEffect value computation, portion: 0.2, multiplier: 1 remainingItemLevels: 3 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 1 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 2 *magnitude from spending that many levels : 0.28, actualLevelsSpent: 2 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 2 remainingItemLevels : 1, remainingPortion : 0 **totalLevelsActuallySpent : 10 ------ Generating New Part, Game Version 0.917, Timestamp 9/20/2013 4:02:01 PM (params) ForceModuleType: None, CityMapNodeTypeForRewardDrawBag: Factory, ForceRarityType: Common, AllowHigherRaritiesIfForced: True, IsForStore: False ------ World.Instance.DaysLeft: 46, effectiveDay = 50 - DaysLeft: 4 effectiveDay += ( effectiveDay > 0 ? effectiveDay / 15 : 0 ) : 4 baseItemLevel = ( effectiveDay / 2 ) + 1 : 3 rarityRoll = rand( 0, 100000 ) : 75254, resulting rarity : Common effectiveItemLevel = baseItemLevel : 3 moduleType : Minelayer4 module.PowerBalanceImpact = -( baseItemLevel * 5 ) : -15 effectiveItemLevel += 2 (just padding for early-game stat starting points) : 5 adding moduleType-inherent effect: IncreaseMaxMineLayerPoints, portion: 0.8, multiplier: 1 adding moduleType-inherent effect: IncreaseVirusLevel, portion: 0.2, multiplier: 1 affixRoll: 83, either-threshold: 0, both-threshold: 0 totalPortion: 1 **IncreaseMaxMineLayerPoints value computation, portion: 0.8, multiplier: 1 remainingItemLevels: 5 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.8 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 4 *magnitude from spending that many levels : 10, actualLevelsSpent: 4 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 4 remainingItemLevels : 1, remainingPortion : 0.2 **IncreaseVirusLevel value computation, portion: 0.2, multiplier: 1 remainingItemLevels: 1 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 1 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 1 *magnitude from spending that many levels : 11, actualLevelsSpent: 1 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 1 remainingItemLevels : 0, remainingPortion : 0 **totalLevelsActuallySpent : 5 ------ Generating New Part, Game Version 0.917, Timestamp 9/20/2013 4:06:47 PM (params) ForceModuleType: None, CityMapNodeTypeForRewardDrawBag: Factory, ForceRarityType: Uncommon, AllowHigherRaritiesIfForced: True, IsForStore: False ------ World.Instance.DaysLeft: 46, effectiveDay = 50 - DaysLeft: 4 effectiveDay += ( effectiveDay > 0 ? effectiveDay / 15 : 0 ) : 4 baseItemLevel = ( effectiveDay / 2 ) + 1 : 3 rarityRoll = rand( 0, 100000 ) : 76824, resulting rarity : Uncommon effectiveItemLevel = baseItemLevel : 3 effectiveItemLevel += rarity's AmountToAddToItemLevel : 5 moduleType : PulseOvercharger5 module.PowerBalanceImpact = -( baseItemLevel * 5 ) : -15 effectiveItemLevel += 2 (just padding for early-game stat starting points) : 7 adding moduleType-inherent effect: IncreaseAttackPower_ExoWide, portion: 0.8, multiplier: 1 adding moduleType-inherent effect: IncreaseDamageReduction, portion: 0.2, multiplier: 1 affixRoll: 46, either-threshold: 80, both-threshold: 10 suffix chosen: SystemPowerReduction_Suffix_Minor adding suffix-caused effect: ReducesSystemPowerUsage, portion: 0.2, multiplier: 1 totalPortion: 1.2 **IncreaseAttackPower_ExoWide value computation, portion: 0.8, multiplier: 1 remainingItemLevels: 7 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.67 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 4 *magnitude from spending that many levels : 0.09, actualLevelsSpent: 4 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 4 remainingItemLevels : 3, remainingPortion : 0.4 **IncreaseDamageReduction value computation, portion: 0.2, multiplier: 1 remainingItemLevels: 3 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.5 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 1 *magnitude from spending that many levels : 2, actualLevelsSpent: 1 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 1 remainingItemLevels : 2, remainingPortion : 0.2 **ReducesSystemPowerUsage value computation, portion: 0.2, multiplier: 1 remainingItemLevels: 2 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 1 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 1 *magnitude from spending that many levels : 1, actualLevelsSpent: 1 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 1 remainingItemLevels : 1, remainingPortion : 0 **totalLevelsActuallySpent : 6 ------ Generating New Part, Game Version 0.917, Timestamp 9/20/2013 4:06:50 PM (params) ForceModuleType: None, CityMapNodeTypeForRewardDrawBag: Factory, ForceRarityType: Uncommon, AllowHigherRaritiesIfForced: True, IsForStore: False ------ World.Instance.DaysLeft: 46, effectiveDay = 50 - DaysLeft: 4 effectiveDay += ( effectiveDay > 0 ? effectiveDay / 15 : 0 ) : 4 baseItemLevel = ( effectiveDay / 2 ) + 1 : 3 rarityRoll = rand( 0, 100000 ) : 3617, resulting rarity : Uncommon effectiveItemLevel = baseItemLevel : 3 effectiveItemLevel += rarity's AmountToAddToItemLevel : 5 moduleType : EmitterMatrix3 module.PowerBalanceImpact = -( baseItemLevel * 5 ) : -15 effectiveItemLevel += 2 (just padding for early-game stat starting points) : 7 adding moduleType-inherent effect: IncreaseMaxHealth, portion: 0.8, multiplier: 1, only for system Shields adding moduleType-inherent effect: IncreaseDamageReduction, portion: 0.2, multiplier: 1, only for system Shields adding moduleType-inherent effect: IncreaseAttackPower, portion: 0.8, multiplier: 1, only for system Weapon adding moduleType-inherent effect: IncreaseAttackRange, portion: 0.2, multiplier: 1, only for system Weapon affixRoll: 16, either-threshold: 80, both-threshold: 10 suffix chosen: DamageReduction_Suffix_Minor adding suffix-caused effect: IncreaseDamageReduction, portion: 0.2, multiplier: 1 totalPortion: 2.2 **IncreaseMaxHealth value computation, portion: 0.8, multiplier: 1 remainingItemLevels: 7 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 2 effectPortionPercent = effectPortion / remainingPortion : 0.36 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 5 *magnitude from spending that many levels : 37, actualLevelsSpent: 5 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 2.5 remainingItemLevels : 4.5, remainingPortion : 1.4 **IncreaseDamageReduction value computation, portion: 0.4, multiplier: 1 remainingItemLevels: 4.5 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 2 effectPortionPercent = effectPortion / remainingPortion : 0.29 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 2 *magnitude from spending that many levels : 3, actualLevelsSpent: 2 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 1 remainingItemLevels : 3.5, remainingPortion : 1 **IncreaseAttackPower value computation, portion: 0.8, multiplier: 1 remainingItemLevels: 3.5 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 2 effectPortionPercent = effectPortion / remainingPortion : 0.8 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 5 *magnitude from spending that many levels : 0.14, actualLevelsSpent: 5 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 2.5 remainingItemLevels : 1, remainingPortion : 0.2 **IncreaseAttackRange value computation, portion: 0.2, multiplier: 1 remainingItemLevels: 1 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 2 effectPortionPercent = effectPortion / remainingPortion : 1 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 1 *magnitude from spending that many levels : 1, actualLevelsSpent: 1 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 0.5 remainingItemLevels : 0.5, remainingPortion : 0 **totalLevelsActuallySpent : 13 ------ Generating New Part, Game Version 0.917, Timestamp 9/20/2013 4:08:00 PM (params) ForceModuleType: None, CityMapNodeTypeForRewardDrawBag: Factory, ForceRarityType: Uncommon, AllowHigherRaritiesIfForced: True, IsForStore: False ------ World.Instance.DaysLeft: 46, effectiveDay = 50 - DaysLeft: 4 effectiveDay += ( effectiveDay > 0 ? effectiveDay / 15 : 0 ) : 4 baseItemLevel = ( effectiveDay / 2 ) + 1 : 3 rarityRoll = rand( 0, 100000 ) : 5236, resulting rarity : Uncommon effectiveItemLevel = baseItemLevel : 3 effectiveItemLevel += rarity's AmountToAddToItemLevel : 5 moduleType : PowerAdapter3 module.TypeData.PowerGeneratorQuality : 0.1000 module.PowerBalanceImpact = effectiveItemLevel * module.TypeData.PowerGeneratorQuality * 10 : 5 effectiveItemLevel += 2 (just padding for early-game stat starting points) : 7 adding moduleType-inherent effect: ReducesSystemPowerUsage, portion: 0.8, multiplier: 1 adding moduleType-inherent effect: IncreaseAutohealPerTurn, portion: 0.2, multiplier: 1 affixRoll: 59, either-threshold: 80, both-threshold: 10 prefix chosen: ExoComputerStats_Prefix_Minor adding prefix-caused effect: IncreaseAllComputerStats_ExoWide, portion: 0.2, multiplier: 1 totalPortion: 1.2 **ReducesSystemPowerUsage value computation, portion: 0.8, multiplier: 1 remainingItemLevels: 7 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.67 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 4 *magnitude from spending that many levels : 4, actualLevelsSpent: 4 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 4 remainingItemLevels : 3, remainingPortion : 0.4 **IncreaseAutohealPerTurn value computation, portion: 0.2, multiplier: 1 remainingItemLevels: 3 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.5 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 1 *magnitude from spending that many levels : 6, actualLevelsSpent: 1 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 1 remainingItemLevels : 2, remainingPortion : 0.2 **IncreaseAllComputerStats_ExoWide value computation, portion: 0.2, multiplier: 1 remainingItemLevels: 2 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 1 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 1 *magnitude from spending that many levels : 0.06, actualLevelsSpent: 1 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 1 remainingItemLevels : 1, remainingPortion : 0 **totalLevelsActuallySpent : 6 ------ Generating New Part, Game Version 0.917, Timestamp 9/20/2013 4:08:09 PM (params) ForceModuleType: None, CityMapNodeTypeForRewardDrawBag: Factory, ForceRarityType: Uncommon, AllowHigherRaritiesIfForced: True, IsForStore: False ------ World.Instance.DaysLeft: 46, effectiveDay = 50 - DaysLeft: 4 effectiveDay += ( effectiveDay > 0 ? effectiveDay / 15 : 0 ) : 4 baseItemLevel = ( effectiveDay / 2 ) + 1 : 3 rarityRoll = rand( 0, 100000 ) : 2346, resulting rarity : Uncommon effectiveItemLevel = baseItemLevel : 3 effectiveItemLevel += rarity's AmountToAddToItemLevel : 5 moduleType : SlaveReactor5 module.TypeData.PowerGeneratorQuality : 1.6000 module.PowerBalanceImpact = effectiveItemLevel * module.TypeData.PowerGeneratorQuality * 10 : 80 effectiveItemLevel += 2 (just padding for early-game stat starting points) : 7 adding moduleType-inherent effect: IncreaseTrapAvoidanceLevel, portion: 0.2, multiplier: 1 affixRoll: 7, either-threshold: 80, both-threshold: 10 prefix chosen: Regen_Prefix_Major adding prefix-caused effect: IncreaseAutohealPerTurn, portion: 0.5, multiplier: 1 suffix chosen: SystemPowerGeneration_Suffix_Major adding suffix-caused effect: IncreasePowerGeneration, portion: 0.5, multiplier: 1 totalPortion: 1.2 **IncreaseTrapAvoidanceLevel value computation, portion: 0.2, multiplier: 1 remainingItemLevels: 7 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.17 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 1 *magnitude from spending that many levels : 3, actualLevelsSpent: 1 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 1 remainingItemLevels : 6, remainingPortion : 1 **IncreaseAutohealPerTurn value computation, portion: 0.5, multiplier: 1 remainingItemLevels: 6 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.5 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 3 *magnitude from spending that many levels : 7, actualLevelsSpent: 3 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 3 remainingItemLevels : 3, remainingPortion : 0.5 **IncreasePowerGeneration value computation, portion: 0.5, multiplier: 1 remainingItemLevels: 3 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 1 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 3 *magnitude from spending that many levels : 0.16, actualLevelsSpent: 3 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 3 remainingItemLevels : 0, remainingPortion : 0 **totalLevelsActuallySpent : 7 ------ Generating New Part, Game Version 0.917, Timestamp 9/20/2013 4:08:55 PM (params) ForceModuleType: None, CityMapNodeTypeForRewardDrawBag: Factory, ForceRarityType: None, AllowHigherRaritiesIfForced: True, IsForStore: False ------ World.Instance.DaysLeft: 46, effectiveDay = 50 - DaysLeft: 4 effectiveDay += ( effectiveDay > 0 ? effectiveDay / 15 : 0 ) : 4 baseItemLevel = ( effectiveDay / 2 ) + 1 : 3 rarityRoll = rand( 0, 100000 ) : 49392, resulting rarity : Common effectiveItemLevel = baseItemLevel : 3 moduleType : AuxiliaryMultiStorage3 module.PowerBalanceImpact = -( baseItemLevel * 5 ) : -15 effectiveItemLevel += 2 (just padding for early-game stat starting points) : 5 adding moduleType-inherent effect: IncreaseAmmoCapacity, portion: 0.8, multiplier: 1 adding moduleType-inherent effect: IncreaseAttackRange, portion: 0.2, multiplier: 1 affixRoll: 