Combat Medic Archive
Thread: Crafting XP?
I agree with you 100% Elenora. IMHO, the sum of the whole should be MUCH MUCH more experience than the sum of just making the parts. Putting together something should always yield, per time unit, MORE xp than making the components over the same time period, which is just the opposite as it stands now.
As it stands now, there is NO reason to make anything usefulif you are grinding Medical Crafting XP. Make a useless item, and use the "practice" option so you don't clutter your inventory.
Feral, industrialist xp is a defunct class of xp for a profession that no longer exists. Just ignore it. You are getting medical xp from using your factory -- just very, very little, and only when you're near it.
I didn't grind the master xp. I just made stuff I needed, and the xp came eventually. I had maxed everything else, and there was no reason to rush the crafting xp just to get to doctor when all I was doing was selling stimpacks. I try to have fun...
I DID grind out general crafting xp so I could get to novice Merchant. That was boring as heck. But the general rule holds pretty solid across-the-board: it's about 1xp per resource used for crafting.
Ug **edit** accidental submits. Anyway, a good place to do repeated practice units is anywhere with a static spawn of creatures that give decent xp and aren't too hard. I need unarmed XP too, so I've been standing at the jabba henchman spawn in Eisley, grinding between spawns. They spawn in sets of 3-4 usually, once the spawn is separated you can grind between kills as well. Crafting xp still goes up pretty well, plus you have a small break every few minutes to break the monotony.
FYI, please stay out of here on Intrepid for the next day or so while I finish the last half of a box to master ![]()
stimpacks C are giving me like 65 exp, B like 55 and A like 35 or so... where did you get the 170 for C? or you adding up the exp for the components (35x3)? ah that must be it, 35x3=105+65 for the final product=170.
Wolfing wrote:
stimpacks C are giving me like 65 exp, B like 55 and A like 35 or so... where did you get the 170 for C? or you adding up the exp for the components (35x3)? ah that must be it, 35x3=105+65 for the final product=170.
We are assuming hand made parts and not factory made parts...
Expensive as hell, since they use resources I don't usually stock, but I did >15k in a little under 2 hours, and I wasn't terribly effecient at keeping all 3 going. Gotta learn to stop socializing and having fun when playing a game
i think the point is to try to avoid having to grind crafting xp in teh first place...
while medics, its pretty much universally accepted that chem and the other 3 tree are well balanced. Since many people dont gets stuck on chem while the other 3 trees are maxed.
bottom line is that crafting and med xp are out of balance in the advanced classes.
the best solution is to raise med XP requirements by 2 to 3 times for both CM and Doc...
its a given that the medical classes are some of the fastest to master right now...
I would craft only stim-C'sOR advanced chem release components...
Best exp I've found comes from making advanced chem release (grinding)....
And right now crafting a stim in practice mode seems to give you double exp... so you get 60 exp twice for making a stim-C... Don't ask me why, I don't know but I've watched my exp bar and consistently I get exp when I make the item before I click on step 6, and if step 6 is a practice I get a second shot of exp...
So it's like 25 exp per BEC, 25 exp per LS, and around 60 for and ACR... that's 110 exp
Then, you crank out a stim-C or B (not much exp diff to be honest) which gives like another 57 exp x2 on practice mode at the moment for114 exp...
So what I usually do is make the three components 10x each, then do the stims 10x... only takes mebe 20mins or so (never really timed it, just my impression) using 2 chem crafting kits...
These are rough numbers off of memory watching my exp bar, for some reason crafting an advanced LS gives the same exp as crafting a regular LS....