Bio Engineer Archive

Thread: Stims

Heir2003
Thu Jul 31, 2003 11:06 pm
#1

What are good resources to use for Stimpacks? Also, i'm new to making my own medical stuff, but I really want to get good enough to at least make stimpack C's, what gives you the most xp for what you make? I appreciate it.




::Heir
Usjerj
Thu Jul 31, 2003 11:55 pm
#2

The amount of exp you get for making anything is based on of the complexity of the item.


If you want to know what resources are good for any item in any situation, open up your datapad or your crafting tool and select a schematic. There's information in there about which resource stats affect what aspect of the item and to what extent. Bad wording, but you can probably figure it out in-game.


For stimpacks, the most importantresource property is Overall Quality. The other factors are Potency (this stat was taken out of the game months ago but not taken out of schematics) and Flavor. Only food-like organic resources have flavor.


In short, for your inorganics, use resources with a high overall quality. For your organic resources, it is OK to use hides or bones, but good hide will never make as good a stimpack pack as good meat or surveyed organics. (make or buy a flora surveying tool for organic resources, or harvest meat or hide) However, I've made much better stimpacks with good overall quality hides than mediocre meat or surveyed organics.

ciberido
Fri Aug 01, 2003 2:35 am
#3

For the inorganic portion, a metal such as steel.
For the organic, something edible like oats or rice.

Personally, however, I don't worry too much about the quality of the medicines I craft. If one wasn't good enough to cure the patient all by itself, I just use another.
Dlarkin
Fri Aug 01, 2003 2:44 am
#4

When the difference in Stim B's can be as low as 180 Base heal, up to over 310 or so, taking the time to actually craft decent meds is well worth the time.


Someday, when you leave the city and are actually asked to heal someone when it matters, you might actually start to notice that using 3 Stim-B's in a row on someone who is actually being wounded in a battle situation is really starting to hurt your mind pool...and might realize that if you could have "juuust healed a little more...." it might actually start to add up.


You can make Stim-A's with almost double the healing power with the right stuff and some crafting skill.


Move out of the city and see what meds were really meant for.






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D_r_y_k_e
Fri Aug 01, 2003 3:04 am
#5

Actually...

I'm noticing a category called 'potential energy'. Also 'flavor'.

The best organics are 'edibles' - meats or grains - as they will have all of these categories. When choosing which kind to use, weight your search towards resources that meet the greatest demand best - IE if an item relies on quality 58%, potential energy 25%, and flavor 17%, you want to pick an item with high quality over one with high flavor. (If you get lucky enough, you can find some that have high in all three; a recent version of Corellian Carnivore meat was over 900 in all three.)

For inorganics, I had been using a high quality steel...then I noticed that radioactives ALSO have 'potential energy'. They are, if I am not mistaken, the ONLY inorganics that do. The current versions I am finding have such a low quality that even WITH the potential energy category, they end up being less effective than a high (900+) quality inorganic with 0 potential energy. This will not always be the case, though...
PeeyoNiba
Fri Aug 01, 2003 3:13 am
#6

I just use meat and buy 1000 Fiberplast for 2500.



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Heir2003
Fri Aug 01, 2003 5:47 pm
#7

Also one other question. On my schematics, I have two other medical related items I can make...but they're not wound healers either. Some kind fo base or water thing? Sorry, i didn't look at the name, and I'm in a hurry. I appreciate it again guys!



::Heir
Consular_Jadeh
Fri Aug 01, 2003 6:06 pm
#8

After hours of testing complexity has no effect to no on XP. Sure base complexity could be said to, since highler level devices have higher base complexities on the whole. testing your stimpack 8 times instead of once may raise the same amount (or criticall succeed or failin the middle, no telling), but whether it is Complexity 11, or 18 it's the same xp (that value may or may not be accurate it's only an example)


So what does complexity affect?


It affects your insurance cost. The higher the complexity the more it costs to insure. A off the rack CDEF is going to be a whole lot cheaper than a Elite Carbine where every peice and parcel was experiemented to a razor's edge. So by experiementing alot, you might, one som days get a couple extra xp at most (I have had a couple times where I have gotten miniscule amounts I couldn't account for) but you are raising the insurance costs dramatically. Experimenting a lot lets you fine tune at the cost of something youmight not be able toafford to keep.


And I have been a master artisan, a master doctor, and was a master tailor in Beta... when I say a lot of testing... I'm serious




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Heir2003
Fri Aug 01, 2003 10:07 pm
#9

Cool, but still, does anyone know what those biological effect things are that you can also make from the get-go?



::Heir
Casin
Fri Aug 01, 2003 10:29 pm
#10

The other chemical parts are subcombines for later items, those 2 are for StimpackB and C when you get there.


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Jwest007
Sat Aug 02, 2003 4:56 am
#11

The amount ofresorces that an item requiresdetermins the amount of XP you get out of it. There is a formula for it but I can't remember what it was.



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mordsix
Sat Aug 02, 2003 12:10 pm
#12

Rather annoying crafting them I might say. If you want to grind craft biological effect controlers, 5.5 hours and you can be at the top of the skill tree (use practice)



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therealjackiechan
Tue May 10, 2005 8:32 am
#13

Haven't used my jedi in over a month, can jedi use stim packs if they are above that level?



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