11, either-threshold: 0, both-threshold: 0 totalPortion: 1 **IncreaseAmmoCapacity value computation, portion: 0.8, multiplier: 1 remainingItemLevels: 5 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.8 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 4 *magnitude from spending that many levels : 0.18, actualLevelsSpent: 4 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 4 remainingItemLevels : 1, remainingPortion : 0.2 **IncreaseAttackRange value computation, portion: 0.2, multiplier: 1 remainingItemLevels: 1 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 1 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 1 *magnitude from spending that many levels : 1, actualLevelsSpent: 1 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 1 remainingItemLevels : 0, remainingPortion : 0 **totalLevelsActuallySpent : 5 ------ Generating New Part, Game Version 0.917, Timestamp 9/20/2013 4:10:49 PM (params) ForceModuleType: None, CityMapNodeTypeForRewardDrawBag: Factory, ForceRarityType: Uncommon, AllowHigherRaritiesIfForced: True, IsForStore: False ------ World.Instance.DaysLeft: 46, effectiveDay = 50 - DaysLeft: 4 effectiveDay += ( effectiveDay > 0 ? effectiveDay / 15 : 0 ) : 4 baseItemLevel = ( effectiveDay / 2 ) + 1 : 3 rarityRoll = rand( 0, 100000 ) : 56148, resulting rarity : Uncommon effectiveItemLevel = baseItemLevel : 3 effectiveItemLevel += rarity's AmountToAddToItemLevel : 5 moduleType : HoverThruster3 module.PowerBalanceImpact = -( baseItemLevel * 5 ) : -15 effectiveItemLevel += 2 (just padding for early-game stat starting points) : 7 adding moduleType-inherent effect: IncreaseTrapAvoidanceLevel, portion: 0.8, multiplier: 1 adding moduleType-inherent effect: IncreaseMaxStoredStealthTurns, portion: 0.2, multiplier: 1 affixRoll: 99, either-threshold: 80, both-threshold: 10 totalPortion: 1 **IncreaseTrapAvoidanceLevel value computation, portion: 0.8, multiplier: 1 remainingItemLevels: 7 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.8 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 5 *magnitude from spending that many levels : 7, actualLevelsSpent: 5 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 5 remainingItemLevels : 2, remainingPortion : 0.2 **IncreaseMaxStoredStealthTurns value computation, portion: 0.2, multiplier: 1 remainingItemLevels: 2 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 1 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 2 *magnitude from spending that many levels : 3, actualLevelsSpent: 1 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 1 remainingItemLevels : 1, remainingPortion : 0 **totalLevelsActuallySpent : 6 ------ Generating New Part, Game Version 0.917, Timestamp 9/20/2013 4:11:00 PM (params) ForceModuleType: None, CityMapNodeTypeForRewardDrawBag: Factory, ForceRarityType: Uncommon, AllowHigherRaritiesIfForced: True, IsForStore: False ------ World.Instance.DaysLeft: 46, effectiveDay = 50 - DaysLeft: 4 effectiveDay += ( effectiveDay > 0 ? effectiveDay / 15 : 0 ) : 4 baseItemLevel = ( effectiveDay / 2 ) + 1 : 3 rarityRoll = rand( 0, 100000 ) : 26695, resulting rarity : Uncommon effectiveItemLevel = baseItemLevel : 3 effectiveItemLevel += rarity's AmountToAddToItemLevel : 5 moduleType : AuxiliaryCoolantTank3 module.PowerBalanceImpact = -( baseItemLevel * 5 ) : -15 effectiveItemLevel += 2 (just padding for early-game stat starting points) : 7 adding moduleType-inherent effect: IncreasePowerGeneration, portion: 0.8, multiplier: 1, only for system Reactor adding moduleType-inherent effect: IncreaseMaxHealth, portion: 0.8, multiplier: 1.2, only for system Shields adding moduleType-inherent effect: IncreaseMaxStoredStealthTurns, portion: 0.8, multiplier: 1.2, only for system Propulsion adding moduleType-inherent effect: IncreaseSensorRange, portion: 0.8, multiplier: 1.2, only for system Computer adding moduleType-inherent effect: IncreaseAttackPower, portion: 0.8, multiplier: 1, only for system Weapon adding moduleType-inherent effect: IncreaseAllShieldStats_ExoWide, portion: 0.2, multiplier: 1 affixRoll: 23, either-threshold: 80, both-threshold: 10 prefix chosen: MaxHealth_Prefix_Major adding prefix-caused effect: IncreaseMaxHealth, portion: 0.5, multiplier: 1 totalPortion: 4.7 **IncreasePowerGeneration value computation, portion: 0.8, multiplier: 1 remainingItemLevels: 7 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 5 effectPortionPercent = effectPortion / remainingPortion : 0.17 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 5 *magnitude from spending that many levels : 0.2, actualLevelsSpent: 5 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 1 remainingItemLevels : 6, remainingPortion : 3.9 **IncreaseMaxHealth value computation, portion: 1.3, multiplier: 1.2 remainingItemLevels: 6 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 6 effectPortionPercent = effectPortion / remainingPortion : 0.33 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 12 *magnitude from spending that many levels : 87, actualLevelsSpent: 12 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 2 remainingItemLevels : 4, remainingPortion : 2.6 **IncreaseMaxStoredStealthTurns value computation, portion: 0.8, multiplier: 1.2 remainingItemLevels: 4 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 6 effectPortionPercent = effectPortion / remainingPortion : 0.31 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 7 *magnitude from spending that many levels : 5, actualLevelsSpent: 7 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 1.17 remainingItemLevels : 2.83, remainingPortion : 1.8 **IncreaseSensorRange value computation, portion: 0.8, multiplier: 1.2 remainingItemLevels: 2.83 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 6 effectPortionPercent = effectPortion / remainingPortion : 0.44 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 7 *magnitude from spending that many levels : 2, actualLevelsSpent: 5 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 0.83 remainingItemLevels : 2, remainingPortion : 1 **IncreaseAttackPower value computation, portion: 0.8, multiplier: 1 remainingItemLevels: 2 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 5 effectPortionPercent = effectPortion / remainingPortion : 0.8 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 8 *magnitude from spending that many levels : 0.15, actualLevelsSpent: 8 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 1.6 remainingItemLevels : 0.4, remainingPortion : 0.2 **IncreaseAllShieldStats_ExoWide value computation, portion: 0.2, multiplier: 1 remainingItemLevels: 0.4 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 5 effectPortionPercent = effectPortion / remainingPortion : 1 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 2 *magnitude from spending that many levels : 0.07, actualLevelsSpent: 2 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 0.4 remainingItemLevels : 0, remainingPortion : 0 **totalLevelsActuallySpent : 39 ------ Generating New Part, Game Version 0.917, Timestamp 9/20/2013 4:11:00 PM (params) ForceModuleType: None, CityMapNodeTypeForRewardDrawBag: Factory, ForceRarityType: Uncommon, AllowHigherRaritiesIfForced: True, IsForStore: False ------ World.Instance.DaysLeft: 46, effectiveDay = 50 - DaysLeft: 4 effectiveDay += ( effectiveDay > 0 ? effectiveDay / 15 : 0 ) : 4 baseItemLevel = ( effectiveDay / 2 ) + 1 : 3 rarityRoll = rand( 0, 100000 ) : 86487, resulting rarity : Uncommon effectiveItemLevel = baseItemLevel : 3 effectiveItemLevel += rarity's AmountToAddToItemLevel : 5 moduleType : EmitterMatrix module.PowerBalanceImpact = -( baseItemLevel * 5 ) : -15 effectiveItemLevel += 2 (just padding for early-game stat starting points) : 7 adding moduleType-inherent effect: IncreaseMaxHealth, portion: 1, multiplier: 1, only for system Shields adding moduleType-inherent effect: IncreaseAttackPower, portion: 1, multiplier: 1, only for system Weapon affixRoll: 77, either-threshold: 80, both-threshold: 10 suffix chosen: MaxHealth_Suffix_Minor adding suffix-caused effect: IncreaseMaxHealth, portion: 0.2, multiplier: 1 totalPortion: 2.2 **IncreaseMaxHealth value computation, portion: 1.2, multiplier: 1 remainingItemLevels: 7 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 2 effectPortionPercent = effectPortion / remainingPortion : 0.55 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 7 *magnitude from spending that many levels : 47, actualLevelsSpent: 7 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 3.5 remainingItemLevels : 3.5, remainingPortion : 1 **IncreaseAttackPower value computation, portion: 1, multiplier: 1 remainingItemLevels: 3.5 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 2 effectPortionPercent = effectPortion / remainingPortion : 1 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 7 *magnitude from spending that many levels : 0.15, actualLevelsSpent: 7 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 3.5 remainingItemLevels : 0, remainingPortion : 0 **totalLevelsActuallySpent : 14 ------ Generating New Part, Game Version 0.917, Timestamp 9/20/2013 4:11:00 PM (params) ForceModuleType: None, CityMapNodeTypeForRewardDrawBag: None, ForceRarityType: Epic, AllowHigherRaritiesIfForced: False, IsForStore: True ------ World.Instance.DaysLeft: 45, effectiveDay = 50 - DaysLeft: 5 effectiveDay += ( effectiveDay > 0 ? effectiveDay / 15 : 0 ) : 5 baseItemLevel = ( effectiveDay / 2 ) + 1 : 3 effectiveItemLevel = baseItemLevel : 3 effectiveItemLevel += rarity's AmountToAddToItemLevel : 9 moduleType : SplitterMirrorArray2 module.PowerBalanceImpact = -( baseItemLevel * 5 ) : -15 effectiveItemLevel += 2 (just padding for early-game stat starting points) : 11 adding moduleType-inherent effect: IncreaseAreaOfEffect, portion: 0.8, multiplier: 1 adding moduleType-inherent effect: IncreaseAttackPower, portion: 0.2, multiplier: 1 affixRoll: 26, either-threshold: 100, both-threshold: 50 prefix chosen: AttackRange_Prefix_Major adding prefix-caused effect: IncreaseAttackRange, portion: 0.5, multiplier: 1 suffix chosen: Ammo_Suffix_Minor adding suffix-caused effect: IncreaseAmmoCapacity, portion: 0.2, multiplier: 1 totalPortion: 1.7 **IncreaseAreaOfEffect value computation, portion: 0.8, multiplier: 1 remainingItemLevels: 11 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.47 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 5 *magnitude from spending that many levels : 0.38, actualLevelsSpent: 5 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 5 remainingItemLevels : 6, remainingPortion : 0.9 **IncreaseAttackPower value computation, portion: 0.2, multiplier: 1 remainingItemLevels: 6 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.22 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 1 *magnitude from spending that many levels : 0.12, actualLevelsSpent: 1 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 1 remainingItemLevels : 5, remainingPortion : 0.7 **IncreaseAttackRange value computation, portion: 0.5, multiplier: 1 remainingItemLevels: 5 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.71 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 3 *magnitude from spending that many levels : 1, actualLevelsSpent: 1 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 1 remainingItemLevels : 4, remainingPortion : 0.2 **IncreaseAmmoCapacity value computation, portion: 0.2, multiplier: 1 remainingItemLevels: 4 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 1 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 3 *magnitude from spending that many levels : 0.17, actualLevelsSpent: 3 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 3 remainingItemLevels : 1, remainingPortion : 0 **totalLevelsActuallySpent : 10 ------ Generating New Part, Game Version 0.917, Timestamp 9/20/2013 4:11:00 PM (params) ForceModuleType: None, CityMapNodeTypeForRewardDrawBag: None, ForceRarityType: Rare, AllowHigherRaritiesIfForced: False, IsForStore: True ------ World.Instance.DaysLeft: 45, effectiveDay = 50 - DaysLeft: 5 effectiveDay += ( effectiveDay > 0 ? effectiveDay / 15 : 0 ) : 5 baseItemLevel = ( effectiveDay / 2 ) + 1 : 3 effectiveItemLevel = baseItemLevel : 3 effectiveItemLevel += rarity's AmountToAddToItemLevel : 7 moduleType : HardenedFieldEmitter3 module.PowerBalanceImpact = -( baseItemLevel * 5 ) : -15 effectiveItemLevel += 2 (just padding for early-game stat starting points) : 9 adding moduleType-inherent effect: IncreaseDamageReduction, portion: 0.8, multiplier: 1 adding moduleType-inherent effect: IncreaseMaxHealth, portion: 0.2, multiplier: 1 affixRoll: 98, either-threshold: 100, both-threshold: 30 prefix chosen: TrapAvoidance_Prefix_Minor adding prefix-caused effect: IncreaseTrapAvoidanceLevel, portion: 0.2, multiplier: 1 totalPortion: 1.2 **IncreaseDamageReduction value computation, portion: 0.8, multiplier: 1 remainingItemLevels: 9 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.67 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 5 *magnitude from spending that many levels : 4, actualLevelsSpent: 5 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 5 remainingItemLevels : 4, remainingPortion : 0.4 **IncreaseMaxHealth value computation, portion: 0.2, multiplier: 1 remainingItemLevels: 4 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.5 