Doctor Archive

Thread: Crafting Doctor Buff's 101 (A guide to crafting and gathering resources.)

Vegitaa
Thu Aug 26, 2004 3:18 pm
#1


*** THIS GUIDE IS NOT COMPLETE! ***

*** I WILL BE UPDATING AS NECESSARY ***


Crafting Doctor Buffs 101:


Ok, first off. I am putting this document together for Doctor's to use to get started on their way to becoming self-sufficient in this process. This is a beginning to crafting your own buff packs and med's, this is not a means to an end.You will need to "tweak" these processes yourself as you go along to better suit your character. This is all just the basic information you need to get started on your way to being a pharmacist. The hardest part of all this is the harvesting of resources.


I feel it is necessary to have good relationships with resource vendors as well as Ranger/Scouts to gather what you need. If you have trouble with that or are not satisfied with paying high prices for the resources you need you will have to do the gathering yourself. That is possible but it is a lot of work!!!!!For that I suggest getting a combat class and novice scout. I feel it is better to work with other players but in some cases that is not possible or too expensive.


If you are planning on going into the Pharmacuticals business you will need help to pull it off well and compete with the current marketplace. Also, you can look at this guide and understand why buff pricing and resource prices per unit can get pretty high. Mainly I put this up so people can see what it takes to go into this type of business in SWG.


This guide is to get you started as an individual with little to no help from other players. I highly suggest making friends and getting help. This is a "just in case" type of guide. I will only go into what is needed to create your own buff packs.


Here is a list of resources needed to craft each type of buffpack: (Thanks to SWGCraft.com)


Enhance Constitution D Buff Pack
Resource List:


  1. Requires 22 units of Avian Meat

  2. Requires 22 units of Reactive Gas

  3. Requires 1 Solid Delivery Shell

  4. Requires 2 identical Chemical Release Duration Mechanism

  5. Requires 2 identical Biological Effect Controller


Enhance Quickness Medpack - D
Resource List:


  1. Requires 22 units of Avian Meat

  2. Requires 22 units of Reactive Gas

  3. Requires 1 Solid Delivery Shell

  4. Requires 2 identical Chemical Release Duration Mechanism

  5. Requires 3 identical Biological Effect Controller

Enhance Stamina Medpack - D
Resource List:


  1. Requires 22 units of Avian Meat

  2. Requires 22 units of Reactive Gas

  3. Requires 1 Solid Delivery Shell

  4. Requires 2 identical Chemical Release Duration Mechanism

  5. Requires 3 identical Biological Effect Controller

Enhance Strength Medpack - D
Resource List:


  1. Requires 22 units of Avian Meat

  2. Requires 22 units of Reactive Gas

  3. Requires 1 Solid Delivery Shell

  4. Requires 2 identical Chemical Release Duration Mechanism

  5. Requires 3 identical Biological Effect Controller

Enhance Action Medpack - D
Resource List:


  1. Requires 22 units of Organic

  2. Requires 22 units of Inorganic

  3. Requires 1 Solid Delivery Shell

  4. Requires 2 identical Chemical Release Duration Mechanism

  5. Requires 2 identical Biological Effect Controller

Enhance Health Medpack - D
Resource List:


  1. Requires 28 units of Avian Meat

  2. Requires 28 units of Reactive Gas

  3. Requires 1 Solid Delivery Shell

  4. Requires 2 identical Chemical Release Duration Mechanism

  5. Requires 3 identical Biological Effect Controller







Sub-components used: (Best if you make these in a factory as you need identical crated components in many cases. I will give the resource list for the advanced versions of these components. Remember you can also use Janta bllod instead of Biological Effect Controllers)


Solid Delivery Shell (Advanced)


  1. Requires 16 units of Domesticated Oats

  2. Requires 16 units of Dolovite Iron

Chemical Release Duration Mechanism (Advanced)


  1. Requires 16 units of Herbivore Meat

  2. Requires 16 units of Class 4 Liquid Petro Fuel

Biological Effect Controller (Advanced)


  1. Requires 18 units of Lokian Wild Wheat

  2. Requires 18 units of Tatooinian Fiberplast






Lets see what is neccesary to gather your own resources shall we.....

( 8 lots used for factories and extractors, 2 lots for a medium home/storehouse.)


