Doctor Archive

Thread: Ratio of State Pack sales

BraindG
Thu Jan 20, 2005 4:19 am
#1

Recently I have been mass producing all my meds, from state packs to buffs.. In an attempt to have enough stock, so that I do not have toworry about things for several months..


currently i have 1000 of each state packs running off.. So, I started thinking, perhaps i need to make some more.. Then, I was like.. well should i run of another 1000 of each? or only Dizzy state packs.. as these seem to be the most used out of all the state packs I my self use while out in the field.


So, my question is this.
(i never paid attention to this prior to this moment)
Which state packs sell the most?
To what (rough) ratio do they sell? (i.e. do dizzy packs sell at a ratio of 2:1 compared to Blindness)


ty.




00111010000011000011000110101111010011010110111000
001010000000100101100001IO011000001101110000110101
11010011000100010110011101001000001000001110110111
1110011110001101100101BraindG010101011011011101000
01101000110Master Doctor Master Swordsman 0100110001
10100010100001110000101111101110010010100000000111



gibsonSG
Thu Jan 20, 2005 5:03 am
#2

I hardly sell any statepacks compared to stims and woundpacks. I don't have a vendor, but from selling crates of stims and woundpacks on the bazaar every day, it's not worth sticking them on as they don't sell. I only seem to sell them to non-master docs I know, dizzy(50%) is roughly double the demand of intimidate(25-30%), and hardly any blind/stun packs.


If you have a doc vendor then you may find it a litle different than me selling bits and pieces on the bazaar, people going to a doc vendor will be looking for these items I guess.



Pembroke Castle <Dominus Nihil>
BraindG
Thu Jan 20, 2005 5:32 am
#3

yeah, been thinking i should just keep 1000 of the blind/stun in storage.

then perhaps making another 2000 of each intim/dizzy...


hopefully someone with a doc vendor will be able to give me a good indication




00111010000011000011000110101111010011010110111000
001010000000100101100001IO011000001101110000110101
11010011000100010110011101001000001000001110110111
1110011110001101100101BraindG010101011011011101000
01101000110Master Doctor Master Swordsman 0100110001
10100010100001110000101111101110010010100000000111



beyowulf
Thu Jan 20, 2005 7:19 am
#4


OK...just so you can weigh this input, I run three shops with an average daily sales volume of 500-700K at an average unit price of 1100 credits (no buff sales are included in this). I run a minimum four vendors in each of my shops: Woundpacks, States, Cures, and Stims. I stock all the schematics in the game, with the exception of the A-level woundpacks.


My overall sales breakdown is normally 35% Stims, 25% Woundpacks, 20% Statepacks, and 20% cures. On the States vendor I stock Rez Kits, Flame Suppression Blankets (hi and lo MU), and the four state packs. The sales of the state packs average (based on a years sales data in Merchant's Friend):


  • Intimidated 34%

  • Dizzy 33%

  • Stun 18%

  • Blind 15%

This mix reflects the fact that the player population is subjected to the Intimidated/Dizzy combination from both PvP and PvE. When I initially open a store I make a run of 1K of each state pack, then the refreshes of the store are usually 1K of Intimidated and Dizzy along with 500 units of Stun and Blind.



Beyowulf Shaefferr -Master Doctor/Commando-in-Training
Member of Riverlands Guild and Resident of Riverlands, Corellia
Co-Founder of Definitive, Inc.
beyowulf
Thu Jan 20, 2005 7:22 am
#5

It occurred to me after my last post that I could provide a statistical analysis of a year's worth of sales data to everyone that would break out stocking and sales trends. Granted, it would reflect the Tempest galaxy, but I believe the med consumption/sales figures could be generalized fairly well. If anyone is interested in this data, I'll put it together for review.



Beyowulf Shaefferr -Master Doctor/Commando-in-Training
Member of Riverlands Guild and Resident of Riverlands, Corellia
Co-Founder of Definitive, Inc.
UTech
Thu Jan 20, 2005 8:04 am
#6






beyowulf wrote:


This mix reflects the fact that the player population is subjected to the Intimidated/Dizzy combination from both PvP and PvE.




Intimidate and Dizzy are the ones people worry about the most.. Intimidate cutting your damage output in half, and Dizzy leaving you vulnerable to knockdown. Most I think (myself included) just fight right through blind and stunmost of the time, the reductions in combat efficiency aren't as visible in the combat channel (out of sight out of mind). There are some mobs that inflict dizzy without taking advantage of it, like squills that don't KD -- but when hunting rancors, or in PvP, getting rid of dizzycan bepriority #1.


Even then, I wonder if healing intimidate isn't a pride thinghalf of the time LOL... nobody wantssomeone to see them hitting 400-500 with /unarmedspin2 when they could hit for 900-1100 unintimidated, ortaking longer than their friends to killan equivalentmob -- most PvE fights do not rely on my being unintimidated for me to win, it's just quicker if I'm not.


Da'Sani, TKM/MD



The SWG Forums. You will never find a more wretched hive of
catassery and buttmonkeyism. We must be cautious.

Page 1 of 1
Previous Next