Doctor Archive
Thread: Can someone please check my math?
I just updated the FAQ to show the mathematical formula behind using an enhancement pack (as I believe it to be). Can someone please check out the FAQ (link the my sig) and give me some feedback? The question I'd like you to look at is the last one in the FAQ, "Why are my enhancements so random?"
Thank you.
I believe there are some other factors in there that account for "Critical" Failures/Successes.
This is reflected in the fact that you can't have more than 25 on any item even if your components go over 25 (I used to be a tailor).
So the effective +treatment would be 25- if this is true anyway.
You must first have the skill revivePlayer, which comes with Master Wound Treatment. You must also have enough medicine use skill to use the resuscitation kit, which is usually in the 50's, which implies that you need Intermediate Doctor's Medicine Knowledge. Once you've got those, you'll be able to revive fallen players.
-----------------
Incorrect. You only need Novice Doctor to use a res kit, as they are in the low 50s, and as Novice Doctor you have, 55!
-----------------
Drag Incapacitated Platyer - Allows you to drag a fallen player to your location (from up to 20m away). A very useful skill.
-----------------
Incorrect, from up to 30m away.
-----------------
Skill Mod: Medical Experimentation - Increases the number of experimentation points you receive (+10 Medical Experimentation = 1 Experimentation Point) and reduces the chance of critical failures.
-----------------
Incorrect, it does not reduce the chances of crit failures, Medical Assembly does as you say right above that.
-----------------
((879 + 750)/2000)*0.66 + ((989)/1000)*0.33 = .53757 + .32637 = 86.4%
((879 + 956)/2000)*0.66 + ((989 + 912)/2000)*0.33 = .60555 + .313655 = 91.9%
((879 + 995)/2000)*0.66 + ((989)/1000)*0.33 = .61842 + .32367 = 94.2%
((879 + 899)/2000)*0.66 + ((989)/1000)*0.33 = .58647 + .32637 = 91.3%
-----------------
Look at those numbers a bit more closer next time you check them, they add up incorrectly.
-----------------
Avian Meat - Used in enhancement packs, which are always a popular item made by doctors.
-----------------
Don't forget to mention Action packs don't use this
-----------------
Lokian Wild Wheat - This used to make advanced biological effect controllers which are, in turn, used to make everything a doctor can make. Docs need tons of this.
-----------------
Grammar nazi time + other nitpick, This is used to..........used to make nearly everything........
-----------------
Dolovite Iron - Usually not as high in demand, but this is used to make medpacks and medpacks and enhancement packs.
-----------------
medpacks twice, easy fix
-----------------
You need be near a Personal Crafting Station or a new a Droid with a Food & Chem Crafting Module built into it (which counts as a personal station, even if it isn't your droid) in order for these schematics to appear
-----------------
drop a new, it makes no sense.
-----------------
Sun - A doctor is in the medical center and waiting to heal wounds there.
Moon - A patient is in the medical center and waiting for a doctor to heal them. (There are no registered medical staff there.)
No Icon - No one is in the medical center.
-----------------
Incorrect partially. A moon means no doctor is registered at the location. And no icon means it is impossible to register this location.
Ranged Stimpack E got fixed.
TwilightScout wrote:
Just as an aside I've been told before that the max bonus you can have to a skillmod is capped at +25.
This is reflected in the fact that you can't have more than 25 on any item even if your components go over 25 (I used to be a tailor).
So the effective +treatment would be 25- if this is true anyway.
This is incorrect. I have 4 articles of clothing with +15 Injury Treatment, +15 Wound Treatment on them. My orginal Injury Treatment is 75, and is 135 after the skillmods (as displayed in my skillmods list in the CTRL+S screen) and my Wound Treatment is +5/+65. So, there isn't a cap on it unless it's stealth.
Also, two articles also have +4 Melee Defense and +14 vs Stun on them making fora nice set of threads.
To clarify, I'm wearing all four pieces of clothing at once.
There may be a +25 cap per item, but I haven't noticed a cap on all mods from different clothing pieces.
So, at Master Medic, I should have a 160 Injury Treatment ![]()
Yes, that's what I thought, as well. The average numbers and maxiumum numbers appearcorrect, but I'm most concerned about the minimum. Is there an error in my math? Is the range from minimum to maximum not actually 50% lower or higher than the average? (Is it, perhaps 55%?)
At the very least, I think the values are pretty close, but I don't know that they're dead on.