Harvesters needed: (7 lots total)


  1. Dolovite Iron (Heavy Min. Mining Installation 1 lot)

  2. Class 4 Petrochemical Fuel (Heavy Natural Gas Processor 1 lot)

  3. Tatooian Fiberplast (Deep Crust Chemical Extractor 1 lot)

  4. Lokian WildWheat (High Capacity Flora Farm 1 lot)

  5. Domesticated Oats (High Capacity Flora Farm 1 lot)

  6. Reactive Gas (Heavy Natural Gas Processor 1 lot)

  7. Energy to run harvestors and factories (1 lot I suggest a Fusion Power Generator. They work just like solar and wind, but they rely on radioactive metal)


Factories Needed: (1 Lot Total)



  1. Food and Chemical Factory (1 Lot)


Storehouse/Crafting Home: (2 lots Total)


  1. Medium Generic House (2 lots) { This is obviously optional but a medium home stores 150 items and can be used to set up venders as well as store your crafting station and stockpile resources. }


Survey Devices:


  • Minerial

  • Chemical

  • Flora

  • Gas

  • Wind/Solar (mattering on what you want to use for powering your harvestors and factories)


Wild Meats Needed:


  • Herbivore Meat (High OQ, get Scout or hire a Ranger/Scout)

  • Avian Meat (High OQ, get Scout or hire a Ranger/Scout)


Crafting Station Needed:


  • Food and Chemical Crafting Station

Setup your factories and crafting stations in a city that is a Research Center. This helps with less critical failures and better experimentation results.






I hope that you find this information useful. If there are any corrections that I need to make I will edit this document regularly.


Message Edited by Vegitaa on 08-26-2004 04:21 PM



There is no peace, there is anger.
There is no fear, there is power.
There is no death, there is immortality.
There is no weakness, there is the Dark Side. I am the Heart of Darkness.
I know no fear, but rather I instil it in my enemies. I am the destroyer of worlds.
I know the power of the Dark Side. I am the fire of hate.
All the Universe bows before me, I pledge myself to the Darkness.
For I have found true life, in the death of the light.


Joshua_Raven
Thu Aug 26, 2004 3:33 pm
#2


Nice post, 5 stars. But I'd like to point out a few things.


First of all, you indeed only have 10 lots. But there is a well known method called 'Cross server lot trade' to get yourself more lots.

This is how I do it (I am a master doc myself and I get my own resources for the buffpacks on wanderhome):

I got two people from other servers to do a cross server lot trade with me, I place houses on my lots on their servers and I let them place factories and houses on wanderhome for me. Ofcourse I must say that these two people are from the same country as I am (The Netherlands) and that makes them more trustworthy to me. Now with all my houses and factories in place I use my own 10 lots to place harvesters. The most proffitable way in the end would be to buy 10 harvesters of each type (brings it up to a total of 40 harvesters) and use only one type of harvesters at once. Why do you ask? The odds that your server gets the best spawns of two different resources at the same time are very small, so why would you want to harvest high quality tatooinian fiberplast with 5 harvesters and some low quality liquid fuel with 5 harvesters when instead you could harvest all the high quality tatooinian fiberplast with double capacity (10 harvesters). This way you get enough resources of each spawn for you to craft medicines from for the next couple of years and you only harvest the quality stuff leaving the rest of the resources for the grinders and novice docs...

This method works best for me and although it will cost you a bit in the beginning (40 harvesters might cost you up to 6mil) it will sure bring the most proffit in the end.



Joshuaa Raven [RW] - Your friendly coronet buffer
Proud member of the Roughneck Warriors
Alive and active on the wanderhome server
Beta participant and ingame newbie helper
[ Master Merchant ] - [ Teras Käsi Artist ] - [ Master Medic ] - [ Master Doctor ]

Ojes
Thu Aug 26, 2004 10:42 pm
#3

I agree with the concept behind Joshua's post, just not his methods. It's a sticky subject, but I don't agree with cross-server lot trades.


If you can come to an agreement with an actual player on your server, then by all means you can use his lots. I have done this on several ocassions. I don't consider it to be in the spirit of the game to create dummy toons just to act as landlords for other people's needs in return for their similar consideration for your character on another server. In short, my actions on server A should not be taken in order to gain benefits on server B.


Of course, the above is my opinion and there are many people engaged in cross server lot swapping so I may be in the minority on this one. I do just fine with my 10 lots and a few in-game consortiums of crafters/miners to get my harvest rates up to where I would like them. It can be done...



while on Flurry, don't visit Ojes Yobe's Liquidation Vendors just 800M from Theed starport on Naboo (neg5219 3419) - cause they ain't there anymore! They are now exclusively located in Mos Athens Mall
starnarc
Mon Oct 04, 2004 9:49 am
#4

??? gooz hoe doe je dat dan dat cross lot trading
KrogaMasi
Mon Oct 04, 2004 10:01 am
#5

Lol, finally. Let the people know what we do to help them play. Maybe they will stop complaining about 12k for a buff.



