Bio Engineer Archive
Thread: Pub 23 Inspiration Buffs effecting only genetics
It would make sense for each tree to benefit from the buff.
All trees require the same xp.
All trees depend on the same experimentation and assembly modifier found in the medicines tree of Bio-engineer.
I mean, if other professions depend on this sole crafting profession for their items or enhancements, howcan only the pets being affected foster any notion of interdependency?
it's already hard enough to target a specific CL without adding 'bonuses' to assembly, experimentation, and 'resource quality.'
I've raised this as an issue, but for right now? I'd specifically AVOID BioE-specific buffs.
lammergeier wrote:
a bonus to cloning experimentation is NOT good.
it's already hard enough to target a specific CL without adding 'bonuses' to assembly, experimentation, and 'resource quality.'
I've raised this as an issue, but for right now? I'd specifically AVOID BioE-specific buffs.
I don't think he gives a damn about pet bonuses. BE, regardless of what so many here post is about more than Pets....
Personally, I was ecstatic to see that my crafting (as I have yet to dabble in the creation of pets) would be unaffected by the new buffs.
I mean, what the heck does my mother listening to Yo Yo Ma 47 minutes ago have to do with the thread-count of her quilting cloth anyways? I had a sizable problem with that. I'm glad that my daily crafting grind remains unaffected by the changes, personally.
I agree - my attempts at crafting with the buff on Test Center pushed the CL too high. The buff may be benefical to a novice BE but as a Master it is worthless to me IMHO.
lammergeier wrote:
a bonus to cloning experimentation is NOT good.
it's already hard enough to target a specific CL without adding 'bonuses' to assembly, experimentation, and 'resource quality.'
I've raised this as an issue, but for right now? I'd specifically AVOID BioE-specific buffs.
LuCha wrote:
lammergeier wrote:
a bonus to cloning experimentation is NOT good.
it's already hard enough to target a specific CL without adding 'bonuses' to assembly, experimentation, and 'resource quality.'
I've raised this as an issue, but for right now? I'd specifically AVOID BioE-specific buffs.
/agree
/agreeing and nodding head
AND IF anyone has issues with what Lammie wrote ... don't even start to think that he doens't care about the other aspects of BE. He has raised it as an issue ... this means he has pointed out that for genetic crafting wedo fiind thebonuses a bit useless and should have been applied to the tissues and meds as they would like to have it.
/target Lammegeier
/tellpet guard
Dor
Message Edited by Dorelli on 09-01-2005 03:19 AM
Strategiry wrote:
Well I actually was able to log in to my BE and try out some combos for additives and found out that the patch notes are WRONG.
With the Bio-Engineer buff, I was able to get higher values than pre-pub 23
Ie, I used a combo that used to produce only x7 additives.
However, I use the exact same resource combination today...and VOILA! x8 additives.
Seems the patch notes are a little off, and I wonder if this is intended or not....
I hope this is true but didn't find any change on TC using the same resources without the buff and then with the buff. I have experienced different results with the same resources before the patch, often on the same day and without any critical fails.
Did you use the combo without the buff and then go get the buff and use the combo with the buff?
lammergeier wrote:
a bonus to cloning experimentation is NOT good.
it's already hard enough to target a specific CL without adding 'bonuses' to assembly, experimentation, and 'resource quality.'
I've raised this as an issue, but for right now? I'd specifically AVOID BioE-specific buffs.
Lamm you hit it on the nose. We as a community have worked very hard to make recipes and Documentaion for this crafting system, this new buff just throws a monkey wrench into the whole system. Now if this worked on med and tissuies it would be worth while but as it is I dont see any of use that have stable recipes ever using this buff!
Strategiry wrote:
Well I actually was able to log in to my BE and try out some combos for additives and found out that the patch notes are WRONG.
With the Bio-Engineer buff, I was able to get higher values than pre-pub 23
Ie, I used a combo that used to produce only x7 additives.
However, I use the exact same resource combination today...and VOILA! x8 additives.
Seems the patch notes are a little off, and I wonder if this is intended or not....
Tried that exact same thing and even thought the math said i should get x8, i did not.
Cindal wrote:
Strategiry wrote:
Well I actually was able to log in to my BE and try out some combos for additives and found out that the patch notes are WRONG.
With the Bio-Engineer buff, I was able to get higher values than pre-pub 23
Ie, I used a combo that used to produce only x7 additives.
However, I use the exact same resource combination today...and VOILA! x8 additives.
Seems the patch notes are a little off, and I wonder if this is intended or not....
I hope this is true but didn't find any change on TC using the same resources without the buff and then with the buff. I have experienced different results with the same resources before the patch, often on the same day and without any critical fails.
Did you use the combo without the buff and then go get the buff and use the combo with the buff?
Hmm, no I did not try the combo without the buff post-Pub23, I will check it out and get back to you.