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 1 *magnitude from spending that many levels : 23, actualLevelsSpent: 1 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 1 remainingItemLevels : 3, remainingPortion : 0.2 **IncreaseTrapAvoidanceLevel value computation, portion: 0.2, multiplier: 1 remainingItemLevels: 3 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 1 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 2 *magnitude from spending that many levels : 4, actualLevelsSpent: 2 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 2 remainingItemLevels : 1, remainingPortion : 0 **totalLevelsActuallySpent : 8 ------ Generating New Part, Game Version 0.917, Timestamp 9/20/2013 4:11:00 PM (params) ForceModuleType: None, CityMapNodeTypeForRewardDrawBag: None, ForceRarityType: Rare, AllowHigherRaritiesIfForced: False, IsForStore: True ------ World.Instance.DaysLeft: 45, effectiveDay = 50 - DaysLeft: 5 effectiveDay += ( effectiveDay > 0 ? effectiveDay / 15 : 0 ) : 5 baseItemLevel = ( effectiveDay / 2 ) + 1 : 3 effectiveItemLevel = baseItemLevel : 3 effectiveItemLevel += rarity's AmountToAddToItemLevel : 7 moduleType : HoverThruster2 module.PowerBalanceImpact = -( baseItemLevel * 5 ) : -15 effectiveItemLevel += 2 (just padding for early-game stat starting points) : 9 adding moduleType-inherent effect: IncreaseTrapAvoidanceLevel, portion: 0.8, multiplier: 1 adding moduleType-inherent effect: IncreaseDamageReduction, portion: 0.2, multiplier: 1 affixRoll: 64, either-threshold: 100, both-threshold: 30 prefix chosen: SystemPowerGeneration_Prefix_Major adding prefix-caused effect: IncreasePowerGeneration, portion: 0.5, multiplier: 1 totalPortion: 1.5 **IncreaseTrapAvoidanceLevel value computation, portion: 0.8, multiplier: 1 remainingItemLevels: 9 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.53 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 4 *magnitude from spending that many levels : 6, actualLevelsSpent: 4 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 4 remainingItemLevels : 5, remainingPortion : 0.7 **IncreaseDamageReduction value computation, portion: 0.2, multiplier: 1 remainingItemLevels: 5 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.29 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 1 *magnitude from spending that many levels : 2, actualLevelsSpent: 1 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 1 remainingItemLevels : 4, remainingPortion : 0.5 **IncreasePowerGeneration value computation, portion: 0.5, multiplier: 1 remainingItemLevels: 4 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 1 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 4 *magnitude from spending that many levels : 0.18, actualLevelsSpent: 4 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 4 remainingItemLevels : 0, remainingPortion : 0 **totalLevelsActuallySpent : 9 ------ Generating New Part, Game Version 0.917, Timestamp 9/20/2013 4:11:00 PM (params) ForceModuleType: None, CityMapNodeTypeForRewardDrawBag: None, ForceRarityType: Rare, AllowHigherRaritiesIfForced: False, IsForStore: True ------ World.Instance.DaysLeft: 45, effectiveDay = 50 - DaysLeft: 5 effectiveDay += ( effectiveDay > 0 ? effectiveDay / 15 : 0 ) : 5 baseItemLevel = ( effectiveDay / 2 ) + 1 : 3 effectiveItemLevel = baseItemLevel : 3 effectiveItemLevel += rarity's AmountToAddToItemLevel : 7 moduleType : NanoRifledBarrel3 module.PowerBalanceImpact = -( baseItemLevel * 5 ) : -15 effectiveItemLevel += 2 (just padding for early-game stat starting points) : 9 adding moduleType-inherent effect: IncreaseAttackPower, portion: 0.8, multiplier: 1 adding moduleType-inherent effect: IncreaseAttackRange, portion: 0.2, multiplier: 1 affixRoll: 75, either-threshold: 100, both-threshold: 30 suffix chosen: AOE_Suffix_Major adding suffix-caused effect: IncreaseAreaOfEffect, portion: 0.5, multiplier: 1 totalPortion: 1.5 **IncreaseAttackPower value computation, portion: 0.8, multiplier: 1 remainingItemLevels: 9 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.53 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 4 *magnitude from spending that many levels : 0.13, actualLevelsSpent: 4 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 4 remainingItemLevels : 5, remainingPortion : 0.7 **IncreaseAttackRange value computation, portion: 0.2, multiplier: 1 remainingItemLevels: 5 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.29 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 1 *magnitude from spending that many levels : 1, actualLevelsSpent: 1 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 1 remainingItemLevels : 4, remainingPortion : 0.5 **IncreaseAreaOfEffect value computation, portion: 0.5, multiplier: 1 remainingItemLevels: 4 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 1 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 4 *magnitude from spending that many levels : 0.34, actualLevelsSpent: 4 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 4 remainingItemLevels : 0, remainingPortion : 0 **totalLevelsActuallySpent : 9 ------ Generating New Part, Game Version 0.917, Timestamp 9/20/2013 4:11:00 PM (params) ForceModuleType: None, CityMapNodeTypeForRewardDrawBag: None, ForceRarityType: Uncommon, AllowHigherRaritiesIfForced: False, IsForStore: True ------ World.Instance.DaysLeft: 45, effectiveDay = 50 - DaysLeft: 5 effectiveDay += ( effectiveDay > 0 ? effectiveDay / 15 : 0 ) : 5 baseItemLevel = ( effectiveDay / 2 ) + 1 : 3 effectiveItemLevel = baseItemLevel : 3 effectiveItemLevel += rarity's AmountToAddToItemLevel : 5 moduleType : AuxiliaryShieldGenerator2 module.PowerBalanceImpact = -( baseItemLevel * 5 ) : -15 effectiveItemLevel += 2 (just padding for early-game stat starting points) : 7 adding moduleType-inherent effect: IncreaseMaxHealth, portion: 0.8, multiplier: 1 adding moduleType-inherent effect: IncreaseSensorRange, portion: 0.2, multiplier: 1 affixRoll: 48, either-threshold: 80, both-threshold: 10 prefix chosen: TrapAvoidance_Prefix_Major adding prefix-caused effect: IncreaseTrapAvoidanceLevel, portion: 0.5, multiplier: 1 totalPortion: 1.5 **IncreaseMaxHealth value computation, portion: 0.8, multiplier: 1 remainingItemLevels: 7 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.53 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 3 *magnitude from spending that many levels : 29, actualLevelsSpent: 3 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 3 remainingItemLevels : 4, remainingPortion : 0.7 **IncreaseSensorRange value computation, portion: 0.2, multiplier: 1 remainingItemLevels: 4 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.29 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 1 *magnitude from spending that many levels : 1, actualLevelsSpent: 1 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 1 remainingItemLevels : 3, remainingPortion : 0.5 **IncreaseTrapAvoidanceLevel value computation, portion: 0.5, multiplier: 1 remainingItemLevels: 3 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 1 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 3 *magnitude from spending that many levels : 5, actualLevelsSpent: 3 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 3 remainingItemLevels : 0, remainingPortion : 0 **totalLevelsActuallySpent : 7 ------ Generating New Part, Game Version 0.917, Timestamp 9/20/2013 4:11:00 PM (params) ForceModuleType: None, CityMapNodeTypeForRewardDrawBag: None, ForceRarityType: Epic, AllowHigherRaritiesIfForced: False, IsForStore: True ------ World.Instance.DaysLeft: 45, effectiveDay = 50 - DaysLeft: 5 effectiveDay += ( effectiveDay > 0 ? effectiveDay / 15 : 0 ) : 5 baseItemLevel = ( effectiveDay / 2 ) + 1 : 3 effectiveItemLevel = baseItemLevel : 3 effectiveItemLevel += rarity's AmountToAddToItemLevel : 9 moduleType : MagneticContainmentChamber module.PowerBalanceImpact = -( baseItemLevel * 5 ) : -15 effectiveItemLevel += 2 (just padding for early-game stat starting points) : 11 adding moduleType-inherent effect: IncreasePowerGeneration, portion: 1, multiplier: 1, only for system Reactor adding moduleType-inherent effect: IncreaseAreaOfEffect, portion: 1, multiplier: 1, only for system Weapon affixRoll: 50, either-threshold: 100, both-threshold: 50 prefix chosen: SystemPowerGeneration_Prefix_Major adding prefix-caused effect: IncreasePowerGeneration, portion: 0.5, multiplier: 1 totalPortion: 2.5 **IncreasePowerGeneration value computation, portion: 1.5, multiplier: 1 remainingItemLevels: 11 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 2 effectPortionPercent = effectPortion / remainingPortion : 0.6 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 13 *magnitude from spending that many levels : 0.36, actualLevelsSpent: 13 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 6.5 remainingItemLevels : 4.5, remainingPortion : 1 **IncreaseAreaOfEffect value computation, portion: 1, multiplier: 1 remainingItemLevels: 4.5 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 2 effectPortionPercent = effectPortion / remainingPortion : 1 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 9 *magnitude from spending that many levels : 0.5, actualLevelsSpent: 9 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 4.5 remainingItemLevels : 0, remainingPortion : 0 **totalLevelsActuallySpent : 22 ------ Generating New Part, Game Version 0.917, Timestamp 9/20/2013 4:11:00 PM (params) ForceModuleType: None, CityMapNodeTypeForRewardDrawBag: None, ForceRarityType: Epic, AllowHigherRaritiesIfForced: False, IsForStore: True ------ World.Instance.DaysLeft: 45, effectiveDay = 50 - DaysLeft: 5 effectiveDay += ( effectiveDay > 0 ? effectiveDay / 15 : 0 ) : 5 baseItemLevel = ( effectiveDay / 2 ) + 1 : 3 effectiveItemLevel = baseItemLevel : 3 effectiveItemLevel += rarity's AmountToAddToItemLevel : 9 moduleType : Scanner3 module.PowerBalanceImpact = -( baseItemLevel * 5 ) : -15 effectiveItemLevel += 2 (just padding for early-game stat starting points) : 11 adding moduleType-inherent effect: IncreaseSensorRange, portion: 0.8, multiplier: 1 adding moduleType-inherent effect: IncreaseMaxHackingPoints, portion: 0.2, multiplier: 1 affixRoll: 83, either-threshold: 100, both-threshold: 50 prefix chosen: Hacking_Prefix_Minor adding prefix-caused effect: IncreaseMaxHackingPoints, portion: 0.2, multiplier: 1 totalPortion: 1.2 **IncreaseSensorRange value computation, portion: 0.8, multiplier: 1 remainingItemLevels: 11 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.67 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 7 *magnitude from spending that many levels : 2, actualLevelsSpent: 5 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 5 remainingItemLevels : 6, remainingPortion : 0.4 **IncreaseMaxHackingPoints value computation, portion: 0.4, multiplier: 1 remainingItemLevels: 6 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 1 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 5 *magnitude from spending that many levels : 7, actualLevelsSpent: 5 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 5 remainingItemLevels : 1, remainingPortion : 0 **totalLevelsActuallySpent : 10 ------ Generating New Part, Game Version 0.917, Timestamp 9/20/2013 4:11:00 PM (params) ForceModuleType: None, CityMapNodeTypeForRewardDrawBag: None, ForceRarityType: Epic, AllowHigherRaritiesIfForced: False, IsForStore: True ------ World.Instance.DaysLeft: 45, effectiveDay = 50 - DaysLeft: 5 effectiveDay += ( effectiveDay > 0 ? effectiveDay / 15 : 0 ) : 5 baseItemLevel = ( effectiveDay / 2 ) + 1 : 3 effectiveItemLevel = baseItemLevel : 3 effectiveItemLevel += rarity's AmountToAddToItemLevel : 9 moduleType : PulseOvercharger3 module.PowerBalanceImpact = -( baseItemLevel * 5 ) : -15 effectiveItemLevel += 2 (just padding for early-game stat starting points) : 11 adding moduleType-inherent effect: IncreaseAttackPower_ExoWide, portion: 0.8, multiplier: 1 adding moduleType-inherent effect: IncreaseMaxHealth, portion: 0.2, multiplier: 1 affixRoll: 61, either-threshold: 100, both-threshold: 50 suffix chosen: SensorRange_Suffix_Minor adding suffix-caused effect: IncreaseSensorRange, portion: 0.2, multiplier: 1 totalPortion: 1.2 **IncreaseAttackPower_ExoWide value computation, portion: 0.8, multiplier: 1 remainingItemLevels: 11 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.67 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 7 *magnitude from spending that many levels : 0.12, actualLevelsSpent: 7 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 7 remainingItemLevels : 4, remainingPortion : 0.4 **IncreaseMaxHealth value computation, portion: 0.2, multiplier: 1 remainingItemLevels: 4 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.5 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 1 *magnitude from spending that many levels : 23, actualLevelsSpent: 1 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 1 remainingItemLevels : 3, remainingPortion : 0.2 **IncreaseSensorRange value computation, portion: 0.2, multiplier: 1 remainingItemLevels: 3 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 1 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 2 *magnitude from spending that many levels : 1, actualLevelsSpent: 1 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 