Anyone else have any ideas?
------------------------------------
Incorrect. You only need Novice Doctor to use a res kit, as they are in the low 50s, and as Novice Doctor you have, 55!
-------------------------------------
Can someone verify that this is true??
Pinski, I appreciate the feedback. I'll make the appropriate changes to the FAQ.
Let me try to address a few of the issues that have been brought up here. First, let's talk about BE clothing.
Using passive/active biosensors (a BE tissue) in an item of clothing, you get bonuses to injury and wound treatment (both equally). However, even though you could have a number of items with these bonuses on at one time, your bonus would not increase beyond +25. The character screen would display that you have a large bonus (+50 or whatever it is), but the effective power of the enhancement would be only +25.
This is very difficult to test as the variability in wound treatment/enhancments is so large. However, I'm taking that information from some of the best BE's/Tailors that I know. I'll simply have to trust them unless someone can point out evidence that contradicts that information.
Second, as far as the resuscitation packs go, you might or might not need Medicine Knowledge 1 to use them. I'll update the FAQ to reflect that. As Novice Doctor, you have med use of 55, which is good enough to use most resuscitation kits, but I've seen some kits with med use requirements of about 57, which would require med use 1.
Your formula for the enhance packs worked successfully for my sample tests of and Enhance D and Enhance C as both a Master Doc and 4-4-4-4 Doc. I think there is a good case that it is correct. Also, based on some information provided to us by the developers, this is likely the same formula for Stimpack usage (with Injury Treatment of course).
The way it worked out for my tests (which were 25 Enhance Ds and 25 Enhance Cs for Master Doc and the same qtyfor 4-4-4-4 Doc), the Master Doc had a minimum of 106%, a maximum of 298% and an average of 195%. The 4-4-4-4 Doc (+75 wound treatment)had a minimum of 89%, a maximum of 259%, and an average of 180%.
I think its very likely you have it right on target.
-----------------
Incorrect. You only need Novice Doctor to use a res kit, as they are in the low 50s, and as Novice Doctor you have, 55!
-----------------
Updated to reflect that you may or may notrequire Medicine Knowledge 1 to revive fallen players, depending upon the kit being used.
-----------------
Incorrect, from up to 30m away.
-----------------
Fixed the typo.
-----------------
Incorrect, it does not reduce the chances of crit failures, Medical Assembly does as you say right above that.
-----------------
Do we really know that for sure? I was under the impression that higher medical experimentation levels would reduce the chance for a failure during experimentation. Of course, I have no way of testing this as every level of Organic Chemistry/Medicine Crafting includes equal bonuses to both Assembly and Experimentation.
It was my belief that Medical Assembly would aid in the actual assembly of the item (reducing critical failure in the assembly stage, causing all resources to be lost) while Medical Experimentation would reduce the number of failures when experimenting on the object (increasing your success through experimentation).
If you have evidence to prove otherwise, please let me know.
-----------------
Look at those numbers a bit more closer next time you check them, they add up incorrectly. ![]()
-----------------
This is fixed, but you could have told me where the errors were. As it turns out, the only errors I could find were typos in the ten-thousandths and hundred-thousandths positions of two of the numbers and ended up having no impact whatsoever on the final result.
-----------------
Don't forget to mention Action packs don't use this ![]()
-----------------
No change made. Avian Meat is used in Enhancement Packs. I also believe that the enhance action schematic is incorrect and should use Avian Meat to be in line with all of the other enhancement packs. Of course, if anyone really is interested, they can see the entire schematic laid out on the crafting page which indicated, clearly, that Action Enhancement packs do not require Avian Meat.
-----------------
Grammar nazi time + other nitpick, This is used to..........used to make nearly everything........
-----------------
Even though I can't remember the last time I made a stim A or woundpack A (which are the only finsihed products that don't require a BEC), I've made this change, as well.
-----------------
medpacks twice, easy fix
-----------------
Fixed the typo
-----------------
drop a new, it makes no sense.
-----------------
Fixed the typo
-----------------
Incorrect partially. A moon means no doctor is registered at the location. And no icon means it is impossible to register this location.
-----------------
I'll believe you on this one - I have never seen documentation on this and the meanings of the Sun/Moon/None icons was my best guess, really.
-----------------
Ranged Stimpack E got fixed.
-----------------
So what was the fix? Do they now take only 3 CRDM's? Or do they take 1? I'm not a CM so I don't have the schematic for this item.