Bio Engineer Archive

Thread: Current Medical Schematics on TC-Ep3

Eskie
Sat Apr 16, 2005 1:12 pm
#1

I took the time to write down all the medical schematics granted in medic 0004 and BE 0004. Im in the process of determining min and max values for charges and power on each. I am concentrating on basic components and stimpacks currently and will move on to advanced components and enhancers as soon as I got the basic stuff done.

---------------------------
ABEC
- 18 Lokian Wild Wheat
- 18 Tatooinian Fiberplast
x Charges: 66 OQ / 33 UT (min: 1 / max: 8)
x Power: 66 OQ / 33 PE (min: 1 / max: 80)
---------------------------
ACRDM
- 16 Herbivore Meat
- 16 Cl. 4 Liquid Petro Fuel
x Charges: 66 OQ / 33 UT (min: 1 / max: 5)
x Power: 66 OQ / 33 PE (min: 1 / max: 75)
---------------------------
ADM
- 25 Cl. 2 Liquid Petro Fuel
- 25 Yavinian Fiberplast
x Charges: 25 DR / 75 OQ (min: 1 / max: 75)
x Power: 25 DR / 75 OQ (min: 7 / max: 300)
---------------------------
AIA
- 28 Eleton Reactive Gas
- 28 Titanium Aluminum
x Charges: 25 DR / 75 OQ (min: 1 / max: 75)
x Power: 25 DR / 75 OQ (min: 7 / max: 300)
---------------------------
ALS
- 6 Dantooine Berry Fruit
- 6 Talusian Water Vapor
x Charges: 66 OQ / 33 UT (min: 1 / max: 5)
x Power: 66 OQ / 33 PE (min: 1 / max: 80)
---------------------------
ARC
- 24 Tolium Reactive Gas
- 24 Cl. 1 Radioactive
x Charges: 25 DR / 75 OQ (min: 1 / max: 75)
x Power: 25 DR / 75 OQ (min: 7 / max: 300)
---------------------------
ASDS
- 16 Domesticated Oats
- 16 Dolovite Iron
x Charges: 66 OQ / 33 UT (min: 1 / max: 75)
x Power: 66 OQ / 33 PE (min: 7 / max: 300)
---------------------------
BEC
- 8 Organic
- 8 Inorganic
x Charges: 66 OQ / 33 UT (min: 1 / max: 4)
x Power: 66 OQ / 33 PE (min: 1 / max: 35)
---------------------------
CRDM
- 8 Organic
- 8 Chemical
x Charges: 66 OQ / 33 UT (min: 1 / max: 4)
x Power: 66 OQ / 33 PE (min: 1 / max: 35)
---------------------------
DM
- 12 Liquid Petrochem Fuel
- 12 Inert Petrochemical
x Charges: 25 DR / 75 OQ (min: 2 / max: 50)
x Power: 25 DR / 75 OQ (min: 4 / max: 200)
---------------------------
IA
- 14 Reactive Gas
- 14 Aluminum
x Charges: 25 DR / 75 OQ (min: 1 / max: 50)
x Power: 25 DR / 75 OQ (min: 4 / max: 200)
---------------------------
LS
- 6 Organic
- 6 Water
x Charges: 66 OQ / 33 UT (min: 1 / max: 4)
x Power: 66 OQ / 33 PE (min: 1 / max: 35)
---------------------------
RC
- 12 Reactive Gas
- 12 Radioactive
x Charges: 25 DR / 75 OQ (min: 1 / max: 50)
x Power: 25 DR / 75 OQ (min: 4 / max: 200)
---------------------------
SDS
- 8 Organic
- 8 Metal
x Charges: 66 OQ / 33 UT (min: 1 / max: 50)
x Power: 66 OQ / 33 PE (min: 5 / max: 200)
---------------------------
===========================
---------------------------
Instant Stimpack A (Combat Level 1)
- 12 Organic
- 12 Inorganic
- 1 LS (optional)
- 1 BEC (optional)
x Charges: 66 OQ / 33 UT (min: 5 / max: 10, subcomponent charges are added on top 1:1, once per slot))
x Power: 66 OQ / 33 PE (min: 50 / max: 150, subcomponent powers are added on top 1:1, once per slot))
---------------------------
Instant Stimpack B (Combat Level 15)
- 15 Flora
- 15 Chemical
- 1 LS
- 1 CRDM
- 2 BEC
x Charges: 66 OQ / 33 UT (min: 7 / max: 16, subcomponent charges are added on top 1:1, once per slot)
x Power: 66 OQ / 33 PE (min: 100 / max: 300, subcomponent powers are added on top 1:1, once per slot)
---------------------------
