Doctor Archive
Thread: Is this wrong of my when making crates of stims?
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?
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.
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.
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
Hmm.. This is something I had not noticed. Have you done testing on this?
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
Believe me, people will pay VERY well for stim b's that are over 400 heal and 40 charges.
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.
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 ![]()
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.