Bio Engineer Archive
Thread: Talusian Fungi
Centurion wrote:
While flavor is 1/3rd of the important stats on pet stim Bs, I suspect based on the BE FAQ section about stims that it has less of an impact on the final stim stats than the sub-components and their power/charges.
No no no no no, quite the opposite. Most of the "pop" you get in your stims comes from your ability to experiment on it. You can experiment a 500 power one into a 1k power one provided the materials you are using allows that. So while using good medical components (vs the crap that we BE's can make ourselves) can add maybe 100 power and 50%the charges of your stims, the *real* power comes from the materials (fiberplast and fungus) you use and your ability to experiment on them.
Message Edited by ArthurDentOnBria on 02-24-2004 11:37 AM
c00kie wrote:
"No no no no no, quite the opposite. Most of the "pop" you get in your stims comes from your ability to experiment on it. You can experiment a 500 power one into a 1k power one provided the materials you are using allows that. So while using good medical components (vs the crap that we BE's can make ourselves) can add maybe 100 power and 50%the charges of your stims, the *real* power comes from the materials (fiberplast and fungus) you use and your ability to experiment on them."
I have to disagree here. Just from what I have seen with my own medical and stim crafting, the better medical stuff I use, the better overall stims I get. I can't tell you the exact formula since I didn't develope it, but my guess it that they are both fairly equal. If you use really good components and really good resources, the final product should be very nice without experimentation and even nicer with experimenation.
I have made stims with crappy resources and really good ocmponents before and they seem to be very very good to start. And I have done the opposite with the same result... I think its fairly even
Message Edited by c00kie on 02-24-2004 11:48 AM
If you make stims with crappy resources and good components your experimentation will be severly hindered. In order to maximize the potential for stims you really need good resources, the medical components have been proven to be less significant when crafting Pet stims, regular stims is a different situation.
And experimentation is where the "pop" of the stim is. You should be able to double or triple the base stats of a pet stimpack after you are done experimenting. So bad resources will result in hindered experimentation. This will not effect someone with 5points as much as a master with 10points since the novice is only being hindered in areas they wouldn't be able to experiment to.
Here you go Owapa
2388 -1380, land in Dearic
Message Edited by wookranger on 02-24-2004 12:09 PM
Centurion wrote:
While flavor is 1/3rd of the important stats on pet stim Bs, I suspect based on the BE FAQ section about stims that it has less of an impact on the final stim stats than the sub-components and their power/charges.
It is? Lol.... I must have lucked out then coz I didn't pay any attention to the flavor. Flavor makes no difference to people stims I think, so I assumed the calculation was based on OQ and PE again.
I'm not sure what the flavor was on the fungus, but I did make some nice pet stim Bs with a 900+ oq talusian fungus, some fiberplast with 700+oq/900+ ut, and a bunch of adv comps. If you like I can try to look for the stats on the fungus for clarification. The Stim Bs came out with 804 heal and over 30 charges if I recall correctly.