Bio Engineer Archive

Thread: +16/+16 Melee/Ranged Def tissues...

SaintZubb
Sun Sep 25, 2005 9:58 am
#1

Hi all, I am a newly qualified Master BE and have moved into mass producing some tissues for a Tailor friend of mine. However, I notice that I can only make, at best,+13/+13 Melee/Ranged Def tissueswhereas I have seen +16/+16 ones for sale on vendors etc. I am using high quality resources (green in all 4 boxes) and using up all the experiment boxes available. Am I missing something obvious here... and if I am how can I resolve it?

Thanks for your time




- Webb McGregor -


- Dark Judge -


To err is human, but if you want it &*@£ed up good and proper, call Webb


Cindal
Sun Sep 25, 2005 10:44 am
#2

This happens to me as well, not sure if there was a fail mixed in although I haven't seen it happen. Try again and see what happens as I have have mixed results with the same resources and found that my results have varied from +13 to +17. Make sure you eat (can't remember what it's called just know I have a crate of it)and drink (port), doesn't help with exp but can stave off a fail.



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SaintZubb
Sun Sep 25, 2005 10:55 am
#3

Thanks for the advice about drinks to avoid fails... I will try again making the tissues this evening, but I had 10 attempts at it yesterday and with all boxes filled, +13/+13 was the best I could come up with so I am confident that it's not some random element. Anyone else got any ideas?




- Webb McGregor -


- Dark Judge -


To err is human, but if you want it &*@£ed up good and proper, call Webb


Ojes
Sun Sep 25, 2005 11:35 am
#4

Not sure about that particular schematic, but on some of them you can put ingredients in multiple different slots. Be sure you are not using a wood where you intended to use a flora (for example). I have seen odd things like that when I was crafting when I really should have gone to bed...



while on Flurry, don't visit Ojes Yobe's Liquidation Vendors just 800M from Theed starport on Naboo (neg5219 3419) - cause they ain't there anymore! They are now exclusively located in Mos Athens Mall
spacedoggys
Sun Sep 25, 2005 11:12 pm
#5

That is odd. Ive been using green resources aswell, best i had was 14. however my greens werent filled up to the top, but still green a long way. Makes me wonder if you need close to perfect tho..



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ValinCalred
Mon Sep 26, 2005 7:28 am
#6


Ojes wrote:
Not sure about that particular schematic, but on some of them you can put ingredients in multiple different slots. Be sure you are not using a wood where you intended to use a flora (for example). I have seen odd things like that when I was crafting when I really should have gone to bed...



Yep, make sure the resources you are using has all the pertinent stats. Wood with an OQ of 1000 doesn't have PE or Flavor, but will show up as 1000 (green, as high as it'll go) in the window when you insert it into the slot. But it'll really be counted as .5(1000) + .3(0) + .2(0) so it'll actually be 500, which is a bad resource for that slot.

Message Edited by ValinCalred on 09-26-2005 10:30 AM




4 Nive
Ojes
Mon Sep 26, 2005 8:52 am
#7






ValinCalred wrote:




Ojes wrote:
Not sure about that particular schematic, but on some of them you can put ingredients in multiple different slots. Be sure you are not using a wood where you intended to use a flora (for example). I have seen odd things like that when I was crafting when I really should have gone to bed...





Yep, make sure the resources you are using has all the pertinent stats. Wood with an OQ of 1000 doesn't have PE or Flavor, but will show up as 1000 (green, as high as it'll go) in the window when you insert it into the slot. But it'll really be counted as .5(1000) + .3(0) + .2(0) so it'll actually be 500, which is a bad resource for that slot.

Message Edited by ValinCalred on 09-26-2005 10:30 AM




Not really, Valin. Using wood as a generic organic in tissues is generally a good thing (in my opinion). The issue you are indicating is true if NONE of the resources used have a particular stat. However, as long as 1 of them have the stat, the weighting of that stat will be the average of that stat over the number of resources that have it.


It gets kind of complicated, but if you use Lantyssa's calculator it is accurate.





while on Flurry, don't visit Ojes Yobe's Liquidation Vendors just 800M from Theed starport on Naboo (neg5219 3419) - cause they ain't there anymore! They are now exclusively located in Mos Athens Mall
Wavewoman
Mon Sep 26, 2005 9:26 am
#8

I use wood in the organic slot regularly....with oq of 990-1000, above average to greatstats in the other 2slots,and i get +16/+16 nearly every time. Mind you i craft in a research facility, wear a 12pt suit and eat/drink crafting food. Usually have 1-3pts left over too, but i'd rather that than fall short. I think the combo allows me to hit the mark. (note: i got 16's before we could use med suites though, not sure if they are really necessary).

Hopefully some of that helps
Mr_Desert
Mon Sep 26, 2005 10:21 am
#9

Its simply the quality of the resources you are using nothing else, they just dont cut it.






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HealerChic
Mon Sep 26, 2005 4:42 pm
#10

to be honest i wouldn't sweat it too much. Mods cap at +25, so since you can't get that in one clothing article it's a given customers usually buy clothing mods in pairs and as you know +13 X 2 still caps ya out



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SioBabble
Tue Sep 27, 2005 8:15 am
#11






HealerChic wrote:
to be honest i wouldn't sweat it too much. Mods cap at +25, so since you can't get that in one clothing article it's a given customers usually buy clothing mods in pairs and as you know +13 X 2 still caps ya out






Kinda depends, a bit...


Some clothing items (hats, for example) can take two tissue enhanced panels, which gives you the +25 Taming Wild/ +25 Taming Vicious hats. So in that case I can use non-optimal resources on the tissues which can be +13 and used in pairs to give you the max mod you can get.


Some clothing items will only take one.


It MIGHT be a good strategy to offer your tailor customers tissues in sets that allow for clothing to hit the magic +25 mods in ensembles, for example a shirt with +13 and pants with +12 so they can cap out when worn together.


OTOH, some customers want the max they can get and paya premium for it regardless of the known cap, or have a BE mod clothing strategy revolving around multiple mod enhancements (for example, a CH looking to maximize taming, MS enhancement, melee/ranged defense, unarmed damage/terrain negotiation).


Different approaches may work with different customers.






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GoldMemberBria
Tue Sep 27, 2005 10:08 am
#12

This will give you some idea of what you'll need.



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MataHairy
Wed Sep 28, 2005 12:59 am
#13






SaintZubb wrote:

Hi all, I am a newly qualified Master BE and have moved into mass producing some tissues for a Tailor friend of mine. However, I notice that I can only make, at best,+13/+13 Melee/Ranged Def tissueswhereas I have seen +16/+16 ones for sale on vendors etc. I am using high quality resources (green in all 4 boxes) and using up all the experiment boxes available. Am I missing something obvious here... and if I am how can I resolve it?

Thanks for your time





You didnt say what kinds of resources you were using, but I would suggest you check the PE and FL of your resources. The crafting formula of 50/30/20 for OQ/PE/FL is really only valid if you have PE and FL in all the components. If you have some ingredients that are lacking PE&FL thentheothers count for more.


Say for example, you used Wood for the Floraslot and Bone for the Creature Resource slot. The only thing contributing to PE and FL would be the Creature Food slot, thus its PE would account for 30% of the total quality and its FL would be 20%.The 50%OQwould be split over the4 components with each contributing to12.5% to the total quality. Consequently, the PE and FL from the creature food would have a huge impact on final strength.


It's pretty confusing. I can explain it in more detail if you need...







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