Doctor Archive
Thread: Questions from a New Doc
1) Experimentation... well this is the key to making good meds. If you want to get the best results you should spend 1 point at the time for each experimentation run, this ofcourse increase the chanse to get failures on your product throughout the process, but if your willing to put down the work to make a good schematic by retrying untill you get all great success and maybe a few amazing success results this is the best way.
There are other factors that affects experimentation like the quality of your crafting tool, the quality of your crafting station, beeing in a city with the "Research Center" speciality, having medical assembly/experimentation clothing etc, etc....
2) Well... I can only speak for myself here and the resources i have available.
ABEC's : I always focus on experimenting charges here, mine are currently 13/21 (13 power, 21 charges)
SDS: mine are currently 72.... i would say getting them above 65 should be a goal at least ![]()
ALS: mine are currently 173... 170+ is decent i think and im just hoping to get some better dant berries one day to make some really good ones
ACRDM: these are a pain because of the herbivore meat... but anything above 60 i would say is pretty good.
First of all, spending your experimentation points is up to you. If you spend them in small blocks (I generally do 2 at a time), you're going to come up with good, but maybe not spectacular items quite often. The superb items and the ruined item will be more rare. If you spend all of them at once, you're really going for an "all or nothing" approach. You might get a great success and have a superb item. Then again, you increase the risk of having a failure and, in essence, ruining whatever it is you were building.
One other thing to keep in mind is that experimenting on items raises their complexity. The higher the final complexity, the longer it takes to fabricate the item. This isn't a big deal for single items, likea single Stim B, but it can be a big deal if you're talking about a schematic for a BEC that you're going to make 1000 of in your factory.
As far as subcomponent power goes- it can vary from server to server. For a long time on Flurry, Dantooine berries were so bad that no one could get an advanced LS above 134 power.
If you were to compare that with another server, that might have been horrible quality (and probably was).
However, when you're crafting subcomponents, you always know how your subcomponents compare to all others out there. When you experiment, you see a percentage number for whatever it is your experimenting on. If that number were to reach 100%, you would have made, in essence, a perfect subcomponent in regards to that attribute. For example, a LS with 100% in Experimental Effectiveness would be a perfect LS - no one could ever make one better. A LS with 75% Experimental Effectiveness would be good, but there would be room for improvement. How high you can get that value to be, however, is going to be dependent upon your skill as a doc and resource hound and what resources are available on your galaxy.
And this:
mcglonec wrote:
One other thing to keep in mind is that experimenting on items raises their complexity. The higher the final complexity, the longer it takes to fabricate the item. This isn't a big deal for single items, likea single Stim B, but it can be a big deal if you're talking about a schematic for a BEC that you're going to make 1000 of in your factory.
was definatley something I did not know, ( actually both posts contained large amounts of info I was unaware of) but thank you both again, I will definately have to put a little work into what works best for me.
again, anyone else, please share, you're not only helping me out, but any other doc's who happen to read this. ![]()
PostingAsIntended wrote:
I always experiment 1 point at a time. Always in Power (effectiveness). Never in charges. Always use adv components, never the basic ones.
mcglonec wrote:
PostingAsIntended wrote:
I always experiment 1 point at a time. Always in Power (effectiveness). Never in charges. Always use adv components, never the basic ones.
I disagree - I think that people that do this are generally naive. Look through the FAQ - if you still feel that you have reason to ALWAYS follow these rules, more power to you. I just don't see it.
I acutally am wondering about the 1 point at a time as a well. When I started doc early in the week, first thing I did was grind out organic IV. THen, in preparation for mastering, I began doing factory runs of the advanved components so when I hit master, I would be able to get right into crafting better stims and buffpacks.
Here are the stats of 3 advanced components I did early this week. Spent as many exp points as I could at once to get these results
ASDS - 66 Power
ALS - 159 Power
ABEC - 15/15
Now, using the EXACT same resources I used to craft the above 3, I made these 3 this afternoon
ASDS - 66 Power
ALS - 158 Power
ABEC - 15/15
So 2 items, no change, and the ALS was one point worse the 2nd time around.
Evening fellow Doctors. just some insight that was left out.
1.) Do not gamble and go for all of your points in one shot. the fail rate is higher(as was stated), but also you will never get to apprecaite the very rare Amazing success. I personally do 3 blocks at a time. 1 block will work, and granted, your chances of getting an amazing success has better odds, but so do your critical failures. This is truely something you need to play around with, and feel out which you are most comfortable with.
2.) In regards to quality of the components, again, as it was stated, it will very from server to server. But one piece of info I would like to give. your ABECs, you want to max the charges out, not the power. I have acutally took the time and tried out 2 types of ABECs. stats were 23/13 charges/power, and 12/24 charges/power. I used them in one of the most demanded item i believe on any server, Stimpack Bs. Using the 12/24 gave me a final product of 35 charges, at 454 base heal. That was with all great success. In using the 23/13 the finished result was 42 charges at 444 base heal. Which seamed to please my clientel much more. I think took it a step up, and tried it on boost packs. same there. using the 12/24 i came up with enhance health D at 23 charges, base boost of 812, duration of 12300. when changing the ABECs to the 23/13 I ended up with the enhance health Ds at 31 charges, base boost of 799, duration of 12300. As you can see, very little difference. Im willing to sacrifice 10 to 12 point difference in the effectiveness, if i can get 6 to8 extra charges.
Hope that helps.
I always experiment 1 point at a time. Always in Power (effectiveness). Never in charges. Always use adv components, never the basic ones.
my best liquid suspension was like 110 power. best bio was like 27/17. best chem release 67. best solid delivery hmmm.. maybe that was the 67... I forget exactly.
Best buff made: 927 Power 12k+ duration 98 med use.
Best buff applied: 3600 on the nose.