Bio Engineer Archive

Thread: New Medical Crafting Schematics

Dorelli
Sun Apr 24, 2005 2:20 am
#40

Well that's looking up anyway. I was getting one unit per combat level for the critter spawnsoutside the cities on TC.


Dorelli




Dorelli Deacon of Bloodfin server
RIP BioEngineering 15-11-2005 : RIP CH 15-11-2005

Xrystal
Fri Apr 29, 2005 12:47 pm
#41



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

Pharmaceutical Items



  • 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 ?

Medecine


  • 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

Zupamuzze
Mon May 02, 2005 7:36 am
#42

As it is, that is a nice piece of work, you've done there... I only need 2 info's... What do the new stuff do? And at what lvl medic/doc can you use them? I haven't yet been able to find 1 single posting ANYWHERE about it. Anyone have a link or some answers?
Psychopyro80
Tue May 03, 2005 12:40 am
#43






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.



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datsevlu2
Thu May 05, 2005 11:22 am
#44

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!!!


ih8modem
Fri May 06, 2005 1:24 am
#45

The resource drops appear to have been upped somewhat. I went hunting in a group last night, killing pikets for about 1.5 hours on Dant. I harvested most of the kills with my harv droid, and I ended the session with just over 24k of meat. I have never ever seen that amount of meat from 1.5 hours.





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Ojes
Fri May 06, 2005 8:09 am
#46

There is a post on the ranger board that confirmed a question I had as well. The amount of resource that you harvest is directly related to the CL of the critter. You get the same number of units of bone, hide, or meat from a single kill AND it does not matter if that meat is carn/reptile/wild/avian/etc.


Put that together with the greatly increased harvesting rates that a group can get, and I think there will no longer be a "best to hunt" resource out there like avian was in the past. It levels the playing field for the crafters a little since it is now all about how much the resource is worth in your final product that will dictate the price you are willing to pay hunters to gather it.


I can see something like a 20cpu cap on all my meat contracts being viable in this new world. Anything more and you will likely need to set a unit limit or run the risk of getting too much of a good thing...



while on Flurry, don't visit Ojes Yobe's Liquidation Vendors just 800M from Theed starport on Naboo (neg5219 3419) - cause they ain't there anymore! They are now exclusively located in Mos Athens Mall
Buka_Starwalker
Thu May 12, 2005 1:07 pm
#47






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?





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Aeron-Blackthorn
Sun Aug 07, 2005 6:49 am
#48


Anywhere I can find the exp percentages and weights on these scheamtics? Trying to update my spreadsheet





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Ojes
Sun Aug 07, 2005 10:59 am
#49

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).





while on Flurry, don't visit Ojes Yobe's Liquidation Vendors just 800M from Theed starport on Naboo (neg5219 3419) - cause they ain't there anymore! They are now exclusively located in Mos Athens Mall
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