Bio Engineer Archive

Thread: Enhancers: Feedback (and numbers) needed

ArthurDentOnBria
Tue May 03, 2005 10:08 am
#1


Hi folks,


It's clear that some feel that certain enhancers are effective, some are less so, and some are not worth the trouble of making given the resource requirements. I'm certainly no expert here, so I'd like to use this thread to gather data from those that are.


If you have crafted enhancers, please put that data here. If you have used enhancers, please also put that data here. Please be as specific as possible: what enhancer did you use? how did you use it? what strength did the enhancer have? what was the result? how did the result compare to using the same ability without the enhancer? etc.


Please do not use this thread for whining and speculation however, lets stick to the facts, and let the facts speak for themselves.


Eventually we can compile this data into a useful guide, and also use it to request specific changes where needed.


Thanks for your help!

Message Edited by ArthurDentOnBria on 05-03-2005 10:09 AM



ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


heyward331
Tue May 03, 2005 10:28 am
#2


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


edit: seems last night was a bad time to try crafting. forgot it was my long day at work, and when did manage to log in, got caught up with explaining how all the new doc/be stuff worked to a billion people, turned down 5 basebusting invites, 2 hunting invites, hired to make 5 on the spot pets, and couldn't turn down the 1.2 mil offered for my 36th tour of the warren

i did, however, manage to start a factory run of the subcomponents, so...slowly getting there

Message Edited by heyward331 on 05-04-2005 07:11 AM

Psychopyro80
Tue May 03, 2005 9:57 pm
#3

Not getting any better results with meds than without. Not sure what the problem is. You said don't speculate so I'll keep my opinions to myself for now.



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heyward331
Wed May 04, 2005 7:15 am
#4

haven't personally verified this, but one of the doctors i was explaining the new workings to said he was getting duration up to 46 minutes using both the enhancers and a 110 rating medical droid. curious why my medical center city wasn't increasing duration like this during my tests earlier in the week


same doc was quite excited when i explained to him that he didn't need to use the enhancers every time he buffed someone...still had it in his head to use them as buffkits
Ryka_gorath
Wed May 04, 2005 9:19 am
#5

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
Wed May 04, 2005 9:21 am
#6

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.
Eskie
Wed May 04, 2005 9:34 am
#7



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.



Eskona Runningstar
12pt Master Doctor - Master Riflewoman
Light Jedi Padawan
-ERI- medical supplies CLOSED

Left to explore new galaxies far, far away
after this galaxy had been enhanced far too much for her taste
Ryka_gorath
Wed May 04, 2005 9:52 am
#8


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

Magincia
Wed May 04, 2005 1:17 pm
#9


I am currently making componant to make some of these things... and the old guild doc is going to be handing over many of his resources.


I am hoping to have some stats to report on by monday... I am honestly thinking of making some of these with the non Adv componants just to see if there will be truely much of a difference....

Any thoughts on that would be appreciated.


On the tailor tissue issue... it is good thing to take notice of... and personally almost all my sales are in a holding pattern... hoping it will break soon... I need the cash .. .LOL



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MataHairy
Wed May 04, 2005 5:10 pm
#10

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.






Matta
Healer's Haven, Corellia (2120,4300)
Proprietor of Matta's Meds --- Ahazi's Finest Meds
One of the first Master Combat Medics, and the very last Medic Correspondent
MataHairy
Wed May 04, 2005 5:17 pm
#11






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.








They dont add that much on an average basis. A really, really good Neurotoxin (1300) or Deuterium (1100) will add around 50 points, on average. Since there is a +/- 50 per tick variability in what the CM meds hit for, it might look like the enhancers are doing more or less, but on average, I think the max increase is 20% (which is the numbers the devs quote).





Matta
Healer's Haven, Corellia (2120,4300)
Proprietor of Matta's Meds --- Ahazi's Finest Meds
One of the first Master Combat Medics, and the very last Medic Correspondent
fross
Wed May 04, 2005 6:54 pm
#12

i dont have the exact numbers but...

the absolute best resources available ever on Corbantis..do not make but 5-10% difference in usage vs. crap resources...

from all the components to all the tools and city designations....why use enhancers at all?

master CM/master Medic/BE



Fross Raingrasp


Master Rifleman / Master Doctor / MFS Noob



Zulu_Dawn
Wed May 04, 2005 7:49 pm
#13






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





Ok


Enhancers of varying degree of power only affect the duration of the buff, not the power. Is this intended by the Dev team?



Zulu Dawn - Merchant/ex-BE/ex-12pt Doc
Vendors at 156 -5516 Coronet & 5899 4699 Mos Vegas
Please offer auction winnings to the Buffpacks vendor in Coronet
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