1 remainingItemLevels : 2, remainingPortion : 0 **totalLevelsActuallySpent : 9 ------ Generating New Part, Game Version 0.917, Timestamp 9/20/2013 4:18:40 PM (params) ForceModuleType: None, CityMapNodeTypeForRewardDrawBag: Hacker, ForceRarityType: Uncommon, AllowHigherRaritiesIfForced: True, IsForStore: False ------ World.Instance.DaysLeft: 45, effectiveDay = 50 - DaysLeft: 5 effectiveDay += ( effectiveDay > 0 ? effectiveDay / 15 : 0 ) : 5 baseItemLevel = ( effectiveDay / 2 ) + 1 : 3 rarityRoll = rand( 0, 100000 ) : 5207, resulting rarity : Uncommon effectiveItemLevel = baseItemLevel : 3 effectiveItemLevel += rarity's AmountToAddToItemLevel : 5 moduleType : AuxiliaryReactor module.TypeData.PowerGeneratorQuality : 1.00000 module.PowerBalanceImpact = effectiveItemLevel * module.TypeData.PowerGeneratorQuality * 10 : 50 effectiveItemLevel += 2 (just padding for early-game stat starting points) : 7 affixRoll: 71, either-threshold: 80, both-threshold: 10 suffix chosen: SystemPowerGeneration_Suffix_Minor adding suffix-caused effect: IncreasePowerGeneration, portion: 0.2, multiplier: 1 totalPortion: 0.2 **IncreasePowerGeneration value computation, portion: 0.2, multiplier: 1 remainingItemLevels: 7 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 1 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 7 *magnitude from spending that many levels : 0.24, actualLevelsSpent: 7 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 7 remainingItemLevels : 0, remainingPortion : 0 **totalLevelsActuallySpent : 7 ------ Generating New Part, Game Version 0.917, Timestamp 9/20/2013 4:22:31 PM (params) ForceModuleType: None, CityMapNodeTypeForRewardDrawBag: Hacker, ForceRarityType: Uncommon, AllowHigherRaritiesIfForced: True, IsForStore: False ------ World.Instance.DaysLeft: 45, effectiveDay = 50 - DaysLeft: 5 effectiveDay += ( effectiveDay > 0 ? effectiveDay / 15 : 0 ) : 5 baseItemLevel = ( effectiveDay / 2 ) + 1 : 3 rarityRoll = rand( 0, 100000 ) : 74095, resulting rarity : Uncommon effectiveItemLevel = baseItemLevel : 3 effectiveItemLevel += rarity's AmountToAddToItemLevel : 5 moduleType : AuxiliaryCoolantTank3 module.PowerBalanceImpact = -( baseItemLevel * 5 ) : -15 effectiveItemLevel += 2 (just padding for early-game stat starting points) : 7 adding moduleType-inherent effect: IncreasePowerGeneration, portion: 0.8, multiplier: 1, only for system Reactor adding moduleType-inherent effect: IncreaseMaxHealth, portion: 0.8, multiplier: 1.2, only for system Shields adding moduleType-inherent effect: IncreaseMaxStoredStealthTurns, portion: 0.8, multiplier: 1.2, only for system Propulsion adding moduleType-inherent effect: IncreaseSensorRange, portion: 0.8, multiplier: 1.2, only for system Computer adding moduleType-inherent effect: IncreaseAttackPower, portion: 0.8, multiplier: 1, only for system Weapon adding moduleType-inherent effect: IncreaseAllShieldStats_ExoWide, portion: 0.2, multiplier: 1 affixRoll: 28, either-threshold: 80, both-threshold: 10 suffix chosen: Regen_Suffix_Major adding suffix-caused effect: IncreaseAutohealPerTurn, portion: 0.5, multiplier: 1 totalPortion: 4.7 **IncreasePowerGeneration value computation, portion: 0.8, multiplier: 1 remainingItemLevels: 7 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 5 effectPortionPercent = effectPortion / remainingPortion : 0.17 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 5 *magnitude from spending that many levels : 0.2, actualLevelsSpent: 5 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 1 remainingItemLevels : 6, remainingPortion : 3.9 **IncreaseMaxHealth value computation, portion: 0.8, multiplier: 1.2 remainingItemLevels: 6 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 6 effectPortionPercent = effectPortion / remainingPortion : 0.21 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 7 *magnitude from spending that many levels : 47, actualLevelsSpent: 7 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 1.17 remainingItemLevels : 4.83, remainingPortion : 3.1 **IncreaseMaxStoredStealthTurns value computation, portion: 0.8, multiplier: 1.2 remainingItemLevels: 4.83 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 6 effectPortionPercent = effectPortion / remainingPortion : 0.26 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 7 *magnitude from spending that many levels : 5, actualLevelsSpent: 7 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 1.17 remainingItemLevels : 3.67, remainingPortion : 2.3 **IncreaseSensorRange value computation, portion: 0.8, multiplier: 1.2 remainingItemLevels: 3.67 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 6 effectPortionPercent = effectPortion / remainingPortion : 0.35 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 7 *magnitude from spending that many levels : 2, actualLevelsSpent: 5 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 0.83 remainingItemLevels : 2.83, remainingPortion : 1.5 **IncreaseAttackPower value computation, portion: 0.8, multiplier: 1 remainingItemLevels: 2.83 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 5 effectPortionPercent = effectPortion / remainingPortion : 0.53 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 7 *magnitude from spending that many levels : 0.15, actualLevelsSpent: 7 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 1.4 remainingItemLevels : 1.43, remainingPortion : 0.7 **IncreaseAllShieldStats_ExoWide value computation, portion: 0.2, multiplier: 1 remainingItemLevels: 1.43 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 5 effectPortionPercent = effectPortion / remainingPortion : 0.29 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 2 *magnitude from spending that many levels : 0.07, actualLevelsSpent: 2 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 0.4 remainingItemLevels : 1.03, remainingPortion : 0.5 **IncreaseAutohealPerTurn value computation, portion: 0.5, multiplier: 1 remainingItemLevels: 1.03 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 5 effectPortionPercent = effectPortion / remainingPortion : 1 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 5 *magnitude from spending that many levels : 9, actualLevelsSpent: 5 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 1 remainingItemLevels : 0.03, remainingPortion : 0 **totalLevelsActuallySpent : 38 ------ Generating New Part, Game Version 0.917, Timestamp 9/20/2013 4:22:45 PM (params) ForceModuleType: None, CityMapNodeTypeForRewardDrawBag: Hacker, ForceRarityType: Uncommon, AllowHigherRaritiesIfForced: True, IsForStore: False ------ World.Instance.DaysLeft: 45, effectiveDay = 50 - DaysLeft: 5 effectiveDay += ( effectiveDay > 0 ? effectiveDay / 15 : 0 ) : 5 baseItemLevel = ( effectiveDay / 2 ) + 1 : 3 rarityRoll = rand( 0, 100000 ) : 52577, resulting rarity : Uncommon effectiveItemLevel = baseItemLevel : 3 effectiveItemLevel += rarity's AmountToAddToItemLevel : 5 moduleType : SplitterMirrorArray module.PowerBalanceImpact = -( baseItemLevel * 5 ) : -15 effectiveItemLevel += 2 (just padding for early-game stat starting points) : 7 adding moduleType-inherent effect: IncreaseAreaOfEffect, portion: 1, multiplier: 1 affixRoll: 71, either-threshold: 80, both-threshold: 10 suffix chosen: SystemPowerReduction_Suffix_Major adding suffix-caused effect: ReducesSystemPowerUsage, portion: 0.5, multiplier: 1 totalPortion: 1.5 **IncreaseAreaOfEffect value computation, portion: 1, multiplier: 1 remainingItemLevels: 7 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.67 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 4 *magnitude from spending that many levels : 0.34, actualLevelsSpent: 4 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 4 remainingItemLevels : 3, remainingPortion : 0.5 **ReducesSystemPowerUsage value computation, portion: 0.5, multiplier: 1 remainingItemLevels: 3 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 1 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 3 *magnitude from spending that many levels : 3, actualLevelsSpent: 3 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 3 remainingItemLevels : 0, remainingPortion : 0 **totalLevelsActuallySpent : 7 ------ Generating New Part, Game Version 0.917, Timestamp 9/20/2013 4:23:10 PM (params) ForceModuleType: None, CityMapNodeTypeForRewardDrawBag: Hacker, ForceRarityType: Uncommon, AllowHigherRaritiesIfForced: True, IsForStore: False ------ World.Instance.DaysLeft: 45, effectiveDay = 50 - DaysLeft: 5 effectiveDay += ( effectiveDay > 0 ? effectiveDay / 15 : 0 ) : 5 baseItemLevel = ( effectiveDay / 2 ) + 1 : 3 rarityRoll = rand( 0, 100000 ) : 5639, resulting rarity : Uncommon effectiveItemLevel = baseItemLevel : 3 effectiveItemLevel += rarity's AmountToAddToItemLevel : 5 moduleType : Virus2 module.PowerBalanceImpact = -( baseItemLevel * 5 ) : -15 effectiveItemLevel += 2 (just padding for early-game stat starting points) : 7 adding moduleType-inherent effect: IncreaseVirusLevel, portion: 0.8, multiplier: 1 adding moduleType-inherent effect: IncreaseSensorRange, portion: 0.2, multiplier: 1 affixRoll: 27, either-threshold: 80, both-threshold: 10 prefix chosen: Regen_Prefix_Minor adding prefix-caused effect: IncreaseAutohealPerTurn, portion: 0.2, multiplier: 1 totalPortion: 1.2 **IncreaseVirusLevel value computation, portion: 0.8, multiplier: 1 remainingItemLevels: 7 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.67 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 4 *magnitude from spending that many levels : 16, actualLevelsSpent: 4 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 4 remainingItemLevels : 3, remainingPortion : 0.4 **IncreaseSensorRange value computation, portion: 0.2, multiplier: 1 remainingItemLevels: 3 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.5 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 1 *magnitude from spending that many levels : 1, actualLevelsSpent: 1 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 1 remainingItemLevels : 2, remainingPortion : 0.2 **IncreaseAutohealPerTurn value computation, portion: 0.2, multiplier: 1 remainingItemLevels: 2 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 1 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 1 *magnitude from spending that many levels : 6, actualLevelsSpent: 1 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 1 remainingItemLevels : 1, remainingPortion : 0 **totalLevelsActuallySpent : 6 ------ Generating New Part, Game Version 0.917, Timestamp 9/20/2013 4:25:02 PM (params) ForceModuleType: None, CityMapNodeTypeForRewardDrawBag: Hacker, ForceRarityType: Uncommon, AllowHigherRaritiesIfForced: True, IsForStore: False ------ World.Instance.DaysLeft: 45, effectiveDay = 50 - DaysLeft: 5 effectiveDay += ( effectiveDay > 0 ? effectiveDay / 15 : 0 ) : 5 baseItemLevel = ( effectiveDay / 2 ) + 1 : 3 rarityRoll = rand( 0, 100000 ) : 66321, resulting rarity : Uncommon effectiveItemLevel = baseItemLevel : 3 effectiveItemLevel += rarity's AmountToAddToItemLevel : 5 moduleType : AuxiliaryMultiStorage module.PowerBalanceImpact = -( baseItemLevel * 5 ) : -15 effectiveItemLevel += 2 (just padding for early-game stat starting points) : 7 adding moduleType-inherent effect: IncreaseAmmoCapacity, portion: 1, multiplier: 1 affixRoll: 2, either-threshold: 80, both-threshold: 10 prefix chosen: AttackRange_Prefix_Minor adding prefix-caused effect: IncreaseAttackRange, portion: 0.2, multiplier: 1 suffix chosen: AttackRange_Suffix_Minor adding suffix-caused effect: IncreaseAttackRange, portion: 0.2, multiplier: 1 totalPortion: 1.4 **IncreaseAmmoCapacity value computation, portion: 1, multiplier: 1 remainingItemLevels: 7 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.71 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 5 *magnitude from spending that many levels : 0.19, actualLevelsSpent: 5 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 5 remainingItemLevels : 2, remainingPortion : 0.4 **IncreaseAttackRange value computation, portion: 0.4, multiplier: 1 remainingItemLevels: 2 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 1 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 2 *magnitude from spending that many levels : 1, actualLevelsSpent: 1 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 1 remainingItemLevels : 1, remainingPortion : 0 **totalLevelsActuallySpent : 6 ------ Generating New Part, Game Version 0.917, Timestamp 9/20/2013 4:25:35 PM (params) ForceModuleType: None, CityMapNodeTypeForRewardDrawBag: Hacker, ForceRarityType: Uncommon, AllowHigherRaritiesIfForced: True, IsForStore: False ------ World.Instance.DaysLeft: 45, effectiveDay = 50 - DaysLeft: 5 effectiveDay += ( effectiveDay > 0 ? effectiveDay / 15 : 0 ) : 5 baseItemLevel = ( effectiveDay / 2 ) + 1 : 3 rarityRoll = rand( 0, 100000 ) : 91353, resulting rarity : Uncommon effectiveItemLevel = baseItemLevel : 3 effectiveItemLevel += rarity's AmountToAddToItemLevel : 5 moduleType : MagneticContainmentChamber5 module.PowerBalanceImpact = -( baseItemLevel * 5 ) : -15 effectiveItemLevel += 2 (just padding for early-game stat starting points) : 7 adding moduleType-inherent effect: IncreasePowerGeneration, portion: 0.8, multiplier: 1, only for system Reactor adding moduleType-inherent effect: IncreaseDamageReduction, portion: 