Bio Engineer Archive

Thread: STIM D's What #'s?

VickLoco
Mon Jul 04, 2005 3:53 pm
#1

Ok...In another thread I saw 1185 w/14 uses as a good # for general factory run Stims.



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HealerChic
Mon Jul 04, 2005 4:49 pm
#2


To be honest anything that hits the 1k mark will sell if priced right. People don't tend to pay much attention to the uses so i wouldn't even sweat that part.


Kristle





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WineGuyJr
Mon Jul 04, 2005 5:20 pm
#3


I'd put the power range for non-loot-enhanced StimD's (high-end ones, anyway) between 1100 and 1200. Its possible to break 1200...but just barely.


For loot-enhanced StimD's I would put the range at 1250 and up (over 1300 ideally, I'd say), though that's assuming the use of REALLY good resources on the final product.


I would agree with the previous post that people don't care overly much for charges so long as the power is high. Speaking from first-hand experience, a stim with less than 50 more points of power will outsell a stim that has twice as many (or more) charges. Its only when power is roughly equal that charges become a factor.


In any case, good luck.


(Oh, and if you happen to have some pre-CU Adv Liquid Suspensions they're much more powerful than the ones we can currently craft.)



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Fenix-
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All Acounts Canceled on 11/17/05
VickLoco
Mon Jul 04, 2005 5:27 pm
#4

Thanks for the replies guys. I will get to crafting...Vick Loco



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VickLoco
Tue Jul 05, 2005 12:48 am
#5

Just got back to crafting meds, was a doc med crafter before, but took a break. Just curious, I just hit 12 point Doc and was curious what stats i should be aiming for to sell to the public. i read the thread saying how high people can get, but without using looted components, and Uber resources, what is a good # to strive for? How many uses and how strong are being crated and sold to the public? Thanks for any help...Yed



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Eskie
Tue Jul 05, 2005 3:07 am
#6

1100+ power, 15+ charges for Stim-Ds only using post-CU components is good, 1200+ power / 30+ charges is good for Stim-Ds using pre-CU ALS and ABEC.



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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
Almonra1
Tue Jul 05, 2005 4:35 am
#7

As a BE spend most of my time making lvl 10 pets, but one question I have on meds. When you make the ALS or ABEC or any other of the items, which drives up the finial stims to 1000, the power or charges of the items. I ask because someone in game told me I should drive up the charges on some. I always thought the power was what should go as high as possible?




Reacer
Tue Jul 05, 2005 4:41 am
#8

If the customer is not rich...stims with 1000power and above 25 uses are probably interesting


But im also only selling 1100+ power 19+uses





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Eskie
Tue Jul 05, 2005 4:50 am
#9



Almonra1 wrote:

As a BE spend most of my time making lvl 10 pets, but one question I have on meds. When you make the ALS or ABEC or any other of the items, which drives up the finial stims to 1000, the power or charges of the items. I ask because someone in game told me I should drive up the charges on some. I always thought the power was what should go as high as possible?





power drives up amount of damage healed, charges drive up - well, charges

Pre-CU, there were certain limits on the subcomponents:

ABEC could have 25 charges / 30 power (either / or, you cannot fill 2 experimentation lines up to full)
ALS could have 200 power
ACRDM could have 75 power

Since the power on ABECs was neglectible compared to the other components, and the ABEC was the only component to allow experimentation for charges, most people figured 1 charge more (= one full-powered use) would be better than one power more (= +1 power on all uses). Hence ABECs were experimented for charges, remaining points put into power, and the other two were maxed out on power.

Post-CU, all subcomponents can be experimented on power and charges, and you usually need several experimentation points to get one additional charge, whereas several points of power can be gotten per experimentation point usually. So most people go for power first, and spend whatever they have left over in charges. Also have in mind that a Stim can only be used once every 60 seconds (every 30 seconds with Ruby Bliel), so people will prefer 200 additional power over 2 additional charges usually.



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
Almonra1
Tue Jul 05, 2005 4:57 am
#10

Thank you esike, now I know what to use my points on. Now just wish I could find something to give me more ex points. LOL


IGN Alea (confused as always)
CushSadoc
Tue Jul 05, 2005 4:05 pm
#11

What's the typical pricing on these? 5 CPU puts it at 2K per stim-D (~1150/~15 type)


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CushSadoc
Tue Jul 05, 2005 4:07 pm
#12

...oh...


And, now I know why those I made with pre-CU components sold like hotcakes! Doh!



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_____________________________________
Aessena Izi, Bounty Hunter, Privateer Ace
Zibeon Cush, Shipwright, Imperial Ace
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WineGuyJr
Tue Jul 05, 2005 4:56 pm
#13

Greatexplanation, Eskie. I considered trying to explain some of that in my last post, but I couldn't think of a concise way to put it. It would have taken me over an hour and most of the page to get that across.


I'd love to see thisexplanation added to the FAQ. When I started crafting meds as a Doc pre-CU this is exactly the sort of information I wanted to know (not just how to experiment, but why you should experiment it that way).


Great job.



----------------------------------------------------------------------------------------------------------------------------
Pavadin Spencer
Master Swordsman / Master Doctor
Ponder Stibbons
12 pt BE / Master Merchant / 14 pt Master Artisan
Fenix-
12 pt Master Weaponsmith / Master Merchant

----------------------------------------------------------------------------------------------------------------------------
All Acounts Canceled on 11/17/05
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