Doctor Archive
Thread: WOOT! +120 medical experimentation
FumblerMJM
Thu Jan 22, 2004 4:40 pm
#14
Lexy wrote:
Hang out where Batman hangs out
I can't find Wayne Manor on my planetary map. Which planet is it on? ![]()
JasonK
Thu Jan 22, 2004 6:49 pm
#16
I think they're talking about the Borgle cave on Rori. I hear the best skill tapes come from there.
Traigus
Fri Jan 23, 2004 1:26 am
#17
Technically, the extra +5 (from +25) would affect experimentation rolls as well... but there is more value in the experimental points (especially considering the price these things go for on most servers).
-T
-T
Sistere
Fri Jan 23, 2004 1:50 am
#18
Let's say someone had an additional 25 points (tapes) - so an experimentation of 125. Would the experimentation bonus of 15 from a player city stack on to this for a total of 140? Or is it time for my medication again? Maybe I am wrong just flat out wrong on the PC thing, anyone have any thoughts on this?
Tras2
Fri Jan 23, 2004 5:22 am
#19
I have had my belt with +21 Medical Exp on Raidiant for a long time now. Its very nice
Callyndra
Fri Jan 23, 2004 6:26 am
#20
Tras2 wrote:
I have had my belt with +21 Medical Exp on Raidiant for a long time now. Its very nice
*drool* Wow.
Mine's all spread out between a grand healer's robe, hide boots, and a pair of gloves. I look like an albino nun when I'm crafting. lol ![]()
Arcdischarge
Fri Jan 23, 2004 5:19 pm
#21
My understanding was medical experimentation only gave you more rolls every +10. Can you give the technical explanation you refer to of how the non +10 points affect experimentation rolls? For example, how does someone with +103 differ than a normal master doctor with +100, or how is +125 different than +120?
Traigus wrote:
Technically, the extra +5 (from +25) would affect experimentation rolls as well... but there is more value in the experimental points (especially considering the price these things go for on most servers).
-T
dunkan44
Sat Jan 24, 2004 9:48 pm
#22
http://www.imagedump.com/index.cgi?pick=setandget&tp=32320&poll_id=0&category_id=19&warned=y
=)
TheGreatOne00
Sat Jan 24, 2004 11:40 pm
#23
dunkan44 wrote:
http://www.imagedump.com/index.cgi?pick=setandget&tp=32320&poll_id=0&category_id=19&warned=y
=)
I hate you. In a good way though!
Playdead
Sun Jan 25, 2004 12:12 am
#24
wow nice belt
I recall alot of stuff like that dropping as loot when the game went live, unfortunatly I never got anything like that.
Traigus
Sun Jan 25, 2004 1:01 am
#25
it is a factor of the actual experimentation roll.
For every + experimentation point you get, you are more likely to get a better experimentatiion roll (there is soem kind of capped crit fail though, so +234245234523452352 experirnatation would still ahve a chance of crit fails.
So, + experiemtnation has 2 roles in crafting...
1.) Gives you more points (every +10)
2.) makes your experiment rolls more likely to come out good and give you more of whatever stat you experimented on.
This is true of all + experiemtnation (statying at novice medic). Docs make better meds then medics because both are true... they both get more points to experiemtn w/ and the ability to squeeze more value out of those points.
So at master doc, +25 experiemtnation is better then +20 experimentation for experimentation rolls... you get that extra +5 value to every experiment point you use.
Nobody knows just how much that (or any) +5 in experiemtation affects your rolls, but it does have value.
I would probably debate it would not be worth the price you would have to pay for them (+ experiemental tapes are very expensive).
By formula (which I don't have a copy of BTW) a +25 experiemtn clothes person will make better meds then a +20 clothes person, over the long run... the bonus may just be big enough to bump 1 roll up a category every 10 crafts for all I know (different kinds of success etc. in experimenting). Not relevant in the short term, but over the course of 1,000,000 + crafts over 5 years, the results would be a huge benefit overall.
-T
For every + experimentation point you get, you are more likely to get a better experimentatiion roll (there is soem kind of capped crit fail though, so +234245234523452352 experirnatation would still ahve a chance of crit fails.
So, + experiemtnation has 2 roles in crafting...
1.) Gives you more points (every +10)
2.) makes your experiment rolls more likely to come out good and give you more of whatever stat you experimented on.
This is true of all + experiemtnation (statying at novice medic). Docs make better meds then medics because both are true... they both get more points to experiemtn w/ and the ability to squeeze more value out of those points.
So at master doc, +25 experiemtnation is better then +20 experimentation for experimentation rolls... you get that extra +5 value to every experiment point you use.
Nobody knows just how much that (or any) +5 in experiemtation affects your rolls, but it does have value.
I would probably debate it would not be worth the price you would have to pay for them (+ experiemental tapes are very expensive).
By formula (which I don't have a copy of BTW) a +25 experiemtn clothes person will make better meds then a +20 clothes person, over the long run... the bonus may just be big enough to bump 1 roll up a category every 10 crafts for all I know (different kinds of success etc. in experimenting). Not relevant in the short term, but over the course of 1,000,000 + crafts over 5 years, the results would be a huge benefit overall.
-T