0.2, multiplier: 1, only for system Reactor adding moduleType-inherent effect: IncreaseAreaOfEffect, portion: 1, multiplier: 1, only for system Weapon affixRoll: 18, either-threshold: 80, both-threshold: 10 prefix chosen: ExoPropulsionStats_Prefix_Minor adding prefix-caused effect: IncreaseAllPropulsionStats_ExoWide, portion: 0.2, multiplier: 1 totalPortion: 2.2 **IncreasePowerGeneration value computation, portion: 0.8, multiplier: 1 remainingItemLevels: 7 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 2 effectPortionPercent = effectPortion / remainingPortion : 0.36 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 5 *magnitude from spending that many levels : 0.2, actualLevelsSpent: 5 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 2.5 remainingItemLevels : 4.5, remainingPortion : 1.4 **IncreaseDamageReduction value computation, portion: 0.2, multiplier: 1 remainingItemLevels: 4.5 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 2 effectPortionPercent = effectPortion / remainingPortion : 0.14 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 1 *magnitude from spending that many levels : 2, actualLevelsSpent: 1 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 0.5 remainingItemLevels : 4, remainingPortion : 1.2 **IncreaseAreaOfEffect value computation, portion: 1, multiplier: 1 remainingItemLevels: 4 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 2 effectPortionPercent = effectPortion / remainingPortion : 0.83 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 6 *magnitude from spending that many levels : 0.41, actualLevelsSpent: 6 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 3 remainingItemLevels : 1, remainingPortion : 0.2 **IncreaseAllPropulsionStats_ExoWide value computation, portion: 0.2, multiplier: 1 remainingItemLevels: 1 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 2 effectPortionPercent = effectPortion / remainingPortion : 1 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 1 *magnitude from spending that many levels : 0.06, actualLevelsSpent: 1 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 0.5 remainingItemLevels : 0.5, remainingPortion : 0 **totalLevelsActuallySpent : 13 ------ Generating New Part, Game Version 0.917, Timestamp 9/20/2013 4:25:49 PM (params) ForceModuleType: None, CityMapNodeTypeForRewardDrawBag: Hacker, ForceRarityType: Uncommon, AllowHigherRaritiesIfForced: True, IsForStore: False ------ World.Instance.DaysLeft: 45, effectiveDay = 50 - DaysLeft: 5 effectiveDay += ( effectiveDay > 0 ? effectiveDay / 15 : 0 ) : 5 baseItemLevel = ( effectiveDay / 2 ) + 1 : 3 rarityRoll = rand( 0, 100000 ) : 23652, resulting rarity : Uncommon effectiveItemLevel = baseItemLevel : 3 effectiveItemLevel += rarity's AmountToAddToItemLevel : 5 moduleType : GeneralOvercharger2 module.PowerBalanceImpact = -( baseItemLevel * 5 ) : -15 effectiveItemLevel += 2 (just padding for early-game stat starting points) : 7 adding moduleType-inherent effect: IncreaseAllShieldStats_ExoWide, portion: 0.2, multiplier: 1 adding moduleType-inherent effect: IncreaseAttackPower_ExoWide, portion: 0.2, multiplier: 1 adding moduleType-inherent effect: IncreaseAllPropulsionStats_ExoWide, portion: 0.2, multiplier: 1 adding moduleType-inherent effect: IncreaseAllComputerStats_ExoWide, portion: 0.2, multiplier: 1 adding moduleType-inherent effect: IncreaseSensorRange, portion: 0.2, multiplier: 1 affixRoll: 97, either-threshold: 80, both-threshold: 10 totalPortion: 1 **IncreaseAllShieldStats_ExoWide value computation, portion: 0.2, multiplier: 1 remainingItemLevels: 7 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.2 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 1 *magnitude from spending that many levels : 0.06, actualLevelsSpent: 1 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 1 remainingItemLevels : 6, remainingPortion : 0.8 **IncreaseAttackPower_ExoWide value computation, portion: 0.2, multiplier: 1 remainingItemLevels: 6 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.25 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 1 *magnitude from spending that many levels : 0.06, actualLevelsSpent: 1 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 1 remainingItemLevels : 5, remainingPortion : 0.6 **IncreaseAllPropulsionStats_ExoWide value computation, portion: 0.2, multiplier: 1 remainingItemLevels: 5 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.33 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 1 *magnitude from spending that many levels : 0.06, actualLevelsSpent: 1 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 1 remainingItemLevels : 4, remainingPortion : 0.4 **IncreaseAllComputerStats_ExoWide value computation, portion: 0.2, multiplier: 1 remainingItemLevels: 4 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.5 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 1 *magnitude from spending that many levels : 0.06, actualLevelsSpent: 1 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 1 remainingItemLevels : 3, remainingPortion : 0.2 **IncreaseSensorRange value computation, portion: 0.2, multiplier: 1 remainingItemLevels: 3 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 1 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 2 *magnitude from spending that many levels : 1, actualLevelsSpent: 1 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 1 remainingItemLevels : 2, remainingPortion : 0 **totalLevelsActuallySpent : 5 ------ Generating New Part, Game Version 0.917, Timestamp 9/20/2013 4:25:57 PM (params) ForceModuleType: None, CityMapNodeTypeForRewardDrawBag: Hacker, ForceRarityType: Common, AllowHigherRaritiesIfForced: True, IsForStore: False ------ World.Instance.DaysLeft: 45, effectiveDay = 50 - DaysLeft: 5 effectiveDay += ( effectiveDay > 0 ? effectiveDay / 15 : 0 ) : 5 baseItemLevel = ( effectiveDay / 2 ) + 1 : 3 rarityRoll = rand( 0, 100000 ) : 49040, resulting rarity : Common effectiveItemLevel = baseItemLevel : 3 moduleType : PowerAmplifier3 module.PowerBalanceImpact = -( baseItemLevel * 5 ) : -15 effectiveItemLevel += 2 (just padding for early-game stat starting points) : 5 adding moduleType-inherent effect: IncreasePowerGeneration, portion: 0.8, multiplier: 1.2, only for system Reactor adding moduleType-inherent effect: IncreaseMaxHealth, portion: 0.8, multiplier: 1, only for system Shields adding moduleType-inherent effect: IncreaseMaxStoredStealthTurns, portion: 0.8, multiplier: 1, only for system Propulsion adding moduleType-inherent effect: IncreaseSensorRange, portion: 0.8, multiplier: 1, only for system Computer adding moduleType-inherent effect: IncreaseAttackPower, portion: 0.8, multiplier: 1, only for system Weapon adding moduleType-inherent effect: IncreaseAllShieldStats_ExoWide, portion: 0.2, multiplier: 1 affixRoll: 12, either-threshold: 0, both-threshold: 0 totalPortion: 4.2 **IncreasePowerGeneration value computation, portion: 0.8, multiplier: 1.2 remainingItemLevels: 5 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 6 effectPortionPercent = effectPortion / remainingPortion : 0.19 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 5 *magnitude from spending that many levels : 0.2, actualLevelsSpent: 5 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 0.83 remainingItemLevels : 4.17, remainingPortion : 3.4 **IncreaseMaxHealth value computation, portion: 0.8, multiplier: 1 remainingItemLevels: 4.17 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 5 effectPortionPercent = effectPortion / remainingPortion : 0.24 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 4 *magnitude from spending that many levels : 33, actualLevelsSpent: 4 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 0.8 remainingItemLevels : 3.37, remainingPortion : 2.6 **IncreaseMaxStoredStealthTurns value computation, portion: 0.8, multiplier: 1 remainingItemLevels: 3.37 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 5 effectPortionPercent = effectPortion / remainingPortion : 0.31 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 5 *magnitude from spending that many levels : 4, actualLevelsSpent: 4 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 0.8 remainingItemLevels : 2.57, remainingPortion : 1.8 **IncreaseSensorRange value computation, portion: 0.8, multiplier: 1 remainingItemLevels: 2.57 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 5 effectPortionPercent = effectPortion / remainingPortion : 0.44 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 5 *magnitude from spending that many levels : 2, actualLevelsSpent: 5 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 1 remainingItemLevels : 1.57, remainingPortion : 1 **IncreaseAttackPower value computation, portion: 0.8, multiplier: 1 remainingItemLevels: 1.57 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 5 effectPortionPercent = effectPortion / remainingPortion : 0.8 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 6 *magnitude from spending that many levels : 0.14, actualLevelsSpent: 6 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 1.2 remainingItemLevels : 0.37, remainingPortion : 0.2 **IncreaseAllShieldStats_ExoWide value computation, portion: 0.2, multiplier: 1 remainingItemLevels: 0.37 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 5 effectPortionPercent = effectPortion / remainingPortion : 1 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 1 *magnitude from spending that many levels : 0.06, actualLevelsSpent: 1 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 0.2 remainingItemLevels : 0.17, remainingPortion : 0 **totalLevelsActuallySpent : 25 ------ Generating New Part, Game Version 0.917, Timestamp 9/20/2013 4:26:22 PM (params) ForceModuleType: None, CityMapNodeTypeForRewardDrawBag: Hacker, ForceRarityType: Uncommon, AllowHigherRaritiesIfForced: True, IsForStore: False ------ World.Instance.DaysLeft: 45, effectiveDay = 50 - DaysLeft: 5 effectiveDay += ( effectiveDay > 0 ? effectiveDay / 15 : 0 ) : 5 baseItemLevel = ( effectiveDay / 2 ) + 1 : 3 rarityRoll = rand( 0, 100000 ) : 45149, resulting rarity : Uncommon effectiveItemLevel = baseItemLevel : 3 effectiveItemLevel += rarity's AmountToAddToItemLevel : 5 moduleType : AuxiliaryMagazine3 module.PowerBalanceImpact = -( baseItemLevel * 5 ) : -15 effectiveItemLevel += 2 (just padding for early-game stat starting points) : 7 adding moduleType-inherent effect: IncreaseAmmoCapacity, portion: 0.8, multiplier: 1 adding moduleType-inherent effect: IncreaseAttackRange, portion: 0.2, multiplier: 1 affixRoll: 96, either-threshold: 80, both-threshold: 10 totalPortion: 1 **IncreaseAmmoCapacity value computation, portion: 0.8, multiplier: 1 remainingItemLevels: 7 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.8 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 5 *magnitude from spending that many levels : 0.19, actualLevelsSpent: 5 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 5 remainingItemLevels : 2, remainingPortion : 0.2 **IncreaseAttackRange value computation, portion: 0.2, multiplier: 1 remainingItemLevels: 2 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 1 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 2 *magnitude from spending that many levels : 1, actualLevelsSpent: 1 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 1 remainingItemLevels : 1, remainingPortion : 0 **totalLevelsActuallySpent : 6 ------ Generating New Part, Game Version 0.917, Timestamp 9/20/2013 4:27:47 PM (params) ForceModuleType: None, CityMapNodeTypeForRewardDrawBag: Hacker, ForceRarityType: Uncommon, AllowHigherRaritiesIfForced: True, IsForStore: False ------ World.Instance.DaysLeft: 45, effectiveDay = 50 - DaysLeft: 5 effectiveDay += ( effectiveDay > 0 ? effectiveDay / 15 : 0 ) : 5 baseItemLevel = ( effectiveDay / 2 ) + 1 : 3 rarityRoll = rand( 0, 100000 ) : 78686, resulting rarity : Uncommon effectiveItemLevel = baseItemLevel : 3 effectiveItemLevel += rarity's AmountToAddToItemLevel : 5 moduleType : EmitterMatrix3 module.PowerBalanceImpact = -( baseItemLevel * 5 ) : -15 effectiveItemLevel += 2 (just padding for early-game stat starting points) : 7 adding moduleType-inherent effect: IncreaseMaxHealth, portion: 0.8, multiplier: 1, only for system Shields adding moduleType-inherent effect: IncreaseDamageReduction, portion: 0.2, multiplier: 1, only for system Shields adding moduleType-inherent effect: IncreaseAttackPower, portion: 0.8, multiplier: 1, only for system Weapon adding moduleType-inherent effect: IncreaseAttackRange, portion: 0.2, multiplier: 1, only for system Weapon affixRoll: 49, either-threshold: 80, both-threshold: 10 prefix chosen: ExoPropulsionStats_Prefix_Minor adding prefix-caused effect: IncreaseAllPropulsionStats_ExoWide, portion: 0.2, multiplier: 1 totalPortion: 2.2 **IncreaseMaxHealth value computation, portion: 0.8, multiplier: 1 remainingItemLevels: 7 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 2 effectPortionPercent = effectPortion / remainingPortion : 0.36 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 5 *magnitude from spending that many levels : 37, actualLevelsSpent: 5 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 2.5 remainingItemLevels : 4.5, remainingPortion : 1.4 **IncreaseDamageReduction value computation, portion: 