Doctor Archive

Thread: Enhance Medical Use Levels

Chariyc
Thu Aug 21, 2003 2:20 pm
#1

Hello,


I've noticed that one of the most popular questions on this board is what is the Medical Use requirements for Enhancement Packs. In fact, I also had the same question. No one has really done a good job explaining it, so I'm gonna try based on the data which I have gathered throughout this messageboard.


Medical Use Levels


Master Medic - 50
Novice Doc - 55
Med Know 1 - 60
Med Know 2 - 70
Med Know 3 - 80
Med Know 4 - 90
Master Doc - 100

Required Medical Use (from posts in this messageboard)
Enhance A - 52
Enhance B - 57
Enhance C - 65
Enhance D - 75
Enhance E - Unavailable
* Please reply with the correct values if this is not correct


It appears that the only requirements for Enhancement Kits up to Dare:
1) Advanced Wound Treatment (for /healenhance ability)
2) Expert Medical Knowledge (for a Medical Use level of 80)


I'm a Master Medic, Master Brawler and working toward Master TKA. My plan for Doctor is to be useful in PA grouping and kicking Imperial BUTT. I'm personally going to go (0,4,3,0) so that I can get /reviveplayer and rely on fellow Doctors to craft my enhanceD/stimD kits.


Hope this was helpful for somebody. It took me a while to find this much information from the disparate information that was out there.


Cheers,
Itrisso
Ahazi Server
Master Medic, Master Brawler, (soon to be) Master TKA, Doctoral Student

Zarlor
Thu Aug 21, 2003 2:51 pm
#2

There are no Enhance Es. (Not that I know of and not that you get at Master Doc, anyway.) Great list, though! Thanks!



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Lice
Thu Aug 21, 2003 5:21 pm
#3

Great post. Exactly what I was looking for when I came to this forum.
Lice
Thu Aug 21, 2003 5:23 pm
#4

BTW, you'll be able to craft your own stim-d's if you want. You get it at master medic.

Gaarv
Fri Aug 22, 2003 4:11 am
#5

Thx a lot for this post. I was looking for this info
Loke
Fri Aug 22, 2003 4:26 am
#6

Excellent list - exactly what I was looking for too.


Just as the original poster, I am mostly looking for the buf abilities of the doctor line. I would like to keepmycombat skills as high as possible, so every skill point saved counts. So I was wondering, are there any skill enhancements (being it spools, bioengineered clothing or whatever) that actually works on raising the medicine use skill at his point?







Loke
Yggdrasil Tree (Eclipse) - Master Corpse


AnonymUser
Sun Aug 24, 2003 9:47 am
#7

Bump b/c it rocks!



Windain - Slacker for life - Ahazi
Windain - Up and coming N00B - Bloodfin
Alfie
Mon Aug 25, 2003 6:01 am
#8

/bump again coz its a great list..

anyone knows the base values for the enhance packs ? trying to see if getting more med use is worth it.



-
Alfie @ Eclipse
Medical Resources and Use List @ http://elvin.net/swg
Chariyc
Tue Aug 26, 2003 9:22 am
#9

Re-bump cause folks are beginning to ask this question again...
Zarlor
Tue Aug 26, 2003 9:26 am
#10

If someone want to put together a FAQ with stuff like this in it, I would be more than happy to sticky it. That's at least somethingI can do.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
CarverOrmazd
Tue Aug 26, 2003 9:37 am
#11

I've heardthat these values go WAY DOWN if you critically fail your attempt to reduce their medicine use requirements.


Also: skill enhancers DO NOT WORK. Not only will they permanently reduce your stats if you die while using one, even the temporarily increased stats (before you die) are only usable in the graphic display of skills, not in actual usage.


Example: Bob is a novice medic with med use 5. He has nineteen enhancers at +5 each. Bob's medical use skill is NOW 100 in the display. Can Bob use a stimD? No. No he can't. His ACTUAL med use is still its previous value. The only problem is that now if he dies, then unequips his enhancers, he has a -90 base med use skill and becomes a useless git.




Carver Ormazd
Founder of the Rebel Underground
Today, Smuggling Armorsmith
(Former Master Rifleman, Medic, Doctor, CH, Scout, Merchant, Marksman, Tailor, etc.)

Vendor @ 3400, -7075 on Tatooine, south of Mos Eisley in Echo Base.
Zarlor
Tue Aug 26, 2003 9:44 am
#12

That's not a problem with skill tapesif you rememeber to take off all your clothing with the tapes in them before logging. At least for loot drop tapes. I've heard there may be other issues with BE created tapes.


I've never run into a problem with dying and having the stat drop, but it's possible that I just wasn't watching that cloes. If it did happen, it was certain fixed when I took my close off and logged back in at some other time (wait at least 20-30 minutes before logging back in, though, or it may even need a server reboot to get it coveredn, not completely positive on that one.)




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
CarverOrmazd
Tue Aug 26, 2003 9:57 am
#13

The primary problem is not the stat reduction or it's repair (ultimately... as these can be fixed by the devs), it is that the tapes DO NOT FUNCTION whatsoever for any stat. Thus the medical use skill MUST be gained through Medic and Doctor skill levels at this time.



Carver Ormazd
Founder of the Rebel Underground
Today, Smuggling Armorsmith
(Former Master Rifleman, Medic, Doctor, CH, Scout, Merchant, Marksman, Tailor, etc.)

Vendor @ 3400, -7075 on Tatooine, south of Mos Eisley in Echo Base.
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