Doctor Archive

Thread: How do i become a 12pt doc and what are its perks?

Omei
Mon Sep 20, 2004 8:51 am
#14

Nills, let me see if I can help you.


ABEC's are Advanced Biological Effect Controller.

ASDS are Advanced Solid Delivery Shell

ACRDM are Advanced Chemical Release Duration Mechanism.


These three are the advanced sub components that you will use when crafting they majoirty of your doc products.

You especially want to use these if you are making Enhance Packs, i.e. buff packs that you see Doctors use to buff players.


In the advance components ASDS and ACRDM you can only experiment on one line for power. You should be able to max out the power with only 10 points of experimentation. So having the extra two points doesn't help here.

Where it does come into play is in the ABEC.


In ABEC's you can experiment in power or charges. Most Docs put their points into charges first then if you have any left over into power. The reason being that you would like to have buff packs that give you lets say an extra 2 to 3 charges. Then having a buff pack with 5 or 6 extra points of power. You would be able to buff 3 more people for a loss of maybe 5 points in power. Having two extra experimentation points will let you max out charges and put the extra two points in power.


The other place you can put the extra points to use is when you craft Enhance packs. When you experiment on them you can at the end put the extra two points into more charges. Or you can lower the med rating to 89/90 so non Master Docs can use them.

When crafting Stims having the extra points is nice in getting more charges/power on the stims.


Your question on +20 exp points and where to place them. An answer to that question would be that for every 10points of experimentation will give you 1 point of experimentation when crafting. With a maximum of 12 points of experimentation. Which means you need at least 20 points to be able to have those two extra experimentation points.


If I were you start off by getting a apron that will give you +5 experimentation/assembly points. Then slowly start to build up some credits and check you galaxies trade forum when you see some med experimentation tapes go on auction.

You will probably see the +1 tapes go for around 1 mil.

You will not be able to get 15 +1 med experimentation tapes because you can wear that many articles of clothing at once to get up to +20. You will need to get some +3 or higher tapes to get to +20 med. exp.


I have been a Master Doc for around 7 months, and I finally got my extra two points of medical experimentation. If memory serves it cost me around 25mil to get there. So it takes some time, credits for sure, and luck to find the tapes that you need.


Good luck hope you stick it out.


Omei/Halok






Who is more foolish, the fool or the fool who follows him?
Obata
Mon Sep 20, 2004 6:25 pm
#15






MNHawkFan wrote:


"The only way you would need the 11th point in effectriveness is if you don't average great successes. If you're making a schematic, it's worth making another attempt or 2 to get the extra charges."


I've done it. If the avian is super high Q/PE and the gas is super high Q, it will take 11 points with all greats. On buffpack D's. I've never needed more than 10 on anything else. And it wasn't a little dink. Along the lines of 40 points. From the 860's to 907 on that 11th point. Time was maxed after 8, however, and the additional points only raised power.








You were probably getting a good success on power that was displayed as a great success after it was averaged with the duration result. I regularly get over 900 without needing the 11th point and without needing an amazing success. The resource stats affect the assembly as well as the experimentation. That means that it not only makes the max bigger, it also makes the baseline (before experimentation) higher.



Obata Lightingflier (Deceased): Master Doctor, Master Combat Medic - Wanderhome
Opos Odet (Deceased): Master Artisan, Master Merchant, Master Musician - Wanderhome
MNHawkFan
Tue Sep 21, 2004 4:27 am
#16

I made several. Identical. Before cashing out on the Avian. 11 points to max power.
Ethor
Tue Sep 21, 2004 9:24 am
#17



nills wrote:
arg.... no one is actually answering my question...
First of all what are ABECs and what do they do and what do you do with them..
Second once i get +20 exp pts where do i put them and whats the perks of them
Third should i split them and if so wat does that do
Where should i put the extra 20pts for 12pt dr
PLEASE SOME answer these questions ... i want to be a great dr but im new to it...
LAMANS terms... and plz explain in great detail !!
Thanks so much!






You have NO idea what the ABCD is, then you are in wrong spot. Those are the different types of stims that Meds and docs craft, yet you have no knowledge of this and start asking questions about the advanced part of the profession? That's like asking how to ride a motorcycle without knowing how to ride a bicycle without training wheels!

MAster the profession and make some of your own buffs first, then you can work with the advanced parts and go back to calling everyone on Ahazi morons like you did in other threads.
Kyoso
Tue Sep 21, 2004 9:44 am
#18

I've been playing this game for a month and a week now and I didn't need to flood a board with dumb questions.


Omei answered them most but you should really try and open the crafting tool sometime soon..........


Now on to my own question.


What do you guys use to build a suit? In my maths unless I find a pair of lucky +5 tapes or a 7+ tape, the +1/+2 tapes that I saw a guy selling won't cut it.


Bah guess I'll have to beg alot or spend the rest of my life buffing for cash



Jigoku
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Sineya
Fri Sep 24, 2004 4:30 am
#19

May I advice you to become a "11pt doc"

Being an 11pt is having half the advantages of a 12pt but at much less than half price. Getting +10 doc experimentation is quite easy and inexpensive, doc apron does a lot of the job, a few more +1 exp tapes and the trick is done.

You can't be a12pt doc with attachments that are only +1 (because of the limited amount of wearable items) and the +2 and up cost much more.


I'm not master doc yet but I'm definitely going to try and reach 11pt, I will only go to 12pt if i'm lucky enough and loot the tapes myself, afew points in FS may help me get to 12pt as well.



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Don_T_Shoot
Fri Sep 24, 2004 6:52 am
#20

It probably bears repeating that you can't have two of the same tape in the same article of clothing, well you can but only the one with the higher bonus will have an affect. If I understand this correctly.








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Lonali
Fri Sep 24, 2004 7:13 am
#21

You know what? I only have 10 points and i can make buffs that are in the 880-909 powerrange with good ingredients that do not cost me a fortune to get. My buffs will give the 2400+ statsand 3 hour+ duration to my customers with my +110 medical use droid, Bivoli and +25 healing clothing on. The only drawback I have is that i can not usually get more that 28-29 doses. But hey that is only a couple doses short of what 12pt. Docs offer. Buffs higher than 2400 arenot generallyneeded.You don't have to have the 12 points to build great buffs.




Lonali Starglider
Master Dancer....Real live entertainer
Master Doctor
Owner, Talusian Haven Casino....Thursday nights in Talusian Haven, Talus
Baleorg
Fri Sep 24, 2004 7:25 am
#22

i jsut became 12 point (YES!)
cost me 15mio only :-P
sharing the suit with a buddy who paid 15mio aswell, and founded nOx Inc :-P





Selling Medical Supplys (Cures/Woundpacks/Stimpack/etc)
-nOx- Inc. Corellia Outland 2530 -2540
IGN Baleorg

nills
Fri Sep 24, 2004 5:33 pm
#23

your a fool, it was not a dumb question and can only be answerd by people playing for quite a bit of time thx gg no re sorry no re bye


/ignored


-nills
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