0.2, multiplier: 1 remainingItemLevels: 4.5 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 2 effectPortionPercent = effectPortion / remainingPortion : 0.14 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 1 *magnitude from spending that many levels : 2, actualLevelsSpent: 1 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 0.5 remainingItemLevels : 4, remainingPortion : 1.2 **IncreaseAttackPower value computation, portion: 0.8, multiplier: 1 remainingItemLevels: 4 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 2 effectPortionPercent = effectPortion / remainingPortion : 0.67 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 5 *magnitude from spending that many levels : 0.14, actualLevelsSpent: 5 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 2.5 remainingItemLevels : 1.5, remainingPortion : 0.4 **IncreaseAttackRange value computation, portion: 0.2, multiplier: 1 remainingItemLevels: 1.5 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 2 effectPortionPercent = effectPortion / remainingPortion : 0.5 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 1 *magnitude from spending that many levels : 1, actualLevelsSpent: 1 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 0.5 remainingItemLevels : 1, remainingPortion : 0.2 **IncreaseAllPropulsionStats_ExoWide value computation, portion: 0.2, multiplier: 1 remainingItemLevels: 1 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 2 effectPortionPercent = effectPortion / remainingPortion : 1 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 1 *magnitude from spending that many levels : 0.06, actualLevelsSpent: 1 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 0.5 remainingItemLevels : 0.5, remainingPortion : 0 **totalLevelsActuallySpent : 13 ------ Generating New Part, Game Version 0.917, Timestamp 9/20/2013 4:27:50 PM (params) ForceModuleType: None, CityMapNodeTypeForRewardDrawBag: Hacker, ForceRarityType: Uncommon, AllowHigherRaritiesIfForced: True, IsForStore: False ------ World.Instance.DaysLeft: 45, effectiveDay = 50 - DaysLeft: 5 effectiveDay += ( effectiveDay > 0 ? effectiveDay / 15 : 0 ) : 5 baseItemLevel = ( effectiveDay / 2 ) + 1 : 3 rarityRoll = rand( 0, 100000 ) : 18890, resulting rarity : Uncommon effectiveItemLevel = baseItemLevel : 3 effectiveItemLevel += rarity's AmountToAddToItemLevel : 5 moduleType : AuxiliaryShieldGenerator3 module.PowerBalanceImpact = -( baseItemLevel * 5 ) : -15 effectiveItemLevel += 2 (just padding for early-game stat starting points) : 7 adding moduleType-inherent effect: IncreaseMaxHealth, portion: 0.8, multiplier: 1 adding moduleType-inherent effect: IncreaseDamageReduction, portion: 0.2, multiplier: 1 affixRoll: 29, either-threshold: 80, both-threshold: 10 suffix chosen: ExoAttackPower_Suffix_Major adding suffix-caused effect: IncreaseAttackPower_ExoWide, portion: 0.5, multiplier: 1 totalPortion: 1.5 **IncreaseMaxHealth value computation, portion: 0.8, multiplier: 1 remainingItemLevels: 7 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.53 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 3 *magnitude from spending that many levels : 29, actualLevelsSpent: 3 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 3 remainingItemLevels : 4, remainingPortion : 0.7 **IncreaseDamageReduction value computation, portion: 0.2, multiplier: 1 remainingItemLevels: 4 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.29 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 1 *magnitude from spending that many levels : 2, actualLevelsSpent: 1 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 1 remainingItemLevels : 3, remainingPortion : 0.5 **IncreaseAttackPower_ExoWide value computation, portion: 0.5, multiplier: 1 remainingItemLevels: 3 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 1 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 3 *magnitude from spending that many levels : 0.08, actualLevelsSpent: 3 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 3 remainingItemLevels : 0, remainingPortion : 0 **totalLevelsActuallySpent : 7 ------ Generating New Part, Game Version 0.917, Timestamp 9/20/2013 4:28:34 PM (params) ForceModuleType: None, CityMapNodeTypeForRewardDrawBag: Hacker, ForceRarityType: Uncommon, AllowHigherRaritiesIfForced: True, IsForStore: False ------ World.Instance.DaysLeft: 45, effectiveDay = 50 - DaysLeft: 5 effectiveDay += ( effectiveDay > 0 ? effectiveDay / 15 : 0 ) : 5 baseItemLevel = ( effectiveDay / 2 ) + 1 : 3 rarityRoll = rand( 0, 100000 ) : 99191, resulting rarity : Uncommon effectiveItemLevel = baseItemLevel : 3 effectiveItemLevel += rarity's AmountToAddToItemLevel : 5 moduleType : AuxiliaryMagazine4 module.PowerBalanceImpact = -( baseItemLevel * 5 ) : -15 effectiveItemLevel += 2 (just padding for early-game stat starting points) : 7 adding moduleType-inherent effect: IncreaseAmmoCapacity, portion: 0.8, multiplier: 1 adding moduleType-inherent effect: ReducesSystemPowerUsage, portion: 0.2, multiplier: 1 affixRoll: 21, either-threshold: 80, both-threshold: 10 prefix chosen: AttackPower_Prefix_Minor adding prefix-caused effect: IncreaseAttackPower, portion: 0.2, multiplier: 1 totalPortion: 1.2 **IncreaseAmmoCapacity value computation, portion: 0.8, multiplier: 1 remainingItemLevels: 7 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.67 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 4 *magnitude from spending that many levels : 0.18, actualLevelsSpent: 4 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 4 remainingItemLevels : 3, remainingPortion : 0.4 **ReducesSystemPowerUsage value computation, portion: 0.2, multiplier: 1 remainingItemLevels: 3 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.5 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 1 *magnitude from spending that many levels : 1, actualLevelsSpent: 1 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 1 remainingItemLevels : 2, remainingPortion : 0.2 **IncreaseAttackPower value computation, portion: 0.2, multiplier: 1 remainingItemLevels: 2 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 1 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 1 *magnitude from spending that many levels : 0.12, actualLevelsSpent: 1 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 1 remainingItemLevels : 1, remainingPortion : 0 **totalLevelsActuallySpent : 6 ------ Generating New Part, Game Version 0.917, Timestamp 9/20/2013 4:28:38 PM (params) ForceModuleType: None, CityMapNodeTypeForRewardDrawBag: Hacker, ForceRarityType: Common, AllowHigherRaritiesIfForced: True, IsForStore: False ------ World.Instance.DaysLeft: 45, effectiveDay = 50 - DaysLeft: 5 effectiveDay += ( effectiveDay > 0 ? effectiveDay / 15 : 0 ) : 5 baseItemLevel = ( effectiveDay / 2 ) + 1 : 3 rarityRoll = rand( 0, 100000 ) : 19783, resulting rarity : Uncommon effectiveItemLevel = baseItemLevel : 3 effectiveItemLevel += rarity's AmountToAddToItemLevel : 5 moduleType : NanoRifledBarrel4 module.PowerBalanceImpact = -( baseItemLevel * 5 ) : -15 effectiveItemLevel += 2 (just padding for early-game stat starting points) : 7 adding moduleType-inherent effect: IncreaseAttackPower, portion: 0.8, multiplier: 1 adding moduleType-inherent effect: ReducesSystemPowerUsage, portion: 0.2, multiplier: 1 affixRoll: 15, either-threshold: 80, both-threshold: 10 suffix chosen: AOE_Suffix_Major adding suffix-caused effect: IncreaseAreaOfEffect, portion: 0.5, multiplier: 1 totalPortion: 1.5 **IncreaseAttackPower value computation, portion: 0.8, multiplier: 1 remainingItemLevels: 7 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.53 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 3 *magnitude from spending that many levels : 0.13, actualLevelsSpent: 3 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 3 remainingItemLevels : 4, remainingPortion : 0.7 **ReducesSystemPowerUsage value computation, portion: 0.2, multiplier: 1 remainingItemLevels: 4 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.29 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 1 *magnitude from spending that many levels : 1, actualLevelsSpent: 1 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 1 remainingItemLevels : 3, remainingPortion : 0.5 **IncreaseAreaOfEffect value computation, portion: 0.5, multiplier: 1 remainingItemLevels: 3 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 1 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 3 *magnitude from spending that many levels : 0.31, actualLevelsSpent: 3 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 3 remainingItemLevels : 0, remainingPortion : 0 **totalLevelsActuallySpent : 7 ------ Generating New Part, Game Version 0.917, Timestamp 9/20/2013 4:29:03 PM (params) ForceModuleType: None, CityMapNodeTypeForRewardDrawBag: Hacker, ForceRarityType: Uncommon, AllowHigherRaritiesIfForced: True, IsForStore: False ------ World.Instance.DaysLeft: 45, effectiveDay = 50 - DaysLeft: 5 effectiveDay += ( effectiveDay > 0 ? effectiveDay / 15 : 0 ) : 5 baseItemLevel = ( effectiveDay / 2 ) + 1 : 3 rarityRoll = rand( 0, 100000 ) : 67004, resulting rarity : Uncommon effectiveItemLevel = baseItemLevel : 3 effectiveItemLevel += rarity's AmountToAddToItemLevel : 5 moduleType : PowerAdapter2 module.TypeData.PowerGeneratorQuality : 0.1000 module.PowerBalanceImpact = effectiveItemLevel * module.TypeData.PowerGeneratorQuality * 10 : 5 effectiveItemLevel += 2 (just padding for early-game stat starting points) : 7 adding moduleType-inherent effect: ReducesSystemPowerUsage, portion: 0.8, multiplier: 1 adding moduleType-inherent effect: IncreaseDamageReduction, portion: 0.2, multiplier: 1 affixRoll: 36, either-threshold: 80, both-threshold: 10 suffix chosen: Regen_Suffix_Major adding suffix-caused effect: IncreaseAutohealPerTurn, portion: 0.5, multiplier: 1 totalPortion: 1.5 **ReducesSystemPowerUsage value computation, portion: 0.8, multiplier: 1 remainingItemLevels: 7 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.53 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 3 *magnitude from spending that many levels : 3, actualLevelsSpent: 3 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 3 remainingItemLevels : 4, remainingPortion : 0.7 **IncreaseDamageReduction value computation, portion: 0.2, multiplier: 1 remainingItemLevels: 4 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.29 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 1 *magnitude from spending that many levels : 2, actualLevelsSpent: 1 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 1 remainingItemLevels : 3, remainingPortion : 0.5 **IncreaseAutohealPerTurn value computation, portion: 0.5, multiplier: 1 remainingItemLevels: 3 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 1 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 3 *magnitude from spending that many levels : 7, actualLevelsSpent: 3 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 3 remainingItemLevels : 0, remainingPortion : 0 **totalLevelsActuallySpent : 7 ------ Generating New Part, Game Version 0.917, Timestamp 9/20/2013 4:29:03 PM (params) ForceModuleType: None, CityMapNodeTypeForRewardDrawBag: Hacker, ForceRarityType: Uncommon, AllowHigherRaritiesIfForced: True, IsForStore: False ------ World.Instance.DaysLeft: 45, effectiveDay = 50 - DaysLeft: 5 effectiveDay += ( effectiveDay > 0 ? effectiveDay / 15 : 0 ) : 5 baseItemLevel = ( effectiveDay / 2 ) + 1 : 3 rarityRoll = rand( 0, 100000 ) : 57333, resulting rarity : Uncommon effectiveItemLevel = baseItemLevel : 3 effectiveItemLevel += rarity's AmountToAddToItemLevel : 5 moduleType : Scanner2 module.PowerBalanceImpact = -( baseItemLevel * 5 ) : -15 effectiveItemLevel += 2 (just padding for early-game stat starting points) : 7 adding moduleType-inherent effect: IncreaseSensorRange, portion: 0.8, multiplier: 1 adding moduleType-inherent effect: IncreaseDamageReduction, portion: 0.2, multiplier: 1 affixRoll: 83, either-threshold: 80, both-threshold: 10 totalPortion: 1 **IncreaseSensorRange value computation, portion: 0.8, multiplier: 1 remainingItemLevels: 7 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.8 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 5 *magnitude from spending that many levels : 2, actualLevelsSpent: 5 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 5 remainingItemLevels : 2, remainingPortion : 0.2 **IncreaseDamageReduction value computation, portion: 0.2, multiplier: 1 remainingItemLevels: 2 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 1 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 2 *magnitude from spending that many levels : 3, actualLevelsSpent: 2 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 2 remainingItemLevels : 0, remainingPortion : 0 **totalLevelsActuallySpent : 7 ------ Generating New Part, Game Version 0.917, Timestamp 9/20/2013 4:29:03 PM (params) ForceModuleType: None, CityMapNodeTypeForRewardDrawBag: Hacker, ForceRarityType: Uncommon, AllowHigherRaritiesIfForced: True, IsForStore: False ------ World.Instance.DaysLeft: 45, effectiveDay = 50 - DaysLeft: 5 effectiveDay += ( effectiveDay > 0 ? effectiveDay / 15 : 0 ) : 5 baseItemLevel = ( effectiveDay / 2 ) + 1 : 3 rarityRoll = rand( 0, 100000 ) : 10989, resulting rarity : Uncommon effectiveItemLevel = baseItemLevel : 3 