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LogicLog_PartGeneration.txt (141,318 bytes)
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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