Bio Engineer Archive

Thread: Med Component Experimentation

Beor
Sat Sep 10, 2005 1:41 pm
#1

I'm trying to find a post about which experimentation categories are important for Medical Components, i.e. what ones are truly necessary, which stats are most desired for the final product, etc... I've looked through all the stickies and SWGMedics.com, everything is either outdated or not relavent. Thanks


Beor
Ojes
Sat Sep 10, 2005 3:48 pm
#2

I find that power is generally all people will look at in meds and enhancers. That is certainly not an absolute, but unless you can offer 30% greater charges the public will buy the higher power item by a very large margin.


In stims, that means OQ and PE are vitally important. There was a post just a day or two ago where I laid out the stat weightings resource by resource for stims.


In enhancers, OQ and PE are again vital in the final assembly. For the enhancer subs, they are OQ and PE or OQ and DR. Check your draft schematics in-game, it is all in there.



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Mr_Desert
Sat Sep 10, 2005 5:52 pm
#3

read the stickies



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Itona
Mon Sep 12, 2005 9:38 am
#4






Mr_Desert wrote:
read the stickies





read his post


I'm trying to find a post about which experimentation categories are important for Medical Components, i.e. what ones are truly necessary, which stats are most desired for the final product, etc... I've looked through all the stickies and SWGMedics.com, everything is either outdated or not relavent. Thanks


and this is very true, i wish i had time to update the requirements and stats but i dont. all i can help with is if you are making stims i would say oq and pe are very important i currently make around 1176 power 21 use stims. i will try to post he stats of my components later to give you a better idea of what you may need.



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MataHairy
Tue Sep 13, 2005 5:42 am
#5






Beor wrote:

I'm trying to find a post about which experimentation categories are important for Medical Components, i.e. what ones are truly necessary, which stats are most desired for the final product, etc... I've looked through all the stickies and SWGMedics.com, everything is either outdated or not relavent. Thanks


Beor






Customerslook for power first. Almost always.


Post-CU, med components are very simple to experiment on. The only choices you get are power, or charges. I would recommend, on your first craft, alwaysput all charges in power to find the max, then the rest in charges. On subsequent crafts, with good experimentation success,you may find that you can get within afew points of power and more charges, and chose that route.


As far as what gives the highest power,the components arecontributors, but more important isthe choice of organic and inorganic.With stims, it is essential that you have top of the line organic (seeds).The organic OQ and PE are both equal contributors (50/50 not 66/33 as shown in the formula, long explanation) - look for 900+ in both OQ and PE.For the fiberplast, choose top OQ, unless the UT really, really low (which will affect charges).





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
Beor
Tue Sep 13, 2005 6:55 am
#6

Thanks for all the help folks. Ok, basically OQ and PE are the only important things, except a extreamly low UT in Tat Plast. In both the end product and the components put all experimentation points into power and, unless I max that out, ignore charges. Thanks again.
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