Bio Engineer Archive
Thread: whats good stats on reasources for stims d
Not a medical expert here but I will give this a go since it is a simple question. For medical purposes, the stats required are:
charges: 33% UT & 66% OQ
power:33% PE & 66% OQ
but in reality, nobody cares much about charges - not that much. It's the power that is important b/c that determines how much one-shot healing it does (you know this - I'm just stating the obvious).
So forget about UT.
Concentrate on the highest OQ you can find (you see it is twice as important as PE for power), then PE. I would probably expect to see both of these in the 900's for medicines with the exception of the herb meat which is capped at 700.
Dor
To the original poster - I beleive the 1000OQ 100UT vs 900/900 quote was from one of my earlier posts. The resource in question in that post was Tatooine Fiberplast which does not have PE (and is used in the final combine).
In general, your final combine resources (tat fiber/seeds) are where most of your power wil come from. I am hitting 1100+ power on my Ds and less than 200 of that comes from the subs. When you are evaluating seeds, treat OQ and PE equally because that is what the crafting system does on a 66/33 schematic when one of the two ingredients does not havePE. The good thing is that there are always 77 different seeds spawning so one of them is likely to be good (or will be shortly). Keep your eye on the spawns and you will be making high powered stims before you know it.