Combat Medic Archive
Thread: Resource quality for meds
I have been looking around the boards and I have a few questions about making good meds.
1) Is it the overall quality that matters most when making stim pack B's for example or is there one of the other resource properties count more for each component? If so is there a way of finding out or is it just trial and error?
2) I read somewhere about organics with the highest flavours being good for meds?
The reason I ask is that I like getting my own resources for all the meds I make. I will be going on a survey spree around Naboo and want to get the best resources I can.
Thanks
Aulin wrote:
Hi
I have been looking around the boards and I have a few questions about making good meds.
1) Is it the overall quality that matters most when making stim pack B's for example or is there one of the other resource properties count more for each component? If so is there a way of finding out or is it just trial and error?
2) I read somewhere about organics with the highest flavours being good for meds?
The reason I ask is that I like getting my own resources for all the meds I make. I will be going on a survey spree around Naboo and want to get the best resources I can.
Thanks
You can actually look to see which properties matter most in each of the components.
First open up your Datapad and select 'Schematics'.
Select the sub-component (e.g. biological effect controller), or the actual item (Stimpack-B). In the left pane of the window you will see something like 'Experimental Effectivness' or something like that. It will be a list of percentages for each time. These percentages show you what's most important when making that item.
In general, I believe that Overall Quality has the largest affect.
I'm not sure what happens with the actual numbers once they are combined. For example, you use inorganics of OQ 700 and organics of OQ 900.
Hope this helps.
-Khalida, Corbantis
schematics do not tell you if u need a personal or private crafting terminal..
if just says terminal...
So if u try to make a pack you know u can make and cant it on the tool assemble menu, u probably need a personal crafting term
if you look thru all the schems for any of the med kits or stims, you will notice that all of them have 54/57 % of the outcome of the item is based on OQ and the rest is on PE or something else.
so the major % of you stuff will be based on OQ of the resource.
as far as what tool is needed for which stim/med kit:
a: general craft tool
b: food/chemical tool
c: food/chemical tool near a craft station
d: food/chemical tool near a pesonal craft station
e: food/chemical tool near a pesonal craft station
Waves to Aulin.
I have found that for stims, Overall qual followed by flavour will determine the base attributes of the products, whereas malleability, as has already been stated, lowers the difficulty of experiments.
If you can obtain them, I find high quality greens makes good woundpacs, whereas good insect meat makes a nice stim.