Doctor Archive
Thread: 10 point to 12 point doctor
Kryxal wrote:Various clothing items, such as the crafting apron for Doctors and anything with a Med Experimentation SEA. You gain one point of experimentation at +10, another at +20.Here's another question for people: more points are always useful, but just HOW useful are these points?
depends. you can make much nicer ABECs, which helps with all your meds. You can make med use 90 enhance d's as strong as a normal 10 pointer can make them with 90+ med use. you can get more power and better med use out of cures and stims, etc. If your going to sell meds, 12 points is very useful, if not, its not really 100% nessicary.
Kryxal wrote:
Here's another question for people: more points are always useful, but just HOW useful are these points?
This question have been addressed many times already, butI think it's pretty much safe to assume that the consensus here is thatthe 11th point is alot more important than the 12th.(Specially taking in consideration how much less you will spend to get only the+10 med exp points instead of +20). And basically the reason we say that it's because once you get 11 points you can dropenhance packsto 90 med use while stillmaxingthe power on it. (And buff packs with med use 90 is very importantbecause thatshow high the med use can be in buff packs for the 0440Doc dabblers to use it). In most cases, all the 12th point is going to get you is the ability to adda few morecharges to most of your meds and a tiny little bit more power to your ABEC.
Rere wrote:
Now that's all considering you plan on starting to craft meds to sell them to other players, since if you're just crafting for yourself, then I don't think that the 2 or 1 extra point is really worth it. (Unless credits are really not an issue for you).
And don't get me wrong, having +12 points it's really nice. And you should aim to get them eventually, butall I meant here was that, if you're a starting Doc you should priorize spending as much money as you can in gathering the most high quality resources you can get your hands on before dropping tons of credits in experimentation tapes.
Visnja wrote:
Clothing attachments with medical experimentation skills.
If you get a crafter's apron schematic from Jabba's, it has +5 med exp on it .. you just have to find the other +15. Correct me if I'm wrong, but I believe it has 4 sockets and you do need a tailor to make it for you. If you know a tailor, there is a possibility that they may have some on their vendor.
!!!!!!!!!!!!!!WARNING!!!!!!!!!!!!!!!
the Med Exp bonouses will not stack if you add SEA's to the apron!!!!!
I made that mistake already, fortunately it was only a +1 tape. The apron remained at +5
SEA's will not stack if added to the same piece of clotheing, or a piece that already has a bonous for that attribute. Not sure if this is as inteneded or a bug but it is a known issue.
!!!!!!!!!!!!!!WARNING!!!!!!!!!!!!!!!
Message Edited by taloncard on 12-01-2004 01:58 AM
nerf_you wrote:Maybe this deserves another thread, but it's now taking me 11 points just to max out effectiveness on buffs. Anybody else having this issue?
With certain avians only. It seems when theres low PE and OQ in the 915-940 range theres some sort of wierdness going on with the experimentation.
nerf_you wrote:
Maybe this deserves another thread, but it's now taking me 11 points just to max out effectiveness on buffs. Anybody else having this issue?
Is the DR on the meat you're using really low? Because in most cases where that happens it does end up taking 11 experimentation points to max out the effectiveness.