Doctor Archive

Thread: Crafting question(s)

Slayermat2
Sat Jan 29, 2005 6:02 am
#1

Hi all!


This is my first time posting to the Doc forums but plan to be around here often now and hope to contribute in some small way.


As for my question. I have been a master Doc for well over a year now. I gave up crafting (for both sale and personal use) close to a year ago though. I was just a standard 10pt doc at the time. In the past few months, I have been itching to start crafting again. So, I have taken the plunge and got my 12pts of experimentation. I am also close to the max for assembly as well.


Yesterday, I started crafting. I enjoyed seeing the new interface enhancements as well as the two bonus experimentation points. One of the things I am making a few factory runs of are the standard (non advanced) Chemical Release Duration Mechanisms. I also have a few left over crates of these from my early 10pt days. By comparing the old (10pt) to the new (12pt), I was surprised to see that my old 10pt CRDM’s were better than the 12pt.


First thing that comes to mind for this is, the quality of the resources of course. However, I may not remember the exact resource I used a year or so ago on the old batch but I do know that they would fall into the same range as what I am using now. I am a stickler for what I use as I am sure many of us are. What I did notice though, is that I got very few amazing results as compared to what I remember getting the last time I was crafting. So, my guess is that is the reason. Even though I was only at 10pts in the past, the number of amazings I was getting allowed me to make better than a 12ptr that did not get as many.


Is this something that others have seen as well that have had that long of crafting experience? From what I have read in guild chat over the past many months would indicate this is not just a Doc crafting thing but is represented in all crafting fields. I am not complaining, just looking for an answer. Maybe there is something I am overlooking that someone here could help me out with.


One more question. My 12pts comes from the Doc apron as well as a +15 tape in another article of clothing. My +13 assembly mod is on a cloak. So, I cannot wear both the apron and cloak at the same time. Understandable as they take the same clothing slot. I have found though, that I cannot switch between the cloak and apron during the crafting process and have the extra points be added in.


Example….I start to craft wearing the cloak for the assembly bonus. After assembly is complete, I switch to the apron so I can have the full 12pt experimentation bonus. However, this does not work. When I go to experiment, it only shows the base 10pts. Again, no real complaint. It just means I need to find +5 more in tapes so I can drop the apron altogether. I am just wondering if this issue has been brought up and if it may be something the devs are looking at.


Obviously your bonus (for both assembly and experimentation) are calculated at the start of the crafting process. It would be nice if they did this separate (at each step)though.That way we you could switch clothing like I was trying and get the full bonus.


Thanks all.
beyowulf
Sat Jan 29, 2005 4:00 pm
#2


Two things:


  1. Twelve point mastery only benefits items with multiple lines of experimentation. So the only component that benefits from it is the ABEC. Final products, such as Stims or Buff packs benefit from you being able to either add charges or reduce med use requirements.

  2. At least to my knowledge, you can't change out your clothing mid-process.



Beyowulf Shaefferr -Master Doctor/Commando-in-Training
Member of Riverlands Guild and Resident of Riverlands, Corellia
Co-Founder of Definitive, Inc.
Obata
Sat Jan 29, 2005 4:31 pm
#3






Slayermat2 wrote:

Hi all!


This is my first time posting to the Doc forums but plan to be around here often now and hope to contribute in some small way.


Yesterday, I started crafting. I enjoyed seeing the new interface enhancements as well as the two bonus experimentation points. One of the things I am making a few factory runs of are the standard (non advanced) Chemical Release Duration Mechanisms. I also have a few left over crates of these from my early 10pt days. By comparing the old (10pt) to the new (12pt), I was surprised to see that my old 10pt CRDM’s were better than the 12pt.


First thing that comes to mind for this is, the quality of the resources of course. However, I may not remember the exact resource I used a year or so ago on the old batch but I do know that they would fall into the same range as what I am using now. I am a stickler for what I use as I am sure many of us are. What I did notice though, is that I got very few amazing results as compared to what I remember getting the last time I was crafting. So, my guess is that is the reason. Even though I was only at 10pts in the past, the number of amazings I was getting allowed me to make better than a 12ptr that did not get as many.


It's your resources. The extra 2 experimentation points won't do anything for you when crafting CRDMs, and neither would getting more amazing successes. There is a hard max to the stats (in this case power) that you can hit with your resources. 10 points with great successes will hit the max for one line. You must have used better resources in the old batch.