Instant Stimpack C (Combat Level 35)
- 20 Flora Food
- 20 Fiberplast
- 1 LS
- 2 CRDM
- 2 BEC
x Charges: 66 OQ / 33 UT (min: 7 / max: 16, subcomponent charges are added on top 1:1, once per slot)
x Power: 66 OQ / 33 PE (min: 255 / max: 705, subcomponent powers are added on top 1:1, once per slot)
---------------------------
Instant Stimpack D (Combat Level 60)
- 25 Seeds
- 25 Tatooinian Fiberplast
- 2 ALS
- 2 ACRDM
- 2 ABEC
x Charges: 66 OQ / 33 UT (min: 7 / max: 18, subcomponent charges are added on top 1:1, once per slot)
x Power: 66 OQ / 33 PE (min: 410 / max: 1005, subcomponent powers are added on top 1:1, once per slot)
---------------------------
===========================
---------------------------
Bacta Infusion Enhancer
- 75 Talusian Scaley Hide
- 200 Reactive Gas
- 9 ASDS
- 9 ARC
- 9 AIA
x Charges: 33 DR / 66 OQ (min: 17 / max: 252, subcomponent charges are added on top 1:1, once per slot)
x Power: 66 OQ / 33 PE (min: 8 / max: 503, subcomponent powers are added on top 1:1, once per slot)
---------------------------
Bacta Jab Enhancer
- 200 Avian Meat
- 300 Reactive Gas
- 8 ADM
- 8 ARC
- 8 AIA
x Charges: 33 DR / 66 OQ (min: 14 / max: 252, subcomponent charges are added on top 1:1, once per slot)
x Power: 66 OQ / 33 PE (min: 14 / max: 490, subcomponent powers are added on top 1:1, once per slot)
---------------------------
Bacta Spray Enhancer
- 150 Plumbum Iron
- 200 Flowers
- 225 Inert Gas
- 7 ADM
- 7 ARC
- 7 AIA
x Charges: 33 DR / 66 OQ (min: 13 / max: 255, subcomponent charges are added on top 1:1, once per slot)
x Power: 66 OQ / 33 PE (min: 8 / max: 505, subcomponent powers are added on top 1:1, once per slot)
---------------------------
Bacta Toss Enhancer
- 150 Dolovite Iron
- 200 Avian Meat
- 225 Fiberplast
- 7 ADM
- 7 ARC
- 7 AIA
x Charges: 33 DR / 66 OQ (min: 16 / max: 253, subcomponent charges are added on top 1:1, once per slot)
x Power: 66 OQ / 33 PE (min: 10 / max: 505, subcomponent powers are added on top 1:1, once per slot)
---------------------------
Deuterium Toss Enhancer
- 125 Insect Meat
- 150 Greens
- 175 Polymer
- 200 Radioactive
- 9 ASDS
- 9 ACRDM
- 9 ARC
x Charges: 33 DR / 66 OQ
x Power: 66 OQ / 33 PE
---------------------------
Disinfect Enhancer
- 200 Wheat
- 300 Inert Gas
- 9 ADM
- 9 ARC
x Charges: 33 DR / 66 OQ
x Power: 66 OQ / 33 PE
---------------------------
Endorphine Injection Enhancer
- 200 Avian Meat
- 300 Reactive Gas
- 8 ADM
- 8 ARC
- 8 AIA
x Charges: 33 DR / 66 OQ
x Power: 66 OQ / 33 PE
---------------------------
Neurotoxin Enhancer
- 150 Colat Iron
- 200 Vegetables
- 225 Liquid Petrochem Fuel
- 8 ADM
- 8 ARC
- 8 AIA
x Charges: 33 DR / 66 OQ
x Power: 66 OQ / 33 PE
---------------------------
Nutrient Injection Enhancer
- 200 Avian Meat
- 300 Reactive Gas
- 7 ASDS
- 7 ADM
- 7 AIA
x Charges: 33 DR / 66 OQ
x Power: 66 OQ / 33 PE
---------------------------
Stabilizer Enhancer
- 150 Non-Ferrous Metal
- 200 Reptilian Meat
- 225 Crystalline Gemstone
- 7 ADM
- 7 ARC
- 7 AIA
x Charges: 33 DR / 66 OQ
x Power: 66 OQ / 33 PE
---------------------------
Thyroid Rupture Enhancer
- 150 Kammris Iron
- 200 Bone
- 225 Radioactive
- 9 ADM
- 9 ARC
- 9 AIA
x Charges: 33 DR / 66 OQ
x Power: 66 OQ / 33 PE
---------------------------
Traumatize Enhancer
- 150 Mythra Copper
- 200 Reptilian Meat
- 225 Radioactive
- 9 ADM
- 9 ARC
- 9 AIA
x Charges: 33 DR / 66 OQ
x Power: 66 OQ / 33 PE
---------------------------