Kroga Masi

The only doctor in SWG with malpractice insurance.
Warning: This post not intended for view by anyone.
Co-Leader of Conjurers of CHUB
My rifles do Mechagodzilla damage.

zdrive
Mon Oct 04, 2004 4:18 pm
#6







Vegitaa wrote:


Class 4 Petrochemical Fuel (Heavy Natural Gas Processor 1 lot)




Class 4 is chem, FYI

Vegitaa
Tue Oct 05, 2004 10:00 am
#7






starnarc wrote:

??? gooz hoe doe je dat dan dat cross lot trading







My god what language is that????



Thanks folks. I personally don't do the cross server trade thing. But I do have a few guildies that are willing to help me out with lots. The name of the game is factories, power, and resources. Crafting is not the most exciting thing in the world but it can be quite profitable.




There is no peace, there is anger.
There is no fear, there is power.
There is no death, there is immortality.
There is no weakness, there is the Dark Side. I am the Heart of Darkness.
I know no fear, but rather I instil it in my enemies. I am the destroyer of worlds.
I know the power of the Dark Side. I am the fire of hate.
All the Universe bows before me, I pledge myself to the Darkness.
For I have found true life, in the death of the light.


SuperFencer
Wed Oct 06, 2004 6:51 pm
#8

First off I really want to say thanks for this post. However I am just starting doctor and I am having trouble finding where the Dolovite Iron, class 4 Petrochemical fuel, and the reactive gas spawns. If any of you could post it I would very much appriciate it.


Thanks




DARK FORCES


Zadryark' - Force Grinding Zebrak

The Cute One - Haloz is my pet noob!

___________________________________

Hey but ah! Atleast I'm Cute though!
Eiliona
Wed Oct 06, 2004 8:19 pm
#9

SuperFencer,


You need look no further than this...


http://www.iootnega.com/medresources/
Bad_Bad_Leroy
Mon Oct 11, 2004 9:31 pm
#10




SuperFencer wrote:

First off I really want to say thanks for this post. However I am just starting doctor and I am having trouble finding where the Dolovite Iron, class 4 Petrochemical fuel, and the reactive gas spawns. If any of you could post it I would very much appriciate it.


Thanks




Try swg.dailybuzz.net for current medical resources, complete with quality highlighting (good ones in red, great ones with yellow highlight).



Creb - Doctor, Swordswookiee (SRA Master of Medicine, Sunrunner)
Get Resource Despawn Alerts in your Email | SWG Medical Resources | Dailybuzz.net
Thryss
Sat Oct 16, 2004 6:06 am
#11

I like the post but I don't understand how it costs 12k per buff. Please help me understand this. I realize that prices are probably inflated on every server but I've done a lot of resource harvesting and have some numbers. My numbers are pretty much based on checking for yourself or using online resources to see if a new resource has moved in and getting your harvs on it right away, so they can be filled to capacity and more.

A fusion on a 70% deposit:
  • Base ER: 14
  • Actual ER: 9.8
  • Redeed Fee: 3000
  • Est. Capacity: 100000
  • Maintainence per Day: 1440 credits

That's going to take a little over 7 days to fill to capacity: Capacity(units)/(AER(units/min)*60min/hr*24hr/day)
The base CPU = {(Maintainance * Days to Fill) + Redeed + Travel Budget(0) + Your Time(0)}/Capacity = 0.1320 CPU

Lets say you have a 5K travel budget and you pay yourself 5K for the time it took to find a good deposit. That adds 0.1 cpu to the cost for .2320 cpu. Keep in mind that this is not power unit CPU but resource unit CPU, and also keep in mind both the travel budget and time is divided by the number of harvestors you place. In this instance I only used one to inflate the cost.

I bought a lot of medium harvs not heavies because I couldn't afford them. So again lets place it on a 70% deposit:
  • Base ER: 10
  • Actual ER: 0.7
  • Redeed Fee: 3000
  • Est. Capacity: 50000
  • Maintainence per Day: 1440 credits
  • Power per Day: 1200 units


Thats going to take a little under 5 days to fill to capacity. That equation is the same. The base cpu calculation is slighty different. The original equation is then added to:
(Power Used per Day * days to Fill * Cost per Unit of Power)/Capacity

The result base CPU = .2186 cpu

Lets factor in some travel time, etc for both the power harv and the mineral harv placement. Again I'll use the same numbers.

1 harvester: CPU = .4305
3 harvesters: CPU = .2971
5 harvesters: CPU = .2705
10 harvesters: CPU = .2505

There are a lot of things I did to inflate the price. One, a harv placed at the beginning of a spawn usually will fill over capacity. Two, I'm using CPU of harv'ing resource units not power units when gathering radio. Three, under-estimation of harvester capacities. Lastly, in all my calculations I'm going to assume one only used 1 harvester to gather a resource (.43 cpu).

To inflate the price of a buff set I'm going to assume all buffs have 3 ABECs and use 28 units of gas and avian. That yields a total of 200 units per buff so 1.2k units total (excluding meat) in a set. Total cost = approx 517 credits so far.

