Doctor Archive

Thread: getting 12 exprimentation points....

FeartheLettuce
Wed Mar 31, 2004 9:51 pm
#1

I was just wondering.... is it possible to get 12 experimentation points using only a crafting apron and +1 tapes? I was pretty sure that using 2 tapes in one peice of clothing wouldn't give benefits of having 2 but I wasnt sure....



Twigs
Ahazi

MBH/MC

"I'm sure this is "working as intended," at least until they get around to fixing it." -Spinmove5150
Marrow1
Wed Mar 31, 2004 11:26 pm
#2

Lets say you have the apron and that gives +5 and uses the vest slot, same as a jacket. That leaves boots, pants, gloves, shirt and a hat.


So with only +1 tapes you can only get 5x +1 = +5 more for a total of +10 and hence one more exp point.


You are correct, as it stand now if you put two +1 tapes in the same item it will remain a +1 item. I believe there are plans to change this "feature" but I will believe it when I see it.


In order to get a two more exp point you need to average +3 on the other 5 clothing items. This is why +1 tapes sell for 100k but a +3 tape sells for 4 mil.






__________[Marrow]__________
____[*aka Fringing, Babwe, Hurtz *]____

__/\_/\___/\_____[last of the known Doctor Correspondents]/\___/\_/\__
prang11
Thu Apr 01, 2004 4:04 am
#3

marrow didnt u forget belt and bandolier?
homebreu
Thu Apr 01, 2004 4:20 am
#4

So for every +10 you can get with your clothing, it will only add+1 to your experiment points?



Zy...
"It's not how you pick your nose, It's where you put the booger"
Noahbody
Thu Apr 01, 2004 5:50 am
#5

Correct Homebreu



NoahBody
Master Doctor -- Master Musician
Sumbody
Jedi Grinder
Rugs
Thu Apr 01, 2004 7:10 am
#6






Marrow1 wrote:

In order to get a two more exp point you need to average +3 on the other 5 clothing items. This is why +1 tapes sell for 100k but a +3 tape sells for 4 mil.







It's a business efficiencyquestion thatstill baffles me, so I have to ask. Getting 1 (one) extra experimentation point, up to 11, is not that expensive, maybe 1 mil or so right? How is it that getting that 12th experimentation point (costing 15 mil or more) is cost effective? What can you do with that one extra point that is so much better than you could do at 11? It seems like you would add maybe 2 charges to the pack (since you probably already experimented power all the way). It just seems like that is an investment that will take a looooong time to see a return on.


Or is it more of a (for lack of a better phrase) pissing contest to see who can honestly say they are one of the handful of Docs who can make the finest packs available?


Not flaming anyone, just curious.



Rugs Hiloitaca, MDoctor, MFencer
Tempest
"Quitters never win, winners never quit. But those who never win and never quit are idiots."
- www.despair.com/stup24x30pri.html
keiban
Thu Apr 01, 2004 7:31 am
#7

getting one extra exp point on bria costs over 10 mil.......


+1's easily hit a mil per tape, and the apron is over a mill as well.



KEIBAN BRICKMAN Well fed, not sober
Mos Elsewhere, Tat, HOME OF THE MOB
Life's short and hard like a bodybuilding elf!!

Thrail
Thu Apr 01, 2004 10:00 am
#8






Rugs wrote:


Or is it more of a (for lack of a better phrase) pissing contest to see who can honestly say they are one of the handful of Docs who can make the finest packs available?







Pretty much. When it comes down to it, an extra point usually only makes a slight difference in what you're crafting. Example: When I had 10 points, I could make an ABEC with 15 power and 16 charges (the lokian has never been good on Bria) with all greats. Sometimes I'd get a 16/16 if I had an amazing in there.Now that I have 11 points (a big thank you to Kynin, who has since left), they come out at 17 power, 16 charges.


So yes, it's mostly an ego thing; about knowing you can make better packs and comps than most of the other docs out there, but in the big picture, it doesn't matter too much.



