Doctor Archive
Thread: WoundPacks Question
So if you choose wood, hides or bones as the organic component - you have chosen falsely, as those don't have no flavor, maybe even no PE (don't remember by heart). That means the value is 0 and your result (thus the base for further experimentation) will be far from "good".
So pay attention to the most important influence factors and choose accordingly.
Just to give everyone a heads up. Folks on the test server have also mentioend that our schematics have changed slightly. It looks lke most, if not all, schematics now only rely on two stats depending on the stat to be affected.
For charges they rely on 66% Overall Quality, 33% Unit Toughness
For effectivenss (how much it heals for) it's also 66% Overall Quality, but 33% Potential Energy
That should help to simplify things a lot.
Hello everyone,
I was wondering if certain materials create better WoundPacks? If so, what, if you don't mind telling =]
Thanks in advance!
Most definitely. Materials affect the quality of the medicine. There is no "right" answer for which resource to use, though, because the resources are continually shifting on a weekly (?) basis.
For all medicines, you want resources that have high Overall Quality (OQ).
For (A) medicines, you also want resources that have good Flavor and Potency (which I believe is a worthless stat since no resource has a "potency" category).
For (B) meds and higher, you want resources that have good Potential Energy (PE) and Toughness.
For general rule of thumb, look for good OQ first, then good PE second. If you get those two nailed down, then you will have much better medicines than using random resources.
Good Luck!
H.