When you begin to factor in factory costs, (I believe maint is 60/hr and power requirements are 50/hr if I remember correctly) you can see that it is still pretty inexpensive. The longest copmonent that it took to make in my factory was 144 seconds * 6 components in a buff * 1min/60sec * 1 hr/60min = .24 hrs for the manufacture time for the components of one buff pack. .24 hrs * (60 $/hr + .2320 cpu power * 50 power/hr) = about 17 credits per pack * 6 packs.

Subcomponent factory cost: $103.11
Total Cost per Buff Set so Far: $619.69

It takes me a little under 5min for my factory to make 1 pack. 5min = 0.0833 hrs. Plugging it into the equation above = $5.97 per pack, $35.80 per set.

$655.49 so far. Ohhh I forgot something, the 20 charges per a set this lowers the cost to: $32.78

WOW!!!! I've paid 12k for something that only costs $32.78 excluding meat?!?!
There are 360 units of meat in a buff set or 18 units per charge. Lets look at different CPUs for meat and how they affect the price:

Price per Charge:

200 CPU: $3632.78
100 CPU: $1832.78
50 CPU: $ 932.78
25 CPU: $ 482.78

There was some good herb meat a little ways back that was going for 40 cpu on my server. So I can safely say that a buff set costs the doc about 900-1800 credits per charge if s/he buys meat and harvests resources. Docs that harv everything have even less expenses. Less then the 25 cpu mark even if you included travelling, their time, and weapon and armor degradation. Way less then the 25 cpu for meat. Changing it over to a doc that buys everything (changing the 32.78 to 180.00) barely effects the final price (from 900-1800 credits to 1100-2000 credits).



- I support keeping & balancing the original combat system
Signed Petition Line #15020 www.swgpetition.com
SpicyChani
Tue Oct 19, 2004 3:22 am
#12







Thryss wrote:
I like the post but I don't understand how it costs 12k per buff. Please help me understand this. I realize that prices are probably inflated on every server but I've done a lot of resource harvesting and have some numbers. My numbers are pretty much based on checking for yourself or using online resources to see if a new resource has moved in and getting your harvs on it right away, so they can be filled to capacity and more.



I just omitted your formula for the fact I hate long quoted posts...lol.


Yes, to actually make buff packs, it is very cheap. I will not argue that point with you, your calcuations looked sound and I couldn't really find fault in your logic.


One thing that does need to be considered though, is the new docs that werent harvesting xx lok wheat or have no supply of xx dom oats. On Lowca, the lok wheat has been real crap forever, we finally just got a damn good shift in. I am talking a year drought almost. Some decent/ok stuff, but nothing uber or even close. Now this stuff is sure to sell for 20-50 CPU (im horrible at resourse pricing with inflation.../shrug). I was lucky, found it when it first shifted in, and with the help of my guild, get 16 med/large harvestors on it. If i didnt, and needed to buy it becuase of any reason:



  • Went on vacation

  • Dropped doc for a month to explore new profession

  • Just started the game, and wasnt able to mine it

  • Hurricane came thru and no cable access for 10 days (DAMN YOU IVAN!!!)

So, you can see there are all sorts of reasons to have to buy resourses. Yes, personally harvested resourses, and hunted (real PITA to drop artisan for scout to hunt, turn around and pick up artisan again to survey) will have a very cheap net result.


So what if you pay 12k for buffs??? Even at low level, you should be able to afford that, and then turn that 12k spent into 100k running missons, over 500k at master level on dant/dath. Even for a noob, running 2k misison outta Moeina gets 4k every 10 minutes killin chuba lairs. 2 sets of missions and he can then afford that uber looking Chitin armor he saw on the bazaar, 2 more sets and he can rebuff after this one, and still has LOTS of time to earn more $$.


I dont do buff lines anymore. My price is set..well..sorta. 15K-20K depending on my mood. I tend to ignore people asking for buffs, especially if there is a doc around doing the buff line. I only buff myself, friends and anyone grouped in a PvP raid.


Bottom line: You dont wanna pay 12k, or 15k for buffs?? Drop that melee stacker prof (you dont need TKM/Master Fenser/Pikeman/Swords...etc to be effective) and grind out doc. Then YOU spend the money, time, headache making your OWN buffs, and see why 12k is not such a big deal to pay. For 12k, people get 3+ hours of pure cash making ability. 12k is nothing.




My siggie got nerfed.

It was due for a change anyways
Thryss
Tue Oct 19, 2004 4:23 am
#13

Thanks for the input. I wish whoever one-starred me would have taken the time to explain things to me rather than just plop a star down. Whoever did that sure didn't help me get the answer to my question.



- I support keeping & balancing the original combat system
Signed Petition Line #15020 www.swgpetition.com
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