Thrail Krii'tak, retired as of 12-27-05
aka Thrakzal and Thrael, Hellscream, you-know-where
KamaKuro
Thu Apr 01, 2004 10:14 am
#9

Plus it really helps to have that extra when you make sub 90 enhance packs for non master docs. With one extra xp point you can make the exact same power as master level packs, but with 90 med use.



Kama-Kuro.:ION:. - CM - BH - Blue Robot - Redrobot Enthusiast
7 Jetpacks - 1 Mando Helmet Crafted
CU2 - How Fast Can You Click?
Flynn_Nomad
Thu Apr 01, 2004 10:18 am
#10






Rugs wrote:





Marrow1 wrote:

In order to get a two more exp point you need to average +3 on the other 5 clothing items. This is why +1 tapes sell for 100k but a +3 tape sells for 4 mil.







It's a business efficiencyquestion thatstill baffles me, so I have to ask. Getting 1 (one) extra experimentation point, up to 11, is not that expensive, maybe 1 mil or so right? How is it that getting that 12th experimentation point (costing 15 mil or more) is cost effective? What can you do with that one extra point that is so much better than you could do at 11? It seems like you would add maybe 2 charges to the pack (since you probably already experimented power all the way). It just seems like that is an investment that will take a looooong time to see a return on.


Or is it more of a (for lack of a better phrase) pissing contest to see who can honestly say they are one of the handful of Docs who can make the finest packs available?


Not flaming anyone, just curious.




YEP!




--------------------------------------------
Kid, I've flown from one side of this galaxy to the other. I've
seen a lot of strange stuff, but I've never seen anything to make me
believe there's one all-powerful force controlling everything. There's
no mystical energy field that controls my destiny.
Marrow1
Thu Apr 01, 2004 10:35 am
#11



marrow didnt u forget belt and bandolier?


Yes I did, good point. Backpack as well, which takes the same slot as bandolier.


So at best you can only have:


1. Arpon/jacket


2. Pants


3. shirt


4. shoes


5. gloves


6. hat


7. pack/bandolier


8. belt


The point is the same. Getting the first bonus exp is much cheaper than getting the second.


And no it is not cost effective to get the second point but then again if you have 50 mil in the bank what else are you going to spend you cash on? It is these kinds of players that drive up the cost of any rare item. I mean, it is not cost effective to pay mils for a banner either but people do. It is the quest which makes the game fun.


Also many guilds will chip in and buy the doc outfit so their doc can make the best buffs for raids.


The first med exp point is cost effective to get. A few mil for the apron and a few +1 tapes can be made back by using not so great resouces and still getting good stats. The second is not (at least for the short term).









__________[Marrow]__________
____[*aka Fringing, Babwe, Hurtz *]____

__/\_/\___/\_____[last of the known Doctor Correspondents]/\___/\_/\__
VemaGara
Thu Apr 01, 2004 10:42 am
#12

Here's how it works:

Player A: makes buffs go to 800.
Player B: using skill tapes, makes buffs go to 801.

Customer A says to player A: your buffs suck. They're complete trash. Player-B makes buffs that are +1 better than yours. You totally suck. You aren't a real doctor.

THAT's why skill tapes sell for so much.

Okay, with a little less sarcasm now:

- You make sub-component with an extra +1 with your spare skill points
- Each sub-component gives you a +10, for a total of +5 on the assembly
- Each experimentation point increases from this base, in terms of percentages
- So, this gives each extra point in sub-components added weight, far more than the numbers appear.

It's the compounding affect. If I compound something high up the scale, it has a small affect. The lower down I can compound something, the larger affect it has on the system. If I can start at the beginning, this has a large affect on the system.

Now remember that each sub-component gets an additional +2 experimentation before the final assembly, and you will see that an item actually gets the benefit of +8 or more experimentation points, because each part is experimented upon seperately. That's a hugh advantage.



Dr. Vema Gara
Master Doctor, Master Fencer
Imperial Ace (solo), Imperial Inquisition
Valcyn
(Sophitia, Trinidad on Test)
DarthXanthic
Thu Apr 01, 2004 3:52 pm
#13

I want them just to make 90 med use packs @ 900 power. No other reason really.
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