Is this something that others have seen as well that have had that long of crafting experience? From what I have read in guild chat over the past many months would indicate this is not just a Doc crafting thing but is represented in all crafting fields. I am not complaining, just looking for an answer. Maybe there is something I am overlooking that someone here could help me out with.


What I wrote above applies to all crafting.


One more question. My 12pts comes from the Doc apron as well as a +15 tape in another article of clothing. My +13 assembly mod is on a cloak. So, I cannot wear both the apron and cloak at the same time. Understandable as they take the same clothing slot. I have found though, that I cannot switch between the cloak and apron during the crafting process and have the extra points be added in.


Example….I start to craft wearing the cloak for the assembly bonus. After assembly is complete, I switch to the apron so I can have the full 12pt experimentation bonus. However, this does not work. When I go to experiment, it only shows the base 10pts. Again, no real complaint. It just means I need to find +5 more in tapes so I can drop the apron altogether. I am just wondering if this issue has been brought up and if it may be something the devs are looking at.

You should have had 11 points because of your +15. I wouldn't expect to see this change.











Obata Lightingflier (Deceased): Master Doctor, Master Combat Medic - Wanderhome
Opos Odet (Deceased): Master Artisan, Master Merchant, Master Musician - Wanderhome
Visnja
Sat Jan 29, 2005 4:46 pm
#4

First of all, Obata ... the apron alreadyhas +5 med exp.on it, in addition to the clothing he's wearing with the +15 med exp... thus givinghim+20 med exp. or making him a 12 pt. doc.


Second ... Slayermat2 .. if you drop any skill tapes in the apron, they will disappear as if you never had any or put any in. You would have to add them to a shirt or pants, or boots/shoes, or gloves/hat. Just make sure they have sockets, obviously.


Also, I have yet to hear anything about changing clothing in mid-assembly/experimention. I, myself have not tried it as I am not a 12 pt. doc and haven't even thought about it.


If you want more amazings, try using bespin port just before experimenting. I've have had only one failed experiment since I got my apron and been using it, which is going on 8 months now.



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Obata
Sat Jan 29, 2005 4:53 pm
#5






Visnja wrote:

First of all, Obata ... the apron alreadyhas +5 med exp.on it, in addition to the clothing he's wearing with the +15 med exp... thus givinghim+20 med exp. or making him a 12 pt. doc.






He wasn't wearing the apron though. Therefore he had on only +15, and should have had 11 points, not 10 or 12.



Obata Lightingflier (Deceased): Master Doctor, Master Combat Medic - Wanderhome
Opos Odet (Deceased): Master Artisan, Master Merchant, Master Musician - Wanderhome
Visnja
Sat Jan 29, 2005 4:59 pm
#6

Right .. if he isn't wearing the apron.



I don't even worry about the med assembly, so .. I'd stick with the apron



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Slayermat2
Sat Jan 29, 2005 5:35 pm
#7

Thanks for the replies everyone. It is much appreciated.


As for my first question regarding the old batch of CRDM’s vs. the new. Even though I said the resources were close to being the same, I obviously could be wrong about that as it was a year ago and I have no written record of what I had used. So, I can live with that. However, it did make me remember that I always wanted to keep a written record back then and I will do so now. I think it would just be nice to be able to “crunch the numbers” down the road a bit and see what kind of trends I can come up with.


The second issue, is a bit different though. First, a list of what clothing I have..


Chef hat. BE’d at +25 for both wound healing and speed of wound healing.

Has three sockets. One of which holds my +15 experimentation tape.


Doc apron. +5 med assembly / +5 med experimentation


Looted cloak +13 med assembly


Recap of what I did. Equipped chef hat and cloak. Started to craft and after assembly was done, removed cloak and put apron on. Clicked the experiment option. Once the experiment window came up, I saw only 10pts available, not 11. Obata is right though. I should have had 11 as the chef hat with my +15 was on the full time.


No big deal though. As I said, I know I just need to get +5 more in experimentation tapes and then I can drop the apron altogether and notneed to worry about it anymore. Should be easy enough to do as I have the shirt, pants, glove, boots and bandolier slots all open to add thetape(s) along with the +7 assembly one that may be on my way.


Thanks again.
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