Doctor Archive
Thread: Rez pack stats
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Nornerator
Tue Nov 30, 2004 9:06 am
#1
Well I know to get as many Charges as possible, but what should the Med Use on these be? Using HQ components and resources, mine is about 52, should I experment it down to 38 or just down to 50?
Happymob
Tue Nov 30, 2004 9:13 am
#2
I believe that novice doctors have 55 medical use, so anything below that is fine since there is no way to use a revive pack without at least 0400 doctor.
Marrow1
Tue Nov 30, 2004 10:34 am
#3
One thing I try to look for before I make a full run of rez packs is to try to get one that has high mind healing. The odd thing is that even with exactly the same resouces I have found that the stats on the rez pack as far as the healing goes can vary.So I make a few until I hit on with a high mind heal and then make the schem. You can not exp on this attribute but there seems to be some randomness to where it puts the healing.
Sgurr
Tue Nov 30, 2004 11:16 am
#4
Happymob wrote:I believe that novice doctors have 55 medical use, so anything below that is fine since there is no way to use a revive pack without at least 0400 doctor.
In other words... since you need Doc x4xx to even be able to use a Ress Kit, there is no need (even useless) to experiment ease of use below 55 (since that is the MU you have if you have Doc 0400).
But if you have experimentation points to spare after experimenting on charges, sure, go ahead
TheRockStar
Tue Nov 30, 2004 12:54 pm
#5
I aim for 30 charges on my rez packs, the other stats matter little...
Obata
Tue Nov 30, 2004 10:45 pm
#6
Sgurr wrote:
Happymob wrote:
I believe that novice doctors have 55 medical use, so anything below that is fine since there is no way to use a revive pack without at least 0400 doctor.
In other words... since you need Doc x4xx to even be able to use a Ress Kit, there is no need (even useless) to experiment ease of use below 55 (since that is the MU you have if you have Doc 0400).
But if you have experimentation points to spare after experimenting on charges, sure, go ahead
Except that every time you experiment increase the complexity, and therefore the factory runtime.
Nimhnoid
Wed Dec 01, 2004 1:02 am
#7
Sgurr wrote:
Happymob wrote:
I believe that novice doctors have 55 medical use, so anything below that is fine since there is no way to use a revive pack without at least 0400 doctor.
In other words... since you need Doc x4xx to even be able to use a Ress Kit, there is no need (even useless) to experiment ease of use below 55 (since that is the MU you have if you have Doc 0400).
But if you have experimentation points to spare after experimenting on charges, sure, go ahead
That post says it all.
In reguards to the above post about the Mind healing. I believe the stats on the res packs change every time you log in and out, just like the PSG stats change. So I dont think that makes a difference.
Ledao
Wed Dec 01, 2004 1:28 am
#8
Nimhnoid wrote:
Sgurr wrote:
Happymob wrote:
I believe that novice doctors have 55 medical use, so anything below that is fine since there is no way to use a revive pack without at least 0400 doctor.
In other words... since you need Doc x4xx to even be able to use a Ress Kit, there is no need (even useless) to experiment ease of use below 55 (since that is the MU you have if you have Doc 0400).
But if you have experimentation points to spare after experimenting on charges, sure, go ahead
That post says it all.
In reguards to the above post about the Mind healing. I believe the stats on the res packs change every time you log in and out, just like the PSG stats change. So I dont think that makes a difference.
They also change every time you pull one out of a crate, or cut a smaller crate off of a bigger one, and so forth.
Sad, but true...
Sgurr
Wed Dec 01, 2004 7:12 am
#9
Obata wrote:
Sgurr wrote:
Happymob wrote:I believe that novice doctors have 55 medical use, so anything below that is fine since there is no way to use a revive pack without at least 0400 doctor.
In other words... since you need Doc x4xx to even be able to use a Ress Kit, there is no need (even useless) to experiment ease of use below 55 (since that is the MU you have if you have Doc 0400).
But if you have experimentation points to spare after experimenting on charges, sure, go ahead
Except that every time you experiment increase the complexity, and therefore the factory runtime.
This is a good point indeed! It also points to the fact that more points to spend is not always a good thing.
Signed,
10-point Doc
(*) Yes yes... I'd prefer 12 points, but I never seem to be able to graduate beyond my Docs' Apron... so much fun to do, so little time to spend the cash on CAs
Zaax
Thu Dec 02, 2004 2:34 am
#10
Ledao wrote:
Nimhnoid wrote:
That post says it all.
In reguards to the above post about the Mind healing. I believe the stats on the res packs change every time you log in and out, just like the PSG stats change. So I dont think that makes a difference.
They also change every time you pull one out of a crate, or cut a smaller crate off of a bigger one, and so forth.
Sad, but true...
i never actually looked to see this. i cant belive this is true. i mean i believe it, but i dont , know what i mean? ill look next time. how stupid can things get....
TheRockStar
Thu Dec 02, 2004 7:05 am
#11
I assume everyone knows that when you pull stuff out of a crate, the name of the item creator changes to your name?
nerf_you
Thu Dec 02, 2004 7:08 am
#12
^ I think that is fixed now. Last night I restocked some buffs and was pulling travel packs out of crates, and the name of the original item creator remained.
Ledao
Thu Dec 02, 2004 12:11 pm
#13
TheRockStar wrote:
I assume everyone knows that when you pull stuff out of a crate, the name of the item creator changes to your name?
Yeah, they actually fixed that.
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