effectiveItemLevel += rarity's AmountToAddToItemLevel : 5 moduleType : StealthGenerator module.PowerBalanceImpact = -( baseItemLevel * 5 ) : -15 effectiveItemLevel += 2 (just padding for early-game stat starting points) : 7 adding moduleType-inherent effect: IncreaseMaxStoredStealthTurns, portion: 1, multiplier: 1 affixRoll: 31, either-threshold: 80, both-threshold: 10 prefix chosen: ExoPropulsionStats_Prefix_Minor adding prefix-caused effect: IncreaseAllPropulsionStats_ExoWide, portion: 0.2, multiplier: 1 totalPortion: 1.2 **IncreaseMaxStoredStealthTurns value computation, portion: 1, multiplier: 1 remainingItemLevels: 7 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.83 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 5 *magnitude from spending that many levels : 4, actualLevelsSpent: 4 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 4 remainingItemLevels : 3, remainingPortion : 0.2 **IncreaseAllPropulsionStats_ExoWide value computation, portion: 0.2, multiplier: 1 remainingItemLevels: 3 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 1 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 2 *magnitude from spending that many levels : 0.07, actualLevelsSpent: 2 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 2 remainingItemLevels : 1, remainingPortion : 0 **totalLevelsActuallySpent : 6 ------ Generating New Part, Game Version 0.917, Timestamp 9/20/2013 4:29:03 PM (params) ForceModuleType: None, CityMapNodeTypeForRewardDrawBag: None, ForceRarityType: Epic, AllowHigherRaritiesIfForced: False, IsForStore: True ------ World.Instance.DaysLeft: 44, effectiveDay = 50 - DaysLeft: 6 effectiveDay += ( effectiveDay > 0 ? effectiveDay / 15 : 0 ) : 6 baseItemLevel = ( effectiveDay / 2 ) + 1 : 4 effectiveItemLevel = baseItemLevel : 4 effectiveItemLevel += rarity's AmountToAddToItemLevel : 10 moduleType : AuxiliaryReactor5 module.TypeData.PowerGeneratorQuality : 0.8000 module.PowerBalanceImpact = effectiveItemLevel * module.TypeData.PowerGeneratorQuality * 10 : 80 effectiveItemLevel += 2 (just padding for early-game stat starting points) : 12 adding moduleType-inherent effect: IncreaseTrapAvoidanceLevel, portion: 0.2, multiplier: 1 affixRoll: 9, either-threshold: 100, both-threshold: 50 prefix chosen: TrapAvoidance_Prefix_Major adding prefix-caused effect: IncreaseTrapAvoidanceLevel, portion: 0.5, multiplier: 1 suffix chosen: ExoShieldStats_Suffix_Minor adding suffix-caused effect: IncreaseAllShieldStats_ExoWide, portion: 0.2, multiplier: 1 totalPortion: 0.9 **IncreaseTrapAvoidanceLevel value computation, portion: 0.7, multiplier: 1 remainingItemLevels: 12 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.78 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 9 *magnitude from spending that many levels : 11, actualLevelsSpent: 9 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 9 remainingItemLevels : 3, remainingPortion : 0.2 **IncreaseAllShieldStats_ExoWide value computation, portion: 0.2, multiplier: 1 remainingItemLevels: 3 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 1 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 3 *magnitude from spending that many levels : 0.08, actualLevelsSpent: 3 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 3 remainingItemLevels : 0, remainingPortion : 0 **totalLevelsActuallySpent : 12 ------ Generating New Part, Game Version 0.917, Timestamp 9/20/2013 4:29:03 PM (params) ForceModuleType: None, CityMapNodeTypeForRewardDrawBag: None, ForceRarityType: Epic, AllowHigherRaritiesIfForced: False, IsForStore: True ------ World.Instance.DaysLeft: 44, effectiveDay = 50 - DaysLeft: 6 effectiveDay += ( effectiveDay > 0 ? effectiveDay / 15 : 0 ) : 6 baseItemLevel = ( effectiveDay / 2 ) + 1 : 4 effectiveItemLevel = baseItemLevel : 4 effectiveItemLevel += rarity's AmountToAddToItemLevel : 10 moduleType : PulseOvercharger2 module.PowerBalanceImpact = -( baseItemLevel * 5 ) : -20 effectiveItemLevel += 2 (just padding for early-game stat starting points) : 12 adding moduleType-inherent effect: IncreaseAttackPower_ExoWide, portion: 0.8, multiplier: 1 adding moduleType-inherent effect: IncreaseAutohealPerTurn, portion: 0.2, multiplier: 1 affixRoll: 70, either-threshold: 100, both-threshold: 50 suffix chosen: ExoShieldStats_Suffix_Major adding suffix-caused effect: IncreaseAllShieldStats_ExoWide, portion: 0.5, multiplier: 1 totalPortion: 1.5 **IncreaseAttackPower_ExoWide value computation, portion: 0.8, multiplier: 1 remainingItemLevels: 12 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.53 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 6 *magnitude from spending that many levels : 0.11, actualLevelsSpent: 6 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 6 remainingItemLevels : 6, remainingPortion : 0.7 **IncreaseAutohealPerTurn value computation, portion: 0.2, multiplier: 1 remainingItemLevels: 6 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.29 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 1 *magnitude from spending that many levels : 6, actualLevelsSpent: 1 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 1 remainingItemLevels : 5, remainingPortion : 0.5 **IncreaseAllShieldStats_ExoWide value computation, portion: 0.5, multiplier: 1 remainingItemLevels: 5 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 1 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 5 *magnitude from spending that many levels : 0.1, actualLevelsSpent: 5 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 5 remainingItemLevels : 0, remainingPortion : 0 **totalLevelsActuallySpent : 12 ------ Generating New Part, Game Version 0.917, Timestamp 9/20/2013 4:29:03 PM (params) ForceModuleType: None, CityMapNodeTypeForRewardDrawBag: None, ForceRarityType: Rare, AllowHigherRaritiesIfForced: False, IsForStore: True ------ World.Instance.DaysLeft: 44, effectiveDay = 50 - DaysLeft: 6 effectiveDay += ( effectiveDay > 0 ? effectiveDay / 15 : 0 ) : 6 baseItemLevel = ( effectiveDay / 2 ) + 1 : 4 effectiveItemLevel = baseItemLevel : 4 effectiveItemLevel += rarity's AmountToAddToItemLevel : 8 moduleType : CpuOvercharger2 module.PowerBalanceImpact = -( baseItemLevel * 5 ) : -20 effectiveItemLevel += 2 (just padding for early-game stat starting points) : 10 adding moduleType-inherent effect: IncreaseAllComputerStats_ExoWide, portion: 0.8, multiplier: 1 adding moduleType-inherent effect: IncreaseAutohealPerTurn, portion: 0.2, multiplier: 1 affixRoll: 88, either-threshold: 100, both-threshold: 30 prefix chosen: SensorRange_Prefix_Minor adding prefix-caused effect: IncreaseSensorRange, portion: 0.2, multiplier: 1 totalPortion: 1.2 **IncreaseAllComputerStats_ExoWide value computation, portion: 0.8, multiplier: 1 remainingItemLevels: 10 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.67 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 6 *magnitude from spending that many levels : 0.11, actualLevelsSpent: 6 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 6 remainingItemLevels : 4, remainingPortion : 0.4 **IncreaseAutohealPerTurn value computation, portion: 0.2, multiplier: 1 remainingItemLevels: 4 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.5 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 1 *magnitude from spending that many levels : 6, actualLevelsSpent: 1 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 1 remainingItemLevels : 3, remainingPortion : 0.2 **IncreaseSensorRange value computation, portion: 0.2, multiplier: 1 remainingItemLevels: 3 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 1 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 2 *magnitude from spending that many levels : 1, actualLevelsSpent: 1 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 1 remainingItemLevels : 2, remainingPortion : 0 **totalLevelsActuallySpent : 8 ------ Generating New Part, Game Version 0.917, Timestamp 9/20/2013 4:29:03 PM (params) ForceModuleType: None, CityMapNodeTypeForRewardDrawBag: None, ForceRarityType: Rare, AllowHigherRaritiesIfForced: False, IsForStore: True ------ World.Instance.DaysLeft: 44, effectiveDay = 50 - DaysLeft: 6 effectiveDay += ( effectiveDay > 0 ? effectiveDay / 15 : 0 ) : 6 baseItemLevel = ( effectiveDay / 2 ) + 1 : 4 effectiveItemLevel = baseItemLevel : 4 effectiveItemLevel += rarity's AmountToAddToItemLevel : 8 moduleType : AuxiliaryMultiStorage module.PowerBalanceImpact = -( baseItemLevel * 5 ) : -20 effectiveItemLevel += 2 (just padding for early-game stat starting points) : 10 adding moduleType-inherent effect: IncreaseAmmoCapacity, portion: 1, multiplier: 1 affixRoll: 17, either-threshold: 100, both-threshold: 30 prefix chosen: AttackPower_Prefix_Minor adding prefix-caused effect: IncreaseAttackPower, portion: 0.2, multiplier: 1 suffix chosen: ExoAttackPower_Suffix_Minor adding suffix-caused effect: IncreaseAttackPower_ExoWide, portion: 0.2, multiplier: 1 totalPortion: 1.4 **IncreaseAmmoCapacity value computation, portion: 1, multiplier: 1 remainingItemLevels: 10 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.71 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 7 *magnitude from spending that many levels : 0.22, actualLevelsSpent: 7 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 7 remainingItemLevels : 3, remainingPortion : 0.4 **IncreaseAttackPower value computation, portion: 0.2, multiplier: 1 remainingItemLevels: 3 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.5 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 1 *magnitude from spending that many levels : 0.12, actualLevelsSpent: 1 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 1 remainingItemLevels : 2, remainingPortion : 0.2 **IncreaseAttackPower_ExoWide value computation, portion: 0.2, multiplier: 1 remainingItemLevels: 2 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 1 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 1 *magnitude from spending that many levels : 0.06, actualLevelsSpent: 1 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 1 remainingItemLevels : 1, remainingPortion : 0 **totalLevelsActuallySpent : 9 ------ Generating New Part, Game Version 0.917, Timestamp 9/20/2013 4:29:03 PM (params) ForceModuleType: None, CityMapNodeTypeForRewardDrawBag: None, ForceRarityType: Rare, AllowHigherRaritiesIfForced: False, IsForStore: True ------ World.Instance.DaysLeft: 44, effectiveDay = 50 - DaysLeft: 6 effectiveDay += ( effectiveDay > 0 ? effectiveDay / 15 : 0 ) : 6 baseItemLevel = ( effectiveDay / 2 ) + 1 : 4 effectiveItemLevel = baseItemLevel : 4 effectiveItemLevel += rarity's AmountToAddToItemLevel : 8 moduleType : PlayerTurret module.PowerBalanceImpact = -( baseItemLevel * 5 ) : -20 effectiveItemLevel += 2 (just padding for early-game stat starting points) : 10 adding moduleType-inherent effect: IncreaseMaxSentryTurretPoints, portion: 1, multiplier: 1 affixRoll: 0, either-threshold: 100, both-threshold: 30 prefix chosen: Mines_Prefix_Minor adding prefix-caused effect: IncreaseMaxMineLayerPoints, portion: 0.2, multiplier: 1 suffix chosen: SystemPowerReduction_Suffix_Minor adding suffix-caused effect: ReducesSystemPowerUsage, portion: 0.2, multiplier: 1 totalPortion: 1.4 **IncreaseMaxSentryTurretPoints value computation, portion: 1, multiplier: 1 remainingItemLevels: 10 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.71 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 7 *magnitude from spending that many levels : 8, actualLevelsSpent: 7 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 7 remainingItemLevels : 3, remainingPortion : 0.4 **IncreaseMaxMineLayerPoints value computation, portion: 0.2, multiplier: 1 remainingItemLevels: 3 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.5 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 1 *magnitude from spending that many levels : 4, actualLevelsSpent: 1 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 1 remainingItemLevels : 2, remainingPortion : 0.2 **ReducesSystemPowerUsage value computation, portion: 0.2, multiplier: 1 remainingItemLevels: 2 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 1 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 1 *magnitude from spending that many levels : 1, actualLevelsSpent: 1 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 1 remainingItemLevels : 1, remainingPortion : 0 **totalLevelsActuallySpent : 9 ------ Generating New Part, Game Version 0.917, Timestamp 9/20/2013 4:29:03 PM (params) ForceModuleType: None, CityMapNodeTypeForRewardDrawBag: None, ForceRarityType: Uncommon, AllowHigherRaritiesIfForced: False, IsForStore: True ------ World.Instance.DaysLeft: 44, effectiveDay = 50 - DaysLeft: 6 effectiveDay += ( effectiveDay > 0 ? effectiveDay / 15 : 0 ) : 6 baseItemLevel = ( effectiveDay / 2 ) + 1 : 4 effectiveItemLevel = baseItemLevel : 4 effectiveItemLevel += rarity's AmountToAddToItemLevel : 6 moduleType : Virus module.PowerBalanceImpact = -( baseItemLevel * 5 ) : -20 effectiveItemLevel += 2 (just padding for early-game stat starting points) : 8 adding moduleType-inherent effect: IncreaseVirusLevel, portion: 1, multiplier: 1 affixRoll: 93, either-threshold: 80, both-threshold: 10 totalPortion: 1 **IncreaseVirusLevel value computation, portion: 1, multiplier: 1 remainingItemLevels: 8 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 