Doctor Archive

Thread: 10pt Master Doc Vs 12 Pt Master Doc

Scoooter
Mon Jun 14, 2004 7:41 am
#14



Scoooter - Master Pilot/Master Politician
ScootBacca - Master Creature Handler/Master Rifleman
Co-Leader - mVa
Mayor of Mos Vegas, Tatooine, Valcyn
byak
Mon Jun 14, 2004 7:48 am
#15






Scoooter wrote:

Remember not only do the experimentation points help you add charges or raise med use, but also the addition to the experimentation roll itself. You get better results.




I was underthe impression thatthe Medicine Assembly mod did this.




--
Olio, MD
OLIO ENTERPRISES // OE
Songe
Mon Jun 14, 2004 7:49 am
#16

You can compete, it depends whether the 12 points docs of your server are trying to get the best of their products or not (meaning only selling items with amazing successes in them). But in any case, your meds will sell, you will just get less money from them in the long run.



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Novice Lekku Stomper
travenwatts
Mon Jun 14, 2004 8:43 am
#17






byak wrote:





Scoooter wrote:

Remember not only do the experimentation points help you add charges or raise med use, but also the addition to the experimentation roll itself. You get better results.





I was underthe impression thatthe Medicine Assembly mod did this.





Medicine Assembly is the mod used in the intial "assemble". Medical Experimentation is the mod used in the determintation of your successes while experimenting. For every +10 experimentation you get 1 more experimentation point.

Marrow1
Mon Jun 14, 2004 8:44 am
#18

In my experience the only times inwhich the extra points come into play are the follow.


1. BEC. If your maxing out charges (90% of the time) then the extra points can be used to give your BEC 1-4 extra power. Not a big deal.


2. ACRDM, ASDS, ALS all get maxed with just 10 points.


3. Stims. If you max your charges on your BEC's then when making the stims you max your power out first then the extra points will allow you to add 1-3 more charges on your stims. So the BEC's have a a little more power resulting in the stims having a little more power plus you get more charges on the final exp of the stime. All in all you get about 1-4 more power and 1-3 more charges. Most stim buyers will never notice a difference.


4. Buffs. Since you got more power in your BEC you will get that power back in the buff. With just 10 points you can max the power in the buff but will often run out of points after that. With the extra points you can now exp down the MU or add charges. Exp down the MU is the biggest advantage I see in having extra exp points.


5. Other meds. Again, exp down the MU can be nice for poison/disease C's so that dable docs can use them.


IMO a 10 point doc can go head to head with a 12 point doc. In fact, the largest buff maker on Flurry only has 10 points and she makes some the best buffs around and makes them in huge volumes.


Rather than spending tons of cash on skill tapes you might be better on spending that on good resouces.


With a med apron and some +1 tapes you can get one extra point farly cheap (a mil or so). The second point will be much more than that.




__________[Marrow]__________
____[*aka Fringing, Babwe, Hurtz *]____

__/\_/\___/\_____[last of the known Doctor Correspondents]/\___/\_/\__
CaptainStormy
Mon Jun 14, 2004 9:00 am
#19

im a 10 point doc, and on naritus there is only one doctor supplier i can beat for quality of products ( his are about 3-5% better, but usally about 30-40% more price ) All you need is good crafting techniques and resources. the rest just falls into place nicely. get a good locatoin, a bit of advertising, a bit of luck. and your off to a nice start.






-= Oriz =-
Force Hunter & Smuggler Alliance Ace
"Its not about honor, its about Jagannath points and credits."

Drop Off Vendor: -321 -5499 Scaviah's Homes and Furnishings
Bad_Bad_Leroy
Mon Jun 14, 2004 10:00 am
#20






DarkDeathDude wrote:





MY POINT IS THIS:


12 POINTS IS AN ADVANTAGE OVER 10 POINTS WHEN CRAFTING , U CANT ARGUE THAT




That's true, but I think it's more important to use high quality resources. Another experimentation point can't make up for lousy base resources, while awesome base resources can be made into awesome meds, even with only 10 experimentation points.



Creb - Doctor, Swordswookiee (SRA Master of Medicine, Sunrunner)
Get Resource Despawn Alerts in your Email | SWG Medical Resources | Dailybuzz.net
jaybee2003
Mon Jun 14, 2004 10:13 am
#21






byak wrote:




Bad_Bad_Leroy wrote:


One more charge in each of the six buff packs= 10,000 more credits per pack, if you're a buffer. You'd need to buff 1,000 people to make back your 10,000,000 investment in full. You'd need to sell even more if you're selling packs to other doctors.


