Doctor Archive

Thread: Experiment points and how to use them?

homebreu
Fri Mar 26, 2004 4:45 am
#1

I am just starting to craft my own buff packs today, but have no idea what to do with experience points to get the most out of the resources I have, to get the best buff packs possible.


1.) I have 10 points to use, but when I experimented with an ABEC, it would only let me use 7 points. 3 in the charges line, and 4 in the power line. And it comes out to 9 charges and 13 power. Is this normal, or can I do something better somehow?


2.) Do I get 10 points to use for each sub component and the main product as well? Or do I have to save them throughout so I have enough at the end? I hope this made sense. Lol.


3.) What do I need to know to make this work for me, without wasting all of my resources trying to get the experimentation right trying to make good schematics?


Thank you for any and all help you may provide.



Zy...
"It's not how you pick your nose, It's where you put the booger"
Zarko_Fuji
Fri Mar 26, 2004 5:24 am
#2

always try to use advanced components it makes a HUGE different..



and yes you can have more than 10 exp points, the cap is at 12






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Agent001
Fri Mar 26, 2004 9:06 am
#3






homebreu wrote:

I am just starting to craft my own buff packs today, but have no idea what to do with experience points to get the most out of the resources I have, to get the best buff packs possible.


1.) I have 10 points to use, but when I experimented with an ABEC, it would only let me use 7 points. 3 in the charges line, and 4 in the power line. And it comes out to 9 charges and 13 power. Is this normal, or can I do something better somehow?


The problem here is your resource quality. If you had higher quality resources, you would be able to put more points into each line before it maxes out. My ABECS usually come out 20 charges, 12-15 power.


2.) Do I get 10 points to use for each sub component and the main product as well? Or do I have to save them throughout so I have enough at the end? I hope this made sense. Lol.


You get 10 experimentation points per crafting atempt. Your subcomponents do not affect how many points you have in the final combine.


3.) What do I need to know to make this work for me, without wasting all of my resources trying to get the experimentation right trying to make good schematics?


Thats kind of a vague question......


Crafting is all about the resource quality. If your resources suck, you wont get very much.


Thank you for any and all help you may provide.






Fizeau
Fri Mar 26, 2004 6:27 pm
#4

Ok.. How does one go about gaining 12 experiment points? I have 10 now, and would really love to have those next 2...



Thanks!





Melbob
Bria
Slugmo
Fri Mar 26, 2004 6:31 pm
#5

Ya need gear that adds to medical experimentation, like skill tapes, or crafting aprons. Each additional +10 you get equals one experimentation point. (capped at +120, or 12 points)

DarthXanthic
Sat Mar 27, 2004 5:10 am
#6

Going for a mil + per point on Bria
Rugs
Sat Mar 27, 2004 8:11 am
#7

What, and you don't have 20 million laying around? C'mon, doctors are all super rich from buffing people



Rugs Hiloitaca, MDoctor, MFencer
Tempest
"Quitters never win, winners never quit. But those who never win and never quit are idiots."
- www.despair.com/stup24x30pri.html
Rugs
Sat Mar 27, 2004 1:46 pm
#8






Slugmo wrote:

Ya need gear that adds to medical experimentation, like skill tapes, or crafting aprons. Each additional +10 you get equals one experimentation point. (capped at +120, or 12 points)






Bearing in mind that it is MUCH more expensive to accumulate +20 total in med experimentation skill tapes than it is to get, say, +25 for injury/wound treatment. 300-500K for every +1 or so seems to be the norm on my server.



Rugs Hiloitaca, MDoctor, MFencer
Tempest
"Quitters never win, winners never quit. But those who never win and never quit are idiots."
- www.despair.com/stup24x30pri.html
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