- experimentation doesnt show hidden decimals, so results might be off a little bit. This is especially true for enhancers.

Message Edited by Eskie on 05-12-2005 02:12 AM



Eskona Runningstar
12pt Master Doctor - Master Riflewoman
Light Jedi Padawan
-ERI- medical supplies CLOSED

Left to explore new galaxies far, far away
after this galaxy had been enhanced far too much for her taste
MDK_man
Sun Apr 17, 2005 2:17 pm
#2

Awsome list very well set up and everything this is great thanks



Orzo Mozit / Ebam Golo
SWG
Lowering population 1 patch at a time
miodac
Mon Apr 18, 2005 9:14 am
#3

The list is great, the requirements are insane.



IGN: Tuxatl
MataHairy
Mon Apr 18, 2005 9:16 am
#4






miodac wrote:

The list is great, the requirements are insane.






Agreed. I dont know if people realize that for the stim enhancers, they will be paying 2-6x the current cost per shot, for something that is 10-30% as effective. Perhaps they dont care since they are optional? Enhances for buffs are around the same per shot cost, but still less effective than current.


http://forums.station.sony.com/swg/board/message?board.id=bio-engineer&message.id=94874



Matta
Healer's Haven, Corellia (2120,4300)
Proprietor of Matta's Meds --- Ahazi's Finest Meds
One of the first Master Combat Medics, and the very last Medic Correspondent
Ezepo
Tue Apr 19, 2005 9:51 am
#5

So they got rid of the fish, mollusk, crusty requirements?


Thats a huge relief! The amount of resources used isnt so bad when they say they will last a long time, and the amount of charges seem very high as well.



Drop off Vendor is north of the Mining Outpost
on Dantooine -684 , 3208.


IGN: AV-EE
silenyabyss
Tue Apr 19, 2005 3:35 pm
#6

is this verified that they got rid of the mollusk crustacean,etc.
silenyabyss
Tue Apr 19, 2005 3:56 pm
#7


disregard

Message Edited by silenyabyss on 04-19-2005 03:57 PM

Eskie
Tue Apr 19, 2005 4:05 pm
#8



silenyabyss wrote:
is this verified that they got rid of the mollusk crustacean,etc.




I was in TC-Ep3 about 24 hours ago, the data I posted above was still accurate.
I will be trying out enhancers tomorrow, got some weird result for BJE yesterday: -14 power at 0% experimentation. My guess is that not all subcomponents add their powers and charges to the final product, so im running some unexperimented and some experimented subs through my factories currently to be able to determine what changes power and what doesnt.



Eskona Runningstar
12pt Master Doctor - Master Riflewoman
Light Jedi Padawan
-ERI- medical supplies CLOSED

Left to explore new galaxies far, far away
after this galaxy had been enhanced far too much for her taste
Loviza
Wed Apr 20, 2005 6:12 am
#9

Wow, have they actually listened to us or is this just a random chance it went in the right direction for once. Just a babystep, but still in the right direction. Well doesnt change much, I dont have the energy to collect all the new resources while I at the same time have to trash a lot of old ones.



Lov'i Za' - ISB Sergeant
HuntaLee
Thu Apr 21, 2005 3:58 pm
#10

greeeat



Huntalee Dakoontah---
Rebel Cause---
Texan Pride---
"If the Germans invaded hell, I'd send supplies to the devil"!
-Some British World War 2 General. Funny Englishman

Server---Gorath
Eskie
Fri Apr 22, 2005 2:06 pm
#11



GrandPop wrote:
I wonder, can you make Stim D with standard CRDM? Or does it have to be an ACRDM.. After revamp, I am betting meat harvesting will become alot slower and expensive.
I can make a stim B now (current live, pre revamp) with 361 power using standard CRDM. Course with good meats, I can get them over 400.
Same with lower stims, can they be made with advanced components?




You can use basic components instead of advanced version should you want to make them cheaper / in an easier way. You _cannot_, however, use advanced versions in basic slots. This is to prevent high-powered low-level items.

Concerning the current stims: I make 420+ power Stim-B with CRDMs and 460+ power Stim-B with ACRDMs



Eskona Runningstar
12pt Master Doctor - Master Riflewoman
Light Jedi Padawan
-ERI- medical supplies CLOSED

Left to explore new galaxies far, far away
after this galaxy had been enhanced far too much for her taste
GrandPop
Sat Apr 23, 2005 12:20 am
#12

I wonder, can you make Stim D with standard CRDM? Or does it have to be an ACRDM.. After revamp, I am betting meat harvesting will become alot slower and expensive.


I can make a stim B now (current live, pre revamp) with 361 power using standard CRDM. Course with good meats, I can get them over 400.


Same with lower stims, can they be made with advanced components?







Come visit Grandpa Ernie's Droids and Foods
-4420, +5348 Naboo Just north of Theed
IGN Ernie'

Chef Motto "Want some candy little girl?"

Fact: The best beer, is where the Priests go to drink.
ArthurDentOnBria
Sat Apr 23, 2005 12:58 am
#13

In the latest CU patch notes, there was a blurb in there about a change that allows the use of basic components into slots requiring advanced components. The reverse? I doubt it.




GrandPop wrote:

I wonder, can you make Stim D with standard CRDM? Or does it have to be an ACRDM.. After revamp, I am betting meat harvesting will become alot slower and expensive.


I can make a stim B now (current live, pre revamp) with 361 power using standard CRDM. Course with good meats, I can get them over 400.


Same with lower stims, can they be made with advanced components?













ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


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