Doctor Archive

Thread: What's the Deal with 12 point docs?

grampsX
Sat Feb 26, 2005 3:39 pm
#1

So, I jsut completed my Master Doctor ( ) and I was really excited about starting to get working on buffing people and whatnot, but I noticed something. Some people (generally in their signatures) have indicated that they are "12 Point" Doctors. I read up on this and found that it deals with experimentation, but how can I become a "12 Point Doctor" and what will be the benefit of doing so?

I've never really dealt with experimentation yet (I'm actually not sure how to...) but if someone could lead me in the right direction I would be much abliged.

Thank you.
SpicyChani
Sat Feb 26, 2005 4:21 pm
#2






grampsX wrote:
So, I jsut completed my Master Doctor ( ) and I was really excited about starting to get working on buffing people and whatnot, but I noticed something. Some people (generally in their signatures) have indicated that they are "12 Point" Doctors. I read up on this and found that it deals with experimentation, but how can I become a "12 Point Doctor" and what will be the benefit of doing so?

I've never really dealt with experimentation yet (I'm actually not sure how to...) but if someone could lead me in the right direction I would be much abliged.

Thank you.





10 point docs (master docs) get 10 points of experimentation when crafting. Normally, it takes all 10 points to max out one line. So, if crafting buffs, it takes all your points to max out buff effectiveness with no extra points to experiment on other stats (med use, charges).


By gaining +20 in medicine experimentation via SEA's, you can get extra points. Each 10 points gained gives you one experimentation point. All stats are capped at +25 from SEA's, so you only need +20 to get the extra 2 points to become a "12 point doc".


It is notneccessary at all. But it is very helpful. Once you max out your buff effectiveness, you have 2 points left over to either add a few charges or reduce the med use for non-master docs to use. You can make good/great meds without being a 12 pointer.


(FYI, this question was answered in the FAQ's stickied above)



My siggie got nerfed.

It was due for a change anyways
Legende
Sat Feb 26, 2005 5:55 pm
#3

Since it's already been explained I won't bother, but I will add this... if you plan on selling meds it's a good idea to get 12 point when/if you can... if you are a Doc for just yourself tho, it's a waste of a very large sum of credits. 20+ mil potentially, depends on your server and availability of the SEAs.



________________________________________________________
Legende Des'Krieges
Elder Twi'lek Doctor of Shadowfire
Master Doctor since 29 Aug 03 - 12pt Crafter

A tribute to CSR-TerryS || Best SEA ever!
Kryxal
Sat Feb 26, 2005 6:20 pm
#4

The 11th point is the really important one, it allows full power with lower med use.



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xrayallen
Sat Feb 26, 2005 8:07 pm
#5

Keep in mind though that 12 points does absolutly nothing for you on most sub components if the quality of your resources arent great. Those extra two points will help you tweak out the last bit of juic from your high quality resources. So it will help when crafting ABECs and other final products, but dont be shocked that you craft a low quility resource ietem to its max potential and end up with left over exp points.
ForceFat
Sat Feb 26, 2005 10:07 pm
#6

i would hasten to say that being a 12 point has another very nice benefit...

when crafting for uber meds with Janta or Enhanced liquids (looted stuff),

even a failed experientation can still max out effectiveness... this has happened

to me in mid experiment-phase, and the extra two points allows the power to go full still, and at least the jantas were wasted completely.. sure i didn't get all the charges I wanted, but at least the power is decent..and I don't loose the benefit (primarily) of the loot component..


Corvin
TarMangani
Sun Feb 27, 2005 4:17 pm
#7

Keep in mind this is simply if you're planning on trying to get into the crafting game. Crafting takes millions of credits if you're pursuing the 12 point phase. If you're out for buffing, it's much cheaper to buy...



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x_Damion_x
Mon Feb 28, 2005 12:01 am
#8

For every 10 experimentation you have, you get 1 experiment point. So Master Doctor's have a total of 100 experimentation which makes them 10 point doc because they would have 10 experiment points from that 100. So in order to become a 12 point crafter, you need an extra 20 more experimentation after Master. This can be achieved by getting Clothing Attachements with Medical Experimentation Bonus. *Note* You can buy Doctor crafitng apron's for 100k-300k which give 5 med exp bonus.



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Kevik
IvowoPawe
Mon Feb 28, 2005 5:09 pm
#9

what is SEA

Legende
Mon Feb 28, 2005 10:27 pm
#10


IvowoPawe wrote:
what is SEA



Skill Enhancment Attachment... like a Clothing Attachment or Armor Attachment with +[insert mod here]

EDIT: Meh, didn't see the post you made on it already, disregard...

Message Edited by Legende on 02-28-2005 08:32 PM



________________________________________________________
Legende Des'Krieges
Elder Twi'lek Doctor of Shadowfire
Master Doctor since 29 Aug 03 - 12pt Crafter

A tribute to CSR-TerryS || Best SEA ever!
VTmoon
Tue Mar 01, 2005 7:13 am
#11






xrayallen wrote:

Keep in mind though that 12 points does absolutly nothing for you on most sub components if the quality of your resources arent great. Those extra two points will help you tweak out the last bit of juic from your high quality resources. So it will help when crafting ABECs and other final products, but dont be shocked that you craft a low quility resource ietem to its max potential and end up with left over exp points.






yeah this was well said, other than ABECs all the extra 2 points do is add charges normally.




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Nema0879
Tue Mar 01, 2005 9:59 am
#12

Not much to add here that hasn't already been said except there are several public buffers and a couple of people with med shops on farstar that have never bothered getting their +2 suits ... and they were very successful ... while the +2 is very nice indeed, its certainly not like WS orChef where its almost necessary ...

And as a side note, with the best resources for subs Farstar has to date, I'm still able to max out asds, acrdm, and als within 10 points .... which means it only contributes to abec and final combine for the most part (apologies if thats already been said ....)




~~~The only place success comes before work is in the dictionary~~~
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