1 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 8 *magnitude from spending that many levels : 27, actualLevelsSpent: 8 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 8 remainingItemLevels : 0, remainingPortion : 0 **totalLevelsActuallySpent : 8 ------ Generating New Part, Game Version 0.917, Timestamp 9/20/2013 4:29:03 PM (params) ForceModuleType: None, CityMapNodeTypeForRewardDrawBag: None, ForceRarityType: Epic, AllowHigherRaritiesIfForced: False, IsForStore: True ------ World.Instance.DaysLeft: 44, effectiveDay = 50 - DaysLeft: 6 effectiveDay += ( effectiveDay > 0 ? effectiveDay / 15 : 0 ) : 6 baseItemLevel = ( effectiveDay / 2 ) + 1 : 4 effectiveItemLevel = baseItemLevel : 4 effectiveItemLevel += rarity's AmountToAddToItemLevel : 10 moduleType : HoverThruster3 module.PowerBalanceImpact = -( baseItemLevel * 5 ) : -20 effectiveItemLevel += 2 (just padding for early-game stat starting points) : 12 adding moduleType-inherent effect: IncreaseTrapAvoidanceLevel, portion: 0.8, multiplier: 1 adding moduleType-inherent effect: IncreaseMaxStoredStealthTurns, portion: 0.2, multiplier: 1 affixRoll: 11, either-threshold: 100, both-threshold: 50 prefix chosen: DamageReduction_Prefix_Major adding prefix-caused effect: IncreaseDamageReduction, portion: 0.5, multiplier: 1 suffix chosen: ExoPropulsionStats_Suffix_Major adding suffix-caused effect: IncreaseAllPropulsionStats_ExoWide, portion: 0.5, multiplier: 1 totalPortion: 2 **IncreaseTrapAvoidanceLevel value computation, portion: 0.8, multiplier: 1 remainingItemLevels: 12 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.4 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 4 *magnitude from spending that many levels : 6, actualLevelsSpent: 4 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 4 remainingItemLevels : 8, remainingPortion : 1.2 **IncreaseMaxStoredStealthTurns value computation, portion: 0.2, multiplier: 1 remainingItemLevels: 8 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.17 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 1 *magnitude from spending that many levels : 3, actualLevelsSpent: 1 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 1 remainingItemLevels : 7, remainingPortion : 1 **IncreaseDamageReduction value computation, portion: 0.5, multiplier: 1 remainingItemLevels: 7 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.5 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 3 *magnitude from spending that many levels : 3, actualLevelsSpent: 2 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 2 remainingItemLevels : 5, remainingPortion : 0.5 **IncreaseAllPropulsionStats_ExoWide value computation, portion: 0.5, multiplier: 1 remainingItemLevels: 5 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 1 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 5 *magnitude from spending that many levels : 0.1, actualLevelsSpent: 5 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 5 remainingItemLevels : 0, remainingPortion : 0 **totalLevelsActuallySpent : 12 ------ Generating New Part, Game Version 0.917, Timestamp 9/20/2013 4:29:03 PM (params) ForceModuleType: None, CityMapNodeTypeForRewardDrawBag: None, ForceRarityType: Epic, AllowHigherRaritiesIfForced: False, IsForStore: True ------ World.Instance.DaysLeft: 44, effectiveDay = 50 - DaysLeft: 6 effectiveDay += ( effectiveDay > 0 ? effectiveDay / 15 : 0 ) : 6 baseItemLevel = ( effectiveDay / 2 ) + 1 : 4 effectiveItemLevel = baseItemLevel : 4 effectiveItemLevel += rarity's AmountToAddToItemLevel : 10 moduleType : CpuOvercharger3 module.PowerBalanceImpact = -( baseItemLevel * 5 ) : -20 effectiveItemLevel += 2 (just padding for early-game stat starting points) : 12 adding moduleType-inherent effect: IncreaseAllComputerStats_ExoWide, portion: 0.8, multiplier: 1 adding moduleType-inherent effect: IncreaseSensorRange, portion: 0.2, multiplier: 1 affixRoll: 90, either-threshold: 100, both-threshold: 50 prefix chosen: ExoAttackPower_Prefix_Major adding prefix-caused effect: IncreaseAttackPower_ExoWide, portion: 0.5, multiplier: 1 totalPortion: 1.5 **IncreaseAllComputerStats_ExoWide value computation, portion: 0.8, multiplier: 1 remainingItemLevels: 12 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.53 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 6 *magnitude from spending that many levels : 0.11, actualLevelsSpent: 6 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 6 remainingItemLevels : 6, remainingPortion : 0.7 **IncreaseSensorRange value computation, portion: 0.2, multiplier: 1 remainingItemLevels: 6 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.29 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 1 *magnitude from spending that many levels : 1, actualLevelsSpent: 1 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 1 remainingItemLevels : 5, remainingPortion : 0.5 **IncreaseAttackPower_ExoWide value computation, portion: 0.5, multiplier: 1 remainingItemLevels: 5 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 1 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 5 *magnitude from spending that many levels : 0.1, actualLevelsSpent: 5 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 5 remainingItemLevels : 0, remainingPortion : 0 **totalLevelsActuallySpent : 12 ------ Generating New Part, Game Version 0.917, Timestamp 9/20/2013 4:39:54 PM (params) ForceModuleType: None, CityMapNodeTypeForRewardDrawBag: Hacker, ForceRarityType: Uncommon, AllowHigherRaritiesIfForced: True, IsForStore: False ------ World.Instance.DaysLeft: 44, effectiveDay = 50 - DaysLeft: 6 effectiveDay += ( effectiveDay > 0 ? effectiveDay / 15 : 0 ) : 6 baseItemLevel = ( effectiveDay / 2 ) + 1 : 4 rarityRoll = rand( 0, 100000 ) : 15346, resulting rarity : Uncommon effectiveItemLevel = baseItemLevel : 4 effectiveItemLevel += rarity's AmountToAddToItemLevel : 6 moduleType : HardenedFieldEmitter4 module.PowerBalanceImpact = -( baseItemLevel * 5 ) : -20 effectiveItemLevel += 2 (just padding for early-game stat starting points) : 8 adding moduleType-inherent effect: IncreaseDamageReduction, portion: 0.8, multiplier: 1 adding moduleType-inherent effect: IncreaseAutohealPerTurn, portion: 0.2, multiplier: 1 affixRoll: 14, either-threshold: 80, both-threshold: 10 suffix chosen: TrapAvoidance_Suffix_Minor adding suffix-caused effect: IncreaseTrapAvoidanceLevel, portion: 0.2, multiplier: 1 totalPortion: 1.2 **IncreaseDamageReduction value computation, portion: 0.8, multiplier: 1 remainingItemLevels: 8 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.67 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 5 *magnitude from spending that many levels : 4, actualLevelsSpent: 5 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 5 remainingItemLevels : 3, remainingPortion : 0.4 **IncreaseAutohealPerTurn value computation, portion: 0.2, multiplier: 1 remainingItemLevels: 3 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.5 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 1 *magnitude from spending that many levels : 6, actualLevelsSpent: 1 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 1 remainingItemLevels : 2, remainingPortion : 0.2 **IncreaseTrapAvoidanceLevel value computation, portion: 0.2, multiplier: 1 remainingItemLevels: 2 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 1 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 1 *magnitude from spending that many levels : 3, actualLevelsSpent: 1 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 1 remainingItemLevels : 1, remainingPortion : 0 **totalLevelsActuallySpent : 7 ------ Generating New Part, Game Version 0.917, Timestamp 9/20/2013 4:40:28 PM (params) ForceModuleType: None, CityMapNodeTypeForRewardDrawBag: Hacker, ForceRarityType: Uncommon, AllowHigherRaritiesIfForced: True, IsForStore: False ------ World.Instance.DaysLeft: 44, effectiveDay = 50 - DaysLeft: 6 effectiveDay += ( effectiveDay > 0 ? effectiveDay / 15 : 0 ) : 6 baseItemLevel = ( effectiveDay / 2 ) + 1 : 4 rarityRoll = rand( 0, 100000 ) : 23147, resulting rarity : Uncommon effectiveItemLevel = baseItemLevel : 4 effectiveItemLevel += rarity's AmountToAddToItemLevel : 6 moduleType : NanoRifledBarrel4 module.PowerBalanceImpact = -( baseItemLevel * 5 ) : -20 effectiveItemLevel += 2 (just padding for early-game stat starting points) : 8 adding moduleType-inherent effect: IncreaseAttackPower, portion: 0.8, multiplier: 1 adding moduleType-inherent effect: ReducesSystemPowerUsage, portion: 0.2, multiplier: 1 affixRoll: 46, either-threshold: 80, both-threshold: 10 prefix chosen: SystemPowerReduction_Prefix_Minor adding prefix-caused effect: ReducesSystemPowerUsage, portion: 0.2, multiplier: 1 totalPortion: 1.2 **IncreaseAttackPower value computation, portion: 0.8, multiplier: 1 remainingItemLevels: 8 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.67 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 5 *magnitude from spending that many levels : 0.14, actualLevelsSpent: 5 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 5 remainingItemLevels : 3, remainingPortion : 0.4 **ReducesSystemPowerUsage value computation, portion: 0.4, multiplier: 1 remainingItemLevels: 3 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 1 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 2 *magnitude from spending that many levels : 2, actualLevelsSpent: 2 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 2 remainingItemLevels : 1, remainingPortion : 0 **totalLevelsActuallySpent : 7 ------ Generating New Part, Game Version 0.917, Timestamp 9/20/2013 4:40:33 PM (params) ForceModuleType: None, CityMapNodeTypeForRewardDrawBag: Hacker, ForceRarityType: Uncommon, AllowHigherRaritiesIfForced: True, IsForStore: False ------ World.Instance.DaysLeft: 44, effectiveDay = 50 - DaysLeft: 6 effectiveDay += ( effectiveDay > 0 ? effectiveDay / 15 : 0 ) : 6 baseItemLevel = ( effectiveDay / 2 ) + 1 : 4 rarityRoll = rand( 0, 100000 ) : 24210, resulting rarity : Uncommon effectiveItemLevel = baseItemLevel : 4 effectiveItemLevel += rarity's AmountToAddToItemLevel : 6 moduleType : PulseOvercharger module.PowerBalanceImpact = -( baseItemLevel * 5 ) : -20 effectiveItemLevel += 2 (just padding for early-game stat starting points) : 8 adding moduleType-inherent effect: IncreaseAttackPower_ExoWide, portion: 1, multiplier: 1 affixRoll: 75, either-threshold: 80, both-threshold: 10 prefix chosen: SystemPowerReduction_Prefix_Minor adding prefix-caused effect: ReducesSystemPowerUsage, portion: 0.2, multiplier: 1 totalPortion: 1.2 **IncreaseAttackPower_ExoWide value computation, portion: 1, multiplier: 1 remainingItemLevels: 8 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.83 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 6 *magnitude from spending that many levels : 0.11, actualLevelsSpent: 6 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 6 remainingItemLevels : 2, remainingPortion : 0.2 **ReducesSystemPowerUsage value computation, portion: 0.2, multiplier: 1 remainingItemLevels: 2 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 1 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 1 *magnitude from spending that many levels : 1, actualLevelsSpent: 1 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 1 remainingItemLevels : 1, remainingPortion : 0 **totalLevelsActuallySpent : 7 ------ Generating New Part, Game Version 0.917, Timestamp 9/20/2013 4:40:45 PM (params) ForceModuleType: None, CityMapNodeTypeForRewardDrawBag: Hacker, ForceRarityType: Uncommon, AllowHigherRaritiesIfForced: True, IsForStore: False ------ World.Instance.DaysLeft: 44, effectiveDay = 50 - DaysLeft: 6 effectiveDay += ( effectiveDay > 0 ? effectiveDay / 15 : 0 ) : 6 baseItemLevel = ( effectiveDay / 2 ) + 1 : 4 rarityRoll = rand( 0, 100000 ) : 42760, resulting rarity : Uncommon effectiveItemLevel = baseItemLevel : 4 effectiveItemLevel += rarity's AmountToAddToItemLevel : 6 moduleType : AuxiliaryMultiStorage module.PowerBalanceImpact = -( baseItemLevel * 5 ) : -20 effectiveItemLevel += 2 (just padding for early-game stat starting points) : 8 adding moduleType-inherent effect: IncreaseAmmoCapacity, portion: 1, multiplier: 1 affixRoll: 67, either-threshold: 80, both-threshold: 10 suffix chosen: AttackRange_Suffix_Minor adding suffix-caused effect: IncreaseAttackRange, portion: 0.2, multiplier: 1 totalPortion: 1.2 **IncreaseAmmoCapacity value computation, portion: 1, multiplier: 1 remainingItemLevels: 8 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 0.83 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 6 *magnitude from spending that many levels : 0.2, actualLevelsSpent: 6 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 6 remainingItemLevels : 2, remainingPortion : 0.2 **IncreaseAttackRange value computation, portion: 0.2, multiplier: 1 remainingItemLevels: 2 effectBudgetMultiplier = partBudgetMultiplier * effectMultiplier : 1 effectPortionPercent = effectPortion / remainingPortion : 1 amountToSpendOnThisEffect = remainingItemLevels * effectBudgetMultiplier * effectPortionPercent : 1 *magnitude from spending that many levels : 1, actualLevelsSpent: 1 effectiveLevelsSpent = actualLevelsSpent / effectBudgetMultiplier : 1 remainingItemLevels : 1, remainingPortion : 0 **totalLevelsActuallySpent : 7