Bio Engineer Archive

Thread: Advanced components

Slimjim_Iapkre
Sun Sep 07, 2003 9:19 am
#14

If you're going for healing power per stim, adv liquid suspensions are the way to go. Mine are at 160 power now, so that's a >100 boost over normal LS's. ABECs are good for more charges.



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Maccus
Sun Sep 07, 2003 6:20 pm
#15

I'm Working on being a medic and i was wondering what exactly are advanced components and how do you use them.




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Gouta
Sun Sep 07, 2003 8:10 pm
#16

Advanced components greatly increase the effectiveness of stimpaks and other medicine however they require specific materials to make and they can be tough to find.
Vorgus
Sun Sep 07, 2003 10:51 pm
#17

I did a little of all of the above.


Since I'm trying to stay cheap, I only go for advanced BEC's to get the charges up where they should be on pet stims. This means harvestors on both LOK and Tat, as well as a factory.


I get actual Doctors to make the schematics with my materials for the whole process, and while my materials are not always the absolute best, they are not terrible either.


Useing my current pricing formula of Charges * Heal amount * .2 = Price I've currently managed to run almost all the competition off the Moenia and Theed bazaars on my server. This allows me to make a decent profit, but still underprice most of my competitor's easily, even if some of the private sellers with shops are willing to make Stim B's with much better stat's than mine. While I'd like to go advanced on all components, I just can't currently justify the extra cost's involved, if I can't stay in the sub 2500ish range on stims, I just can't seem to sell many.


BTW... considering my cost's on these things, I'm making somewhere in the range of 50% profit on every one I sell. Unless I can sell a LOT more of these or factory them, I won't be dropping my profit margin lower, it just won't be worth my time.


Vorgus on Bria

Moshi-Eclipse
Mon Sep 08, 2003 1:23 pm
#18

they enhance your high-quality meds to be even higher-quality meds... if you aren't going to be making your stims to sell, it's kinda a waste of money to pay for the ingredients, however if you are selling your stims a 135p ADV liquid suspension makes a lot more beef then say a 40p normal liquid... Liquid take Talusian Water, and Dantooinian Berries, both of which can be purchased in your galaxy board, and perhaps on the bazaar... I sell them fairly regularly on Eclipse :-) for BECs you need Lokian Wild Wheat and Tatooine Fibreplast, for Chems you need Harbivore Meat and Class 4 liquid Petrochem. Those are the adv for stim packs and they do make a huge difference... Good luck!



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BregGenedi
Tue Sep 09, 2003 8:45 am
#19

Thanks for the Infomation


Dr. Breg


Wanderhome

SBad
Tue Sep 09, 2003 1:38 pm
#20

They all pretty much affect power with the exception of BEC's and their ability to affect charges. Personally I boost up charges on BEC's and effectiveness on everything else.



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mcglonec
Tue Sep 09, 2003 2:28 pm
#21






Mongoloid wrote:

Just to make sure I understand this...


Advanced Liquid Suspension is good for boosting the power of the stimpacks therefor when crafting I should experiment on effectiveness.


Advanced Biological Effect Controller is good for boosting the charges of the stimpacks therfor when crafting I should experiment on charges.


Are these 2 statements correct?


And what about Advanced Chemical Release Duration Mechanisms? what stat(s) do they affect and what should be experimented on?





When crafting Liquid Suspension or Chemical Release Duration Mechanisms, you only have one choice as to where to spend your experimentation points - effectiveness. Therefore, these items are really only going to have an impact on the power of your stims, not on the number of charges it has. Note that the power of a Liquid Suspension (even one made with mediocre resources) usually blows away the power of a Chemical Release Duration Mechanism (the difference is usually about 3:1).


With Biological Effect Controllers, howvever, you have the option of experimenting on charges or effectiveness. As the effectiveness is low compared to a Liquid Suspension or Chemical Release Duration Mechanism (power on a BEC is usually around 10-15 while a LS is around 150), I find that it's good to ignore the power ona BEC and up the charges. If you have some experimentation points left over, spend them on power. This is the only subcomponent that will raise the charges of your stims so take advantage of that.


Also, if there were an order of importance of the 3 advanced components, this is how I'd rank them:



  1. Liquid Suspension

  2. Biological Effect Controller

  3. Chemical Release Duration Mechanism

A good Liquid Suspension will still give you a very powerful stim, even if it doesn't have many charges. A good Biological Effect Controller will make sure you've got plenty of charges. And a CRDM will help boost power, but not as much as a LS. Also, since CRDM's require herbivore meat, which is difficult to obatin, this is probably the subcomponent most often left out.


I hope that helps





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Mongoloid
Wed Sep 10, 2003 12:20 am
#22

Just to make sure I understand this...


Advanced Liquid Suspension is good for boosting the power of the stimpacks therefor when crafting I should experiment on effectiveness.


Advanced Biological Effect Controller is good for boosting the charges of the stimpacks therfor when crafting I should experiment on charges.


Are these 2 statements correct?


And what about Advanced Chemical Release Duration Mechanisms? what stat(s) do they affect and what should be experimented on?





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Elanae
Wed Sep 10, 2003 6:02 am
#23

I'm getting into the adv component business and was wondering am I better off using normal resources with high stats over advance resources with low stats?




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Archon_Eclipse
Wed Sep 10, 2003 6:27 am
#24






Elanae wrote:
I'm getting into the adv component business and was wondering am I better off using normal resources with high stats over advance resources with low stats?





Advanced component with low stats..


The most crappy advanced component is usually better than the best normal component.




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CL1985
Wed Sep 10, 2003 3:34 pm
#25

mcglonec, great post. Very helpful. I was always curious about the stats and the usefulness of each component. Do you think that Fungi is a good inorganic? I know they're usedprimarily for poisons, but the have great overall quality.



Laceman - Combat Med, Doctor
Intrepid Server
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wynlyndd
Wed Sep 10, 2003 4:03 pm
#26

if you got good fungus trade it to a CM for a good other resource on an increased ratio. you'll both be happy.



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