Combat Medic Archive
Thread: Crafting XP?
Ok so I have Master Speed, Master Treatment, and Master Knowledge - but ONLY intermediate crafting... Maybe I did something wrong in my grand scheme of things. Is there a certain item I should be grinding for xp? I already have atleast 2 crates of each stimpack, 1 or each wound treatment, 1 of each enhance (note - just the ones you can have at intermediate crafting). Several each of Bio controllers, liquid suspensions, chem, delievery, infection amp's (some advanced) and I am still intermediate. I seem to get good xp (maybe 80?) from 'practice' on Stim D's but waiting 65+ seconds on the dang crafting thing and junking stim's that do 1k+ heals just makes my stomach knot.
Any suggestions would be great. Thanks!
When I was doing all my crafting... some of the best resources were around the bazaar and I always found it so exciting to play around with my ingredients and get really good stims. I kept a notebook and everything (i'm such a nerd). I would have three F&C tools going at once. I would generally make 3 bec's, 3 cdrm's, and 3 sds's at a time -- then 3 of each wound pack type. I'd keep going until I got a full backpack of wound meds, then I'd hit the med center and talk to people and patch them up. It was really neat to take my freshly made wound packs and see how good (or bad) they performed. I think the first time I healed a wound for 100+ damage I jumped about 7 feet in the air hehe. There were some people in my town that I think would purposely not clone so they could help me gain exp when they died. (Thanks Ktulu!)
My point here is that it's easy to neglect med crafting... especially now that there are so many people selling pharmeceuticals out of there house. Yesterday I got two spam emails from people selling meds. If you're going for doctor... I say make your own along the way. You get a great sense of fullfilllment as you watch your stim/wound/buff packs progress in strength... and you won't be stuck at Int or Adv med crafting once all your other tiers have reached the master level.
(I must confess though... I did the last 6k or so med crafting experience with four F&C tools cranking out BEC's like there was no tomorrow. I just bought 15k each of really crumby resources
)
-BD
ok, let's say I'll have 3 food&chemical crafting lunchboxes operating in my quickbar. What should I be crafting for the better resource/time/exp ratio? What I'm doing now is having my factory make the cases of components and then I make the Stimpack D's manually (no practice, 5% bonus is not worth the value of the Stimpacks), but I spent like the whole day yesterday (a Sunday!) doing that and just barely got to fill the first tier, and the other 3 tiers are even longer! And I pretty much used up all my inorganics now (I had 4K fiberplast), is there a better way? Maybe some other pack like action B or stat enhance packs I can make now?
If I was going to put a bullet list of how to power level med crafting they'd be:
- Make some "final product" like Stim or Wound Packs. I'd suggest Bs since they don't require any special resources.
- If you're not going to be using the meds then use the crappiest resources you can find in bulk and make the "final product" in Practice mode.
- Don't experiment on anything. You're trying to crank out completed parts not make them for use.
Check this thread out.
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=1723
I ground out my last 2 Tiers (3&4) in Doctor Medical Crafting in 2 days by just making BEC's in practice mode. I had 2 Chem/Food Kits running. Man, you can really crank out the BEC's this way. Granted, you only get 36XP per BEC, but they give roughly the best XP grind XP overall.
I used crappy Q resources too, of course. Nice thing is, you can rind them out like crazy all the while /sampling a nice resource spot ![]()
He's right, BECs (and Liquid Suspensions if you have access to a large quanitity of water) in practice mode with multiple food/chem crafting kits does wonders. They get crafted quickly, and use a minimum resources.
Dene Starsider/Tatooine Doctor
In this game using a minimal amount of resources is not desirable, as the xp granted is directly proportional to the resources expended. That is why the experience requirements in the archetect tree are twice that of the experience requirements of all of the other crafting skills...being able to builda structure that costs 20,000 resources means earning 40,000 points in the time to make one item (although its reduced a lot by some of the heavy factory component requirements, so dont get too jealous
) makes the XP come pretty quick, if you have a large resource stockpile anyway.
That said, id recomend grinding on stims b away from a crafting terminal. Build the parts, and then use practice mode on the final stimpack combine just for that little extra edge, since few people are going to want the stims you produce without experimentation
. Oh, and dont craft anything in a factory unless you need to until after you dont care about the xp...it was a great tactic before they fixed the 1/10 XP bug, but now that they have, youll just be burning resources you needed for skill!
Ogreb42
Here'sthe pertinent excerpt from my link above.In actuality, it is better to grind out low grade BECs then waste your time making more intricate items. I blew through Doctor Medical Crafting 3 and 4 in less than two days making BECs and using crappy quality resources.
==========================================================================
IF money/resources are not an issue for you, the absolute best item to grind is Liquid Suspensions and Bio Effect Controllers. Let's look at the numbers:
Assumptions...
1) You are manually crafting.
2) This is per tool being used, if the tools are in constant operation.
3) I am not on crack and my numbers are correct.
Bio Effect Controller:
Crafting Time - 19
Experience - 35
Experience/Minute - 110.5
Experience/Hour - 6631.6
Liquid Suspension:
Crafting Time - 19
Experience - 35
Experience/Minute - 110.5
Experience/Hour - 6631.6
Chemical Mech:
Crafting Time - 39
Experience - 35
Experience/Minute - 53.8
Experience/Hour - 3230.8
Stim A:
Crafting Time - 19
Experience - 25
Experience/Minute - 78.9
Experience/Hour - 4736.8
Stim B:
Crafting Time - 53
Experience - 55
Total Time - 130
Total Experience - 160
Experience/Minute - 73.8
Experience/Hour - 4430.8
Stim C:
Crafting Time - 63
Experience - 65
Total Time - 130
Total Experience - 170
Experience/Minute - 78.5
Experience/Hour - 4707.7
It is very easy to establish a Rhythm for crafting only one item for an extended period of time, plus failures don't screw you over as much. Since you aren't crafting meds for the field, you can use any sort of item that fits the slot and not worry about medical effectiveness. You also don't need to go through experimentation steps for the same reason.
Merrin Nightwind - Master Doctor
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Jas wrote:
Stim C:
Crafting Time - 63
Experience - 65
Total Time - 130
Total Experience - 170
Experience/Minute - 78.5
Experience/Hour - 4707.7
great list...totally right about grinding BECs for xp. But am I the only one that thinks this system is ridiculous. That would be like telling WS that powerups will give you better xp then higher level weapons. Armors that grinding out protection layers and not making the armor is better...or for that matter telling architects to build walls and not building for xp.
The game system is the way it is agreed, but its messed up. grinding out meaningless components makes this less of a game then a chore...
only more point
Stim C= 170 crafting xp
Stim C with say 28 charges and 300ish heal value will yield about 7k xp assuming (average heals of 500 for about 250xp and all 28 charges expended)