Doctor Archive
Thread: getting 12 exprimentation points....
Lets say you have the apron and that gives +5 and uses the vest slot, same as a jacket. That leaves boots, pants, gloves, shirt and a hat.
So with only +1 tapes you can only get 5x +1 = +5 more for a total of +10 and hence one more exp point.
You are correct, as it stand now if you put two +1 tapes in the same item it will remain a +1 item. I believe there are plans to change this "feature" but I will believe it when I see it.
In order to get a two more exp point you need to average +3 on the other 5 clothing items. This is why +1 tapes sell for 100k but a +3 tape sells for 4 mil.
Marrow1 wrote:
In order to get a two more exp point you need to average +3 on the other 5 clothing items. This is why +1 tapes sell for 100k but a +3 tape sells for 4 mil.
Rugs wrote:
Or is it more of a (for lack of a better phrase) pissing contest to see who can honestly say they are one of the handful of Docs who can make the finest packs available?
YEP!
Rugs wrote:
Marrow1 wrote:
In order to get a two more exp point you need to average +3 on the other 5 clothing items. This is why +1 tapes sell for 100k but a +3 tape sells for 4 mil.
It's a business efficiencyquestion thatstill baffles me, so I have to ask. Getting 1 (one) extra experimentation point, up to 11, is not that expensive, maybe 1 mil or so right? How is it that getting that 12th experimentation point (costing 15 mil or more) is cost effective? What can you do with that one extra point that is so much better than you could do at 11? It seems like you would add maybe 2 charges to the pack (since you probably already experimented power all the way). It just seems like that is an investment that will take a looooong time to see a return on.
Or is it more of a (for lack of a better phrase) pissing contest to see who can honestly say they are one of the handful of Docs who can make the finest packs available?
Not flaming anyone, just curious.
Yes I did, good point. Backpack as well, which takes the same slot as bandolier.
So at best you can only have:
1. Arpon/jacket
2. Pants
3. shirt
4. shoes
5. gloves
6. hat
7. pack/bandolier
8. belt
The point is the same. Getting the first bonus exp is much cheaper than getting the second.
And no it is not cost effective to get the second point but then again if you have 50 mil in the bank what else are you going to spend you cash on? It is these kinds of players that drive up the cost of any rare item. I mean, it is not cost effective to pay mils for a banner either but people do. It is the quest which makes the game fun.
Also many guilds will chip in and buy the doc outfit so their doc can make the best buffs for raids.
The first med exp point is cost effective to get. A few mil for the apron and a few +1 tapes can be made back by using not so great resouces and still getting good stats. The second is not (at least for the short term).
Player A: makes buffs go to 800.
Player B: using skill tapes, makes buffs go to 801.
Customer A says to player A: your buffs suck. They're complete trash. Player-B makes buffs that are +1 better than yours. You totally suck. You aren't a real doctor.
THAT's why skill tapes sell for so much.
Okay, with a little less sarcasm now:
- You make sub-component with an extra +1 with your spare skill points
- Each sub-component gives you a +10, for a total of +5 on the assembly
- Each experimentation point increases from this base, in terms of percentages
- So, this gives each extra point in sub-components added weight, far more than the numbers appear.
It's the compounding affect. If I compound something high up the scale, it has a small affect. The lower down I can compound something, the larger affect it has on the system. If I can start at the beginning, this has a large affect on the system.
Now remember that each sub-component gets an additional +2 experimentation before the final assembly, and you will see that an item actually gets the benefit of +8 or more experimentation points, because each part is experimented upon seperately. That's a hugh advantage.