Doctor Archive

Thread: the ungodly state of this profession, and several others

fluidscrrcom
Wed Jan 21, 2004 8:32 am
#1


one of the dumbest things i can think of right now in this game is the way that experimentation works for some of the professions. the two i can not off-hand are doctor and smuggler. i have 3 accounts that i play on bloodfin. i pay for 2 more for my wife. im about ready to drop 3 of those and just give up on crafting altogether, get myself some combat skills, and never look back. here's my reasoning...


a smuggler can spend time getting the best resources, and either A) not be able to experiment [spices] or B) experiment his tail off and have it not matter at all in the end.


doctors on the other hand, can experiment to their hearts content on everything they make...but it really doesnt matter because it ends up being a fat dice roll in the end. a 97% buff pack will either get them 1000, or 2900+. this has to be the dumbest thing ive ever seen.


i spend hours every week trying to find the best of the best in resources. i experiment my tools and packsup to 97% using crafting tools that are 14.48 and crafting stations that are 40+. if i get a lower than expected prototype, i dont make the schematic, i cancel the craft and do it again...until i reach the mark im out to get. why do i even bother? it used to matter, but now it does not.


case in point, the other day with a 97% clamp, and a set of 97% knives i sliced a ubese helmet for 45%...wow thats fantastic i thought. so i went to do the guys second helmet, and got 11%...what in the hell is the deal with that?!? 11%? i musta been too jittery when working on that one...too much coffee perhaps.


could someone please explain to me why you made things work like this, and whether or not you are ever going to put it back the way it was...when the quality of the tools i made actually mattered......


id like an explanation from the devs or someone on why things are working they way they are. is it by design or have you just screwed up again? new content is cool and all...but the underlying structure of the game is incomplete and not working. lets get on with it already.
mcglonec
Wed Jan 21, 2004 8:40 am
#2

This is really two separate issues, as far as I'm concerned. I think it is very silly that the quality of the resources smugglers use has no impact on their ability to slice things. In my opinion, better resources should lead to a better slice, but that's just not the way it works.


Within the medical profession, experimentation is very important. Sure, it's quite possible to experiment very well on an enhancement pack and use it to buff someone for 900 points and then experiment very poorly on another pack and buff someone for 1500 points. However, that is not the norm.


There is a great deal of "randomness" in anything a doctor does - healing damage, healing wounds, or applying enhancements. However, that randomness is based around some average and that average is based (at least in part) on the power of the pack you're using.


So, even though you might have an awful buff with a good pack once in a while, you'll also have some great buffs once in a while, which is something that you could never achieve with a poorly crafted pack.


Personally, I think the crafting system, at least for doctors, is working just fine. Smugglers are a different story, but that might be a post for another forum.






High Quality Chemicals by Bulbados: Nova Emberlene, Tatooine (-3944, -5871)

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Want to know what it takes to be a doc? Read the FAQ:
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fluidscrrcom
Wed Jan 21, 2004 11:11 am
#3

the crafting system does work fine, its how well the product works after the fact thats bonked up. what they have done is made it so that people who are too lazy to put time into getting good resources and tools have just as much of a chance as people who do the hard work. im sorry, but better packs should mean better buffs, and worse packs should be worse buffs...no matter how you slice it.


right now its completely random, and the quality of the pack doesnt matter at all.








mcglonec wrote:

This is really two separate issues, as far as I'm concerned. I think it is very silly that the quality of the resources smugglers use has no impact on their ability to slice things. In my opinion, better resources should lead to a better slice, but that's just not the way it works.


Within the medical profession, experimentation is very important. Sure, it's quite possible to experiment very well on an enhancement pack and use it to buff someone for 900 points and then experiment very poorly on another pack and buff someone for 1500 points. However, that is not the norm.


There is a great deal of "randomness" in anything a doctor does - healing damage, healing wounds, or applying enhancements. However, that randomness is based around some average and that average is based (at least in part) on the power of the pack you're using.


So, even though you might have an awful buff with a good pack once in a while, you'll also have some great buffs once in a while, which is something that you could never achieve with a poorly crafted pack.


Personally, I think the crafting system, at least for doctors, is working just fine. Smugglers are a different story, but that might be a post for another forum.








mcglonec
Wed Jan 21, 2004 12:38 pm
#4






fluidscrrcom wrote:

right now its completely random, and the quality of the pack doesnt matter at all.






