Chef Archive
Thread: Question about Chef Buffs
Has any developer stepped forward and explained why your buffs are so much weaker than Doctors? Your whole profession is based around buffs, while doctors have a whole list of other skills (Revive, Heal damage and wounds, cure statuses, etc) and they are still better at buffing than Chef.
Given the financial situation of Doctors (and personal bias as well) I don't want to see their Buffing ability reduced, but I really think Chefs foods should be given a large step up.
The only The only justification I can see is that you can eat multiple of any food and double its effect (not the duration though), while Doctor buffs are a one shot deal. If that was the balance of Chef to Doctor buffs why do some Chef foods almost complete fill your stomach with one use?
I know these questions are more for the Devs than the players, but all the searches I did turned up few reasonable answers and I wanted to know if anything is known of these issues.
*drool* donuts.........
I have clas until almost 10pm today....*sigh*....Why am I in school again?
Is that site fairly accurate, at least for seeing an approximate value for foods? I was hoping to run a vendor and wanted to know what items have the best effects (I'm assuming they are the best sellers).
For Doctors Overall Quality was The Stat needed to make a good resource (other stats helped, but that was the big one) is there a similar stat for Chef items? One that is used in the basis for a good majority of crafting equations.
What is the cap on Chef Experience? It was always assumed that experience capped at two times the amount needed for your next skill. This however doesn't seem to be the case in all profession though.
yea thats pretty much been our story..well..forever hehe.
the chart is fairly accurate...we can make better with good resources and good experimentation but treat that as a base idea of whats what.
Chef food uses OQ, PE and FL. In that order of importance. Flavor makes such a small difference that a lot of people ignore that stat. There is also rumor that UT in the minerals effects chef but that is not listed on any of our schems and I personally havent attempted to verify this.
OQ = number of uses, PE = Buff size, FL = duration.
As for the exp cap...Im not sure exactly where it is but it seemed when I was skilling up that I was frequently stopped around 3k or so before having the exp for my next box...very annoying hehe.
Nikii_Nightstrider wrote:
Chef food uses OQ, PE and FL. In that order of importance. Flavor makes such a small difference that a lot of people ignore that stat. There is also rumor that UT in the minerals effects chef but that is not listed on any of our schems and I personally havent attempted to verify this.
I can verify that UT, or Unit Toughness, is 100% based on the filling of a food item. you can see this in the schematic Spiced Tea, but the same holds true for any other food item! For example, try making an Ice Blaster with some really high UT wood, and behold the huge filling/duration bar you have to experiment with. High UT in components is workable as well, you can make some really well filling Aludiums, and quite possibly, (I have not tried this yet) Place them in BoH to get a higher filling bar.