Bio Engineer Archive
Thread: Enhancers: Feedback (and numbers) needed
Message Edited by ArthurDentOnBria on 05-03-2005 10:09 AM
as master doctor, i tried all the enhancers that transferred over from buffpacks and the like (can supply stats after work, if no one beats me to it)
i tested all buffs without enhancers, without enhancers in a medical city, with enhancers, and with enhancers in a medical city
results were 10% health/health regen, mind regen, action regen across the board, no matter circumstances
times, both inside and outside city, with no enhancers were 40 minute duration, and adding the enhancers increased those times to 45 minutes, once again, no matter if i was in the city or in the wild
after seeing these results, i lost any interest in crafting these enhancers, but will give it a shot for the sake of testing tonight. also going to grab a combat medic buddy and try her stuff out, as well...
and, a side note, these test results convinced me to turn my city from a med center to a research center..the former seems to serve no real purpose anymore
Message Edited by heyward331 on 05-04-2005 07:11 AM
Each Doctor enhancement adds only 5min of duration depending on effectiveness. The material used is quite a large amount and takes some time to get and others to get it. The price at which one would pay to make these vs. what a person would pay to use is way out of balance. I have a few doctor enhancers in my vendor...a vendor that is very popular since CU with CM enhancers. I think two doctors have bought some things. A FIX suggestion: 10% additional re-generation bonus and perhaps 5-10% more health in general as well as action for the endorphins. I believe doctors would like to be able to hit 20% with enhancers.
CM Enhancers work a tad better- Deutierum (sp) adds about 100-200 damage to the toss. Neurotoxin adds about 100-200 to the toss.
Now things people wont really buy: Tramitize (adds 20 secs to the effect) and Thyroid (also adds 20secs to the effect) No way is 20secs worth 10-15k.
Heal packs are nice bonuses-not to many complaints for the enhancers here. Bacta toss-800 healing power, Bacta throw also about 800 in power. I have not tested Bacta Jab enhancers. I have not tested Bacta Infusion enhancers either(i think it would just add duration as well to this though)
Ryka_gorath wrote:Also a complaint about the Doctor Tissues!These also only add duration (3mins i believe). Doctors WILL NOT buy these clothing...So tailors will not buy these either! One of our BEST SELLING TISSUE....and no one will buy it any longer.
Wrong thread, but he is right, also. Augmentation Efficiency only enhances duration.
Yeah its the wrong thread but COMPLETELY related! (lol) which is why I placed it here. the basic theme being people will not buy thing that add 3 minuet duration to a buff that you can get from the doctor in your group. People want added Regeneration and or Health/action.
btw I am a SHE ![]()
Message Edited by Ryka_gorath on 05-04-2005 01:00 PM
Here are my finding on enhancers so far:
(1) The following enhancers increase duration of the buffs (or debuffs) with no change in strength:
- Nutrient Injection Enhancer
- Endorphin Injection Enhancer
- Thyroid Rupture Enhancer
- Traumatize Enhancer
(2) The following CM meds increase the strength per tick of poison/fire by a multiplier of around (1 + 0.0015*Enhancer effect).
- Deuterium Toss Enhancer
- Nurotoxin Enhancer
For example, I would expect a 1000 strength enhancer to increase the poison by 15%. It is hard to pinpoint the exact effect because of the throw to throw variability in the poison/fire. See the below post for the original data:
http://forums.station.sony.com/swg/board/message?board.id=combat_medic&message.id=51645
(3) On a cost basis:
- The buffs (nutrient and endorphin injection enhancers) cost about the same PER CHARGE as the previous enhance packs, but they only last 45 minutes as compared to 3+ hours
- The combat meds cost about 1.5x per shot
- The stims and cures cost 3-5x the previous versions per charge
See the following for calculations:
http://forums.station.sony.com/swg/board/message?board.id=bio-engineer&message.id=94874
I havent tested the effect of enhancers on the Bacta stims yet.
Ryka_gorath wrote:
CM Enhancers work a tad better- Deutierum (sp) adds about 100-200 damage to the toss. Neurotoxin adds about 100-200 to the toss.
ArthurDentOnBria wrote:
Please do not use this thread for whining and speculation however, lets stick to the facts, and let the facts speak for themselves.
Message Edited by ArthurDentOnBria on 05-03-2005 10:09 AM