Bio Engineer Archive
Thread: New Medical Crafting Schematics
I haven't listed quantities or stuff like that as I just needed a basic list of what kind of stuff was required for my hunter to gather for my Bio Engineer. I can add the rest of the stuff in at a later date:
Inorganic Resources, Organic Resources, Hunted Resources, Who can Use
Chemical Components
- Advanced Biological Effect Controller - Lokian Wild Wheat, Tatooine Fiberplast
- Biological Effect Controller- Organic, Inorganic
- Advanced Chemical Release Duration Mechanism - Herbivore Meat, Class 4 Liquid Petrochem Fuel
- Chemical Release Duration Mechanism - Organic, Chemical
- Advanced Dispersal Mechanism - Class 2 Liquid Petrochem Fuel, Yavinian Fiberplast
- Dispersal Mechanism - Liquid Petrochem Fuel, Inert Petrochemical
- Advanced Infection Amplifier - Eleton Reactive Gas, Titanium Aluminum
- Infection Amplifier - Reactive Gas, Aluminum
- Advanced Liquid Suspension- Dantooine Berry Fruit, Talusian Water Vapor
- Liquid Suspension- Organic, Water
- Advanced Resilience Compound - Tolium Reactive Gas, Class 1 Radioactive
- Resilience Compound - Reactive Gas, Radioactive
- Advanced Solid Delivery Shell - Domesticated Oats, Dolovite Iron
- Solid Delivery Shell - Organic, Metal
- Bacta Infusion Enhancer - Talusian Scaley Hide, Reactive Gas, AS, AR, AI - Doctor - Heal Over Time
- Bacta Jab Enhancer - Avian Meat, Reactive Gas, AD, AR, AI - Doctor - Self or Target Heal
- Bacta Spray Enhancer - Plumbum Iron, Flowers, Inert Gas, AD, AR, AI - Combat Medic (Medic 0300) - Small Area Heal
- Bacta Toss Enhancer - Dolovite Iron, Avian Meat, Fiberplast, AD, AR, AI - Combat Medic (Medic 0200) - Medium Area Heal
- Deuterium Toss Enhancer - Insect Meat, Greens, Polymer, Radioactive, AS, AC, AR - Combat Medic - Erm Forgot
- Disinfect Enhancer - Wheat, Inert Gas, AD, AR - Doctor - Cures Target
- Endorphine Injection Enhancer - Avian Meat, Reactive Gas, AD, AR, AI - Doctor - Action Buff I think
- Neurotoxin Enhancer - Colat Iron, Vegetables, Liquid Petrochem Fuel, AD, AR, AI - Combat Medic - Poison Target
- Nutrient Injection Enhancer - Avian Meat, Reactive Gas, AS, AD, AI - Doctor (Medic 4000) - Health Buff
- Stabilizer Enhancer - Non Ferrous Metal, Reptilian Meat, Crystalline Gems, AD, AR, AI - Doctor (1000) - Erm Forgot
- Thyroid Rupture Enhancer - Kammris Iron, Bone, Radioactive, AD, AR, AI - Combat Medic - Bleed Target ?
- Traumatize Enhancer - Mythra Copper, Reptilian Meat, Radioactive, AD, AR, AI - Combat Medic - Slow Down Target ?
- Stimpack A - Organic, Inorganic, LS, BE
- Stimpack B - Flora Resources, Chemical, LS, CR, BE
- Stimpack C - Flora Food, Fiberplast, LS, CR, BE
- Stimpack D- Seeds, Tatooine Fiberplast, AL, AC, AB
As far as I can see if Doctors have enough points they can work up the last column of Bio Engineer to make their own medical items. Being Master Bio Engineer doesn't seem to add anything to that column. It only contains Creatures and Tissues and DNA Harvesting Bonus.
Edit: Added Who can use the medical items and what they do from memory will double check whenI can. Respecd away from Combat Medic so I could Master Bio Engineer (Already had 2433 before CU so thought Id go back to what I originally wanted to do with that character). Basically ALL new Doctor used items need Avian meat... which of course is one I didnt have in good quantity so will be awhile before my hunter gets the needed quantites to make enough to sell.
Message Edited by Xrystal on 05-05-2005 09:01 AM
deepthought_42 wrote:
You wanna talk about bugs …. I spent most of the weekend working making the new buffs. I started from scratch make every little component that the new schematics required and to my surprise they were no better than the buffs that were converted from pre-patch. I used uber everything to make them, they came out with 300 more power than the converted ones and still had the same effect. 10% health increase for a whole 47 mins. I am not sure but when did crafting meds or anything else for that matter have something to do with combat ??? Who decided to make the stats on the resources meaningless ?? Who thought it would be a good idea to make people stop adventuring once every 47 mins to get buffed would be fun ???
I am not sure about the same results from making the bacta toss, spray or injection but save your uber resources for when they get it fixed.
Sereenity – Master Bio-Engineer –Tempest
The current Med items appear to be bugged (they are not doing anything). CM meds are working as intended though.
I took my now non crafting Doc and respecced him to BE to see what the haps were on crafting. The numbers are purely obscene! Some of the bacta-related enhancers take up to NINE components. A factory crate is 50. Hmmm 5 items for every ofactory crate you make...Plus in excess of 200 units of the required meats/gas/ etc... To top it off, pre-cu, if a stimpack called for "bio effect controllers" and you used advanced ones, you got stronger stims. Now the schematic wont even let you use advanced components in crafting if it calls for the basic ones. So they took doc and cm crafting and made it a BE function, then ensured BEs can't possibly profit from crafting these things, since the expense of crafting ONE bacta toss enhancer exceeds what anyone not crazy would pay.
GO SOE GO! Keep bringing the balance and the fun!!!
Mustelafuro wrote:
I wish they had left the smelted metals in. I mean they gave us the cool recyclers, make us use them.
At least I have a good stack of pretty good domestic meat. Reptile meat never seems to have great stats.
recyclers are broken atm and CAN'T be made at all. Another wonderful bug. But hey, lets keep releasing newer addins to the game like RotW before we fix an already buggy ass game shall we?
Anywhere I can find the exp percentages and weights on these scheamtics? Trying to update my spreadsheet
All of the enhancers are 66%OQ 33%PE for power. The charges are not much of a consideration (IMHO), but I think they are OQ/DR (not sure of the percentages though).