Doctor Archive

Thread: Master Chemists How high can you go?

DarthMaiden
Fri Jul 25, 2003 2:50 am
#1

I'm probably a little too proud of my stimpacks. Nevertheless, I constantly see people asking questions about Stimpack crafting and I thought I'd give some concrete numbers so that people would know what they are capable of.


These are the base heal values of Stimpacks I made today. Most were made with all 3 advanced components and all were made with very high quality resources.


Stimpack B - 354


Stimpack C - 527


Stimpack D - 736


Stimpack E - 977


(Also, Enhance Health D - 622 for 38 minutes)


These are not "normal" stimpacks. These are from dumping every point possible into effectiveness. All of these were Great Success only. None of these numbers were from an Amazing Success. The everyday C's that I use for myself in combat are 475's. I hotkey 1 Stimpack D that I use for waking up Incapacitated players, and ensuring that they get a full heal on red and green, and I hotkey 1 E for use on players pets. (I just leave the C's in my inventory and use the default macro.) I can actually get a full heal out of the C's half the time anyway, but I like to use those D's when there is no margin for error.


The basic Stimpack B that I'm going to start selling shortly will more than likely be 27 charges @ 304. (Only 2 advanced components needed for this performance.)


My personal best (single-stat) heal to-date is 2657 points (on my Commando Trooper).


Some of my resources are excellent, but I believe some of them are kinda suspect. I read a post here recently where someone said their inorganic had OQ=999. I don't know what that is, but I'd like to. I could probably do even better if I REALLY got serious about this. If you are making better stimpacks than this, I would love to compare notes with you. I'm especially having trouble with Enhance health, but I haven't spent too much time on them.


Prozak <SturmGrenadier> - Starsider Galaxy


Big_Ears
Fri Jul 25, 2003 7:32 am
#2

Hey,
I made master chemist last night, lasted long enough to make two rez kit, an enhance action D I couldn't use, and some stim b's. I think my results with those have typically been around 280-290 with 29 charges, great successes. I experiment a little with charges, since the extra few might be more appealing on the bazaar. I think my Dantooine berry quality is holding me back, though, at under 100 OQ. Bleh.

Enhance health D? The avian meat components that I looked at were pretty annoying for me. Are you having problems because the OQ? I may make a couple of those today, but the trouble of finding(not to mention harvesting in mass quantities) a good OQ avian meat will probably prevent me from making a lot of good enhance packs. I have a couple of questions for you, actually, if you don't mind answering. Here goes:

-Do you buy components? Most miner types that I talk to expect anywhere from 6-10 credits per resource. That's totally crazy for meds, imo; I sell Stim B's at around 6 cr/resource because people go through them fast. You could use ten charges just to get through a nasty situation. So I figure the profit will be in volume, not charging people "the going price".

-What are the effects of the advanced chemical mechanism? When I added the advanced suspension, even with a crappy berry component, the base heal jumped. When I added the advanced controller, the charges increased. I haven't yet decided if it's worth it to harvest the components for the advanced chemical mechanism, though, but the petro fuel isn't currently available to me, anyway.

-Do you know if advanced delivery shells have the same effect on wound healing/enhance packs as the liquid suspension does on stimpack heals? Again, finding the necessary iron in the galaxy is a bit of a pain. I haven't seen it yet. Also, people say that there's no point in using advanced components when identical factory ones are required. So I'm guessing that for enhance health D, an advanced solid delivery shell would be the key aspect.
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