As a 10-point crafter/buffer, you'd be better off sacrificing a point of power and getting another charge. A 2200 buff is just as good as a 2300 to most people.





You combined parts from my 11point discussion and my 12point discussion. Just want to make sure there was no confusion:


11 points = worth it. All you need are a few +1/+2 and an apron

12 points = not worth it IMO. Thats a several +3+ which cost multimillions a pop.






I agree with this as well - try to get to 11 points and you are set. You can make Med Use 90 buffpacks. The only advantage a 12 point doc has is no more than 2 points of power on BECs, and then 1 extra charge on the final buff pack.








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Songe
Mon Jun 14, 2004 10:50 am
#22






Bad_Bad_Leroy wrote:





DarkDeathDude wrote:





MY POINT IS THIS:


12 POINTS IS AN ADVANTAGE OVER 10 POINTS WHEN CRAFTING , U CANT ARGUE THAT





That's true, but I think it's more important to use high quality resources. Another experimentation point can't make up for lousy base resources, while awesome base resources can be made into awesome meds, even with only 10 experimentation points.




Just for the sake of arguing, I've never met any 12 points doc who didn't have the best resources as well.




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Novice Lekku Stomper
Radar-X
Mon Jun 14, 2004 11:07 am
#23






Nornerator wrote:

I have been wondering, because I want to go into crafting instead of buffing, can I, as a Master Doc with 10 points of experimentation compete with Master Doc's with 12 points of experimentation?






If you are going to be selling buff packs you need to have 11 or 12 depending on what you can afford. I have no problem making average buff packs but I'm not trying to out do the Doc next to me. Real question is though do you want to drop 15-20 million before the combat revamp?



Klabra


"It is only one who is thoroughly aquainted with the evils of war that can thoroughly understand the profitable way of carrying it on"
Roustabout
Tue Jun 15, 2004 2:13 am
#24






DarkDeathDude wrote:



Good thing you're not an ass to him. If you feel like being a jerk and making logical flaws then why not troll somewhere other than a thread looking for advice.


Competing with other doctors is simply being in a high traffic area and being cordial to those that you see as regular customers. I am now 11 points (doc for about 7 months now) and was 10 points til about 2 weeks ago. I never had a problem selling even when my stuff was priced as much as the guy right next to me. If your server has an insatiable need for buffs like Tempest then just find a high traffic area, post on the trade forums of your server, and you should have no problem selling your wares.


Yes 12 points will be better but you can certainly compete with them with only 10 points.




96)?96:this.scrollHeight)">


Kofie Annan Master Doctor


MY POINT IS THIS:


12 POINTS IS AN ADVANTAGE OVER 10 POINTS WHEN CRAFTING , U CANT ARGUE THAT


The original Question this thread posted is about Crafting not Selling , soU CANT COMPETE


Thats like saying will my GTI be good to beat a FERRARI


Whether it s worth the effort and money is another story









I'm not arguing whether or not you can make better meds with 12 points or 10, clearly 12 points will win out. My point was that you can compete. I guess if you narrowly define competition as making the best product and not selling it then you'd be right in your argument. However the poster clearly wants to sell the meds and is wondering about the possibility of competing in the marketplace without 12 points. As myself and others have pointed out there are certainly ways and means to compete in the doctor medicine crafting marketplace without 12 points.


Also I would argue that the original question inherently is about selling since there is no point to ask about competing with others if you aren't selling your meds. You keep making assumptions that I think 10 points is as good as 12, I clearly do not think this but instead offered viable ways to get business in the marketplace and to COMPETE with others peddling the same wares.

MataHairy
Wed Jun 16, 2004 6:44 am
#25

IN all except one case of exceptionally high qualtiy avian meat, I could max out enhancepack strength with 10 points.


The 11th point goes toward med use 90. The 12th point towards charges. So, if you dont mind limiting your enhancepack market to master docs, 10 points is fine or 11 points will get you all the strength plus med use 90. The extra +2 also adds 2-4 points to abecs and thus final enhancepack strength.


The 12 points also lets me do some fun crafting things though, like make sweet Janta blood packs, or nice cure poison & disease for med use 80, etc. But for the most part, its not critical.



Matta
Healer's Haven, Corellia (2120,4300)
Proprietor of Matta's Meds --- Ahazi's Finest Meds
One of the first Master Combat Medics, and the very last Medic Correspondent
Cronan44
Wed Jun 16, 2004 4:10 pm
#26

11 POINTS I is crucial. The 12th is nice, but not near as important as the 11th Cuase with that its med use 90. which opens up a whole new market for sales.






CronOshie
(Widow Maker/Ater Imperium)

You will be Pwned.
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