That is clearly untrue. This formula may not be exactly correct, but, if not, it's pretty close. Here's how you can determine the range of a buff from a given enhancement pack:


Average Enhancement = Location_Medical_Rating * ( 100 + WoundTreatmentSkill ) / 100 * PackPower

Minimum Enhancement = Average Enhancement * 0.5

Maximum Enhancement = Average Enhancement * 1.5


Therefore, if you're a master doctor with +25 BE clothing and a 110% droid, this is what you'd get using two different packs:


Power = 400


Average = 1.1 * ( 100 + 125 ) / 100 * 400 = 990

Range= 495 - 1485


Power = 800


Average = 1.1 * ( 100 + 125 ) / 100 * 800 = 1980

Range= 990 - 2970


As you can see, it is possible that you could get a better buff with the lower level pack. It is possible that you'll biff for 1400 with the poor pack and 1000 with the better pack. However, it is also very possible and, in fact, likely, that the better pack will buff for over 1500 points, which is a number you could never reach with the poorly made pack.




If you switch over to smugglers, however, it's really quite




High Quality Chemicals by Bulbados: Nova Emberlene, Tatooine (-3944, -5871)

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Want to know what it takes to be a doc? Read the FAQ:
http://www.iootnega.com/doctor/faq.asp
---------------------------------------------------------------------------------------------------------


mcglonec
Wed Jan 21, 2004 12:39 pm
#5

Sorry, got my post cut off...


If you switch over to smugglers, it's a very different story. In that case, it really doesn't matter what resources you use. Whether you use a very well crafted pack or a poorly made one, your slice is truly random. In the case of enhancements, it is random, but it is random around a point based on the power of the pack. The better the pack, the higher the range of your random results.






High Quality Chemicals by Bulbados: Nova Emberlene, Tatooine (-3944, -5871)

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Want to know what it takes to be a doc? Read the FAQ:
http://www.iootnega.com/doctor/faq.asp
---------------------------------------------------------------------------------------------------------


PaxRomana
Wed Jan 21, 2004 12:59 pm
#6

mcglonec,


Thanks for that formula.







Pax Romana, M.D.
Flynn_Nomad
Wed Jan 21, 2004 2:27 pm
#7

Well, I get baffled by the random results as well... I'm 2/1/1/2 Doc now.

I have 14+ tools and 40+ station, in a research center, which is supposed to yeild bonuses to experimentation.

I got like 3 crit fails out of 6 in like 60 seconds.

Some days I get no crit fails.

So some days things seem to work better, I don't get it.



--------------------------------------------
Kid, I've flown from one side of this galaxy to the other. I've
seen a lot of strange stuff, but I've never seen anything to make me
believe there's one all-powerful force controlling everything. There's
no mystical energy field that controls my destiny.
symmetry
Wed Jan 21, 2004 7:05 pm
#8

As a master doc on Lowca, I have to agree with the original post. I've been gathering the best resources that I've been able to get since I've mastered. I can now make 890+ buff packs but it's rather disheartening when you hit that one 950 buff and then 3.2k right after that. I think, but I'm not sure, that ANY doc would rather have some type of stability with their packs. I see people like Hanibal, one of the best buff pack manufacturers on our server, sell their 900+ buff packs for 150k per set sometimes. When you spend that much on a set of buffs, I would think that the customer would want to know that they're going to get what they've paid for. Now, imagine you're out buffing with those sets, and you hit 2.1k, 911, 1.4k, 2.1k, etc. The point he's trying to make is that we can go out, spend 100cpu on the absolute BEST resources available on the server, but there is a better than average chance that the doc next to you with 800+ buff packs has a good day and can outbuff you on average. Doesn't that make you a little concerned that even by using the best resources and putting everything you can into experimenting, it can come out good, or it can come out bad based on the roll of the dice.


Symmetry


Master Doc/Lowca <TORL>





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mcglonec
Thu Jan 22, 2004 1:04 am
#9






PaxRomana wrote:

mcglonec,


Thanks for that formula.








Psst... It's in the FAQ.




High Quality Chemicals by Bulbados: Nova Emberlene, Tatooine (-3944, -5871)

---------------------------------------------------------------------------------------------------------
Want to know what it takes to be a doc? Read the FAQ:
http://www.iootnega.com/doctor/faq.asp
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