Doctor Archive

Thread: Is this wrong of my when making crates of stims?

Forceten2002
Fri Sep 19, 2003 2:16 pm
#1

Just thought I would ask. When I make crates of stims (or even singles) for sale I purposly keep the charges low.


What I mean by that is when experimenting, if they are for sale, I don't really boost up the amount of charges. I boost up the amount of the base heal and in the case of C or higher boost down the medicine use.


I am thinking that giving my customers too many charges lets that crate I just made them last too long. With less charges they will run out sooner and need more stims.


Is that wrong of me? I don't cheat them really because the extra experimenting goes into the base heal. So they may get a lower usage out of the stim, their base heals are great.


Am I the only one who does this?

Ida
Fri Sep 19, 2003 2:19 pm
#2

I always experiment on effectiveness first, then charges. I tend to try for 30 charges. Since my pricing is based on # charges * size of heal, this actually means I get less money for a crate if I experiment this way, but I think a larger heal is more worthwhile





Ilori, Master Chef / Master Doctor, Starsider
Coronet, Corellia (-907, -3732)
Semi-retired
Sullust187
Fri Sep 19, 2003 2:45 pm
#3

I usually put 8 points in effectiveness then 2 in uses unless its an enhance pack and then I use as many points as I need in effectiveness as my base uses are already around 23-25




Haldaar {Dread} | Ominara {Dread}
Swordsman/Doctor | Jedi x/x/x/x
Zerona
Fri Sep 19, 2003 2:56 pm
#4

It's not wrong, but it is a differentiator. If the charges were hidden, it might be wrong if you didn't disclose it in name, but a player can easily tell on the bazaar how many charges they have. But it is just like a weapon smith that may experiment for max damage instead of speed. Sure it might cause impressive damage, but you're not going to be firing it more often.


I personally go for a balance, but some disagree. Some even emphasize charges.




Zerona - Intrepid Master Doc/Pistoleer
TrimbleEpic
Fri Sep 19, 2003 3:10 pm
#5

Personally, I don't exp on charges at all for heal or enhance unless i've already maxed out effective. On the other hand, I will often go for charges first on WOUND packs, since I typically heal smaller wounds and the larger effectiveness gets wasted MUCH more frequently.


Also, when saving any schematic, I ALWAYS edit the name of the item so that it lists the BaseValue*charges. I don't adjust the spelling of the name of the item unless it's for my OWN vendor - bazaar items should be left so that they come up with similar items alphabetically.

Dommesdag
Fri Sep 19, 2003 3:23 pm
#6

I generally go for power over charges unless its a woundpack. I also rename my packs to Stim<type>.U<charges>.H<power>.M<med use> to make it easy to find out what the stim does at a glance.
IlyaMasool
Fri Sep 19, 2003 4:01 pm
#7

Only if you are not using up all your experiment points.


I always use up all my experiment points, mostly on effectiveness. (maybe except for last two box since there is not much bang for them bucks)


After that, I put rest into charge. by then you only have 2 or 3 points left anyway so there will not be huge increase.


The effect of experiment is on a bell curve. You get very little benifit for first 2/3 and last 2/3 box

TrimbleEpic
Fri Sep 19, 2003 4:15 pm
#8






IlyaMasool wrote:

The effect of experiment is on a bell curve. You get very little benifit for first 2/3 and last 2/3 box




Hmm.. This is something I had not noticed. Have you done testing on this?
Lexy
Fri Sep 19, 2003 5:45 pm
#9

I get 40 charges on my stim b's without experimenting on it. This allows me to spend all 10 points on effectiveness, I get it up to 97% every time.

Believe me, people will pay VERY well for stim b's that are over 400 heal and 40 charges.
IlyaMasool
Fri Sep 19, 2003 6:08 pm
#10






TrimbleEpic wrote:

Hmm.. This is something I had not noticed. Have you done testing on this?






Tons. Maybe it is just me but I always always experiment on my stimps, and about 2-3 weeks ago there was weird bug where failure rate on experiment skyrocketed. So I was going out of my mind, and thinking if I do 1 points at a time I have better chance, (as opposed to doing as much as you can before hitting that 8% mark) for several days I did it 1 points at a time, and I noticed you get pretty lame result for first 2,3 points, then it really kicks in, then that last 1,2 box is not worth it.


DarkWraith65
Sat Sep 20, 2003 5:33 am
#11

I've seen the experimentation effects like you mention but only on effectiveness. If I have points left over and spend them on charges I almost always (on Bs) get 1 charge for each point spent.



Chiirynotarr--Jedi--Chilistra
Holocron professions All Done......
Duckbill
Sun Sep 21, 2003 2:36 am
#12

Use Advanced BEC's with full experimented charges, that will give you high base charges on the stim (depending on the quality of resources ofcourse), then you can experiment on effectiveness all the way on the stim itself and still have a fairly high charge count.


Just my 2 quacks




Duckbill Platypus
Master Doctor / Master Swordsman, Chilastra
Proud Member and Officer of Hidden Agenda
Mraughh
Sun Sep 21, 2003 4:05 am
#13

take a poll of your customers and see what they would like, mine request more healing power rather than more charges, since if they heal themselves, it means they are really close to death heh, so they want a really high base heal on the stims.





If some "L33T D00D" got incapped from a cook slapping him in the face with a mackerel, he would come to the boards and scream "Nerf the Fish!" - DangFiero




]V[ Dark Jedi Guardian
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