Doctor Archive
Thread: Doctor FAQ
Doctor Crafting Simulator Project
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=29529
What is new ?
1) the definition of the maximum possible of each subcomponent, power and charge (from calc not guessing)
ABEC : charges: minimum 5, maximum 25, power: minimum 5, maximum 30
ASDS : minimum 10, maximum 75
ACRDM : minimum 10, maximum 75
2) the formulas to convert max effectiveness into clear value : ex 20 power, 12 charges bec, with just the ressources stats.
Hope that could help more than one doctor with a excel file
I am fairly certain the macro ya are thinking of is:
/healdamage self
It works like a charm for me. Remember when ya click it, that command will be added to after whatever is already in your battle queue. So if ya need heal QUICK, clear the queue first then click /healdamage self macro.
I did notice that for Naboo Avian meat your missing at least 2 mobs that i know about, or 3 depending on how you look at it,
1. Any kind of Nuna drops 5 to 10 units of avian meat.
2. Peko peko
3. Giant Peko Peko.
frankmullins wrote:
I am fairly certain the macro ya are thinking of is:
/healdamage self
It works like a charm for me. Remember when ya click it, that command will be added to after whatever is already in your battle queue. So if ya need heal QUICK, clear the queue first then click /healdamage self macro.
Is there a command that clears the queue? Something like /clearcombatqueue, but not /peace?
Great FAQ BTW.
- Xamot
I have added a FAQ on using subcomponents. It is titled:
Is it always better to use advanced subcomponents?
I have added a FAQ on using subcomponents. It is titled:
Great job boss Ive read you faq from the start even back in the day when i was contracting my schems out, but now that im not im, having to read more carefully(a couple of post show i need work on this lol) but my question is are there bases for varios meds? like in your faq about adding bec's to a stim with the base charge being 12 and the bec adding its power, is that the base? 12 charges? or is there even a way to know ahead of time what base youll get roughly from what resources u are using?
I apologize but im taking a long stretch at this crafting thing as my math skills arehow do you say nonexsitent? lol but using your faq im able to craft 457/32 advanced b's and 404/31 advanced b's sans the acrdm's, but if i knew how to judge the base ild be three steps ahead and might be able to curbe my mindless pursuit of collecting +1 med xp tapes irregardless of cost and maybe start enjoying crafting more
thankx
Kynin
Kynin wrote:
like in your faq about adding bec's to a stim with the base charge being 12 and the bec adding its power, is that the base? 12 charges? or is there even a way to know ahead of time what base youll get roughly from what resources u are using?
What you really need to do is just build some items and record the initial results. Let's say you have the following subcomponents:
- BEC = 18 Charges, 12 Power
- CRDM = 18 Power
- LS = 150 Power
Now, let's say you produce a Small Stimpack - B with 33 charges and 250 power (these are the numbers prior to experimentation, not after). We can then subctract the sum of the values of the subcomponents:
- Charges from subcomponents = 18
- Power from subcomponents = 180
And we'd end up with this:
- Base Charges of Small Stimpack - B: 33 - 18 = 15
- Base Power of Small Stimpack - B: 250 - 180 = 70
Just make sure that you're recording the initial results and not waiting until after experimentation. Also, I'm not sure if subcomponents power and charges are added 1 to 1 to the base of the product being made. I believe it's very close, but it might not be exact. You might want to retry this experiment a couple times using subcomponents of different quality to see what results you get.
This is something I've been meaning to do for a long time now and have just never gotten around to doing. Perhaps tonight I'll set aside some time to work on this.