Combat Medic Archive

Thread: EXPERIMENTATION IS BROKEN how to get it fixed bug report not effective so far

Acts7
Mon Sep 29, 2003 11:43 am
#1

Okay I would like to again call attention to the experimentation / crafting issues with meds in general.


I have organic with OQ or 989 and PE of 950


Inorganic OQ 976 and PE of 9xx


Making even simple non-advanced components why is it that either I get so so results using my 41 % efficiency private crafting station and a 10.79% crafting tool that I get


inital craft = good success


or


experimentation


good with occassional great results and rare amazing results.


Even on amazing results why do the numbers not ever change then.


For example


using the above resources to make a simple biological component


great inital craft - then experiment point by point (one at a time) good 5 pts to play with


I get - great great great - amazing - great for results


inital biological was power = 4 after all that point by point experimentation = final product power = 5


now there were no failures there so why did I only boost 1 pt using probably the best org. and inorganic availible ever on intrepid?


I am master medic and partial combat medic.


any help? - I know I am one of AT LEAST 10 confirmed having this issue. Its been bug reported but not address - that I have seen.


It amazes me that a OQ of 989 will have virtually the same effect as a OQ of 750


Is there a cut off point where it no longer matters?


SOLUTION (so that Im being constructive) make the product 80% dependant on the resources used and 20% on the station used. if not a higher dependance on the resources.




Actso Sevene Combat Medic with Coventry
New Coventry, The Heart of Corellia
Vendors in the tents by the shuttleport
http://www.guildportal.com/Guild.aspx?GuildID=5215&TabID=39832


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Kavedawg
Mon Sep 29, 2003 1:42 pm
#2

another nifty one is that when experimenting on a poisons ease of use, a crit fail will cause the medicine use requirement to increase and also the potency to increase. Potency should decrease on a crit fail.



________________________________________
The sky hasn't fallen yet but dreams have already been shattered
Pahdbacca
Mon Sep 29, 2003 2:32 pm
#3

I find that using resources with a higher mall scorehelps with experimentation, even if it is not listed in the schematic.



As for the numbers not changeing as much, remember that there is also a medicine assembly score that is not as high as a combat medic as it would be for a doctor. I am working the doctor crafting ine right now...I will let you know if it helps improve component stats.




-----------------------------------------
Pip Tazo = Master Doc / Swordsman - Always the CM at heart
Zhose U'nare = Master Smuggler / Pistoleer - resource hound

Former CM correspondent - Member of Team Black Bar
" If you're dependant on venom to be effective than you're doing something wrong." - Obata
Zarlor
Mon Sep 29, 2003 3:08 pm
#4

I guess I should add that experimentation issuesare currently listed as as the#6 Issue for Docs. Current voting suggests that it will likely stay in that spot. So at least the Docs think that it is a Top 10 Issue, if nothing else.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Zarlor
Tue Sep 30, 2003 12:14 am
#5

Try finding the absolute worst conductivity metal you can, then get a -14.95 crafting Tool made.


For some reason experimentation would suggest that the Positive and Negative Tools are flipping htier numbers and as such a Bad Tool is actually far superior ro a great Tool. (Note: these are for Tools, not for Stations.)




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
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