Bio Engineer Archive

Thread: Experimentation question

warhammer13
Wed Sep 03, 2003 10:36 am
#1

I was just wondering if combat medicine experimentation works with regular medic stims (stim b's and c's). Or do only doctors get more experimentation points for those?
Tasmen
Wed Sep 03, 2003 10:42 am
#2

Nope, we don't get extra experimentation points for that stuff unfortunately. You have to go the doctor tree if you want regular medical experimentation points to go up. It's a point that a lot CM's, including me, have a problem with. So if you take no doctor, you only get the 5 you would have from master medic to build all poison/disease components as well as ranged stim components. It is a very unhappy situation.



~~ Valina Raeta -- Master Combat Medic/Doctor/Pistoleer (Chilastra) ~~
~~ Selling Ouchless Band-Aids For Your Owwies~~
~~ -304,-5896 South of Coronet, Corellia ~~
~~ -4337,-2425 Just outside Imperial Outpost, Dantooine ~~
warhammer13
Wed Sep 03, 2003 10:44 am
#3

Thanks for the response. That really is messed up though...
lvthunder1
Mon Oct 13, 2003 10:49 am
#4

I am a weponsmith and only have 2 experimentation points. When I try to experiment the first box jumps the chance up to 33% and the second box pushes it up to 37%. I am using the best resources I can find. I searched on swgcraft to get these resources. I am getting a lot of failures when I experiment. What am I doing wrong? I didn't haave this problem with the Artisan experimentation. It seems I can make a better gun without experimenting since most of the time it makes the stat worse and not better.

Any help would be appreciated,
bad_ash
Mon Oct 13, 2003 11:02 am
#5

You'll just have to deal for the time being. Work on grinding out enough XP for Technique 1, after that you will have more experimentation points with a higher success rate. Also, built a better weapon crafting tool, the higher the rating on the tool and station the more likely you are to get successes.
Akyrl
Mon Oct 13, 2003 11:22 am
#6

The best advice I can give is to grind out your first box of firearms (so that you can make projectile rifle barrels) and then grind out all your weapon crafting technique boxes. The technique boxes will make a HUGE difference in being able to craft something you will use and can sell.

lvthunder1
Mon Oct 13, 2003 11:40 am
#7

My station is a plus 30 and the tool is plus 14. Are these good enough or do I need better ones.
CornArby
Mon Dec 08, 2003 8:06 am
#8

Ok,
I've got an experimentation question for you. When making something such as a GP Module, there are two experimentation slots (Durability and Effectiveness) right? Well, it would seem that you would want to increase effectiveness the most if you are going to eventually use it to make something like a crafting station no? Basically, I guess I'm wondering what is the benefit of increasing durability over effectiveness?

debbie1260
Tue Dec 23, 2003 3:48 am
#9

Greetings,


I'm just starting weaponsmithing, and I've noticed something odd about experimenting. Of the four experimental attributes we are given to experiment on (damage, durability, efficiency, range)...the only one that is changes at all by experimenting is the damage attribute. That doesn't seem right. Is weaponsmith experimentation broken?


Any info would be much appreciated.



Deb

AbelDamodred
Tue Dec 23, 2003 5:11 am
#10

no way, Efficiancy changes ham, not by alot, because then you wouldget wepaons with virtually no HAM if there was a drastic change,



In my experience, all people care about is damage and speed. They wont sacrifice a second or two speed for low ham, so i dont bother with it unless i max out damage, and have a spare point or two for efficiancy and/or range




Valcyn - Jahar Narishma
Mastered Marksman - Weaponsmith - Brawler - Architect
Future Combat Medic
BrokenDrum
Tue Dec 23, 2003 6:31 am
#11

Howdy;


Agree - all they really want seems to be MAX with Low Spd. BUT - If points are left over you need to jam them somewhere. I always like to stick that point or so left into Durability - since 1000 plus saves them a repair or two.


One place this breaks is with the Knuckles tho. The TK's apparently have such boost that they are hitting great with Expired (0.0) knuckles !? So what THEY are looking for is the Speed down but also a next to nothing HAM. So here - if you want a (BD's SE Vibro Knuckle) Special Edition, all origin points dumped to HAM and any remaining attempted to Speed. These specials actually confused me until I actually saw it in action. A 0.0 HP weapon that rocks - what a hoot.





For your Low Cost Weapon Needs Visit Jabbas Quest Souvenir Shoppe (-5357, -6006 500m NNW Wayfar) -OR- LayLa's Tent (-963 -4348 Only 800m South of Bestine) BrokenDrum Master WS - Tatooine Wanderhome
Gibblet
Tue Dec 23, 2003 2:16 pm
#12

I am, and have always been, a Bio-Engineer. Unfortunately I don't have a lot of time to play so I rely on the efforts (and postings) of the many fine BEs who add to the overall knowledge of the profession here in this forum.


So my question is...when experiemnting, should I use as many points as possible each time, or 1 point each time?


Many thanks!





_________________________________________________________

- Ketinvik (former Master Marksman, former Master Bio-Engineer, former Wookiee - former Master Scout, Master Heavy Swordsman, former TKM, working on Fencer)

It does the sheep no good to preach the benefits of a diet of grass if the wolf is of another mind.
Bad_Bad_Leroy
Tue Dec 23, 2003 2:46 pm
#13

If you're working with junk DNA, just go full blown on the first experiment. Carpe Diem :-)


When working with valuable DNA, it's like gambling. Do you bet it all on one spin, or do you bet smaller amounts over several hands? Betting it all can get you all your points into an amazing success, and get the best possible experiment, but it could also crit fail you down to zero, with no chance of getting above zero (even if you have some points left).


When working with good stuff, I try to go one or two points up at a time. If you fail you don't fail as hard, and you can still salvage a decent creature out of it by continuing to experiement after the setback (you're less likely to fall all the way to zero).


So it depends on your personality and your desired outcome. If you only want the best and would throw away anything less, then just experiment full blown in the first round. If you'd rather walk the middle ground, without sacrificing the potential for a great creature, then go one by one.




Creb - Doctor, Swordswookiee (SRA Master of Medicine, Sunrunner)
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