Doctor Archive
Thread: Doc, for the 4'th time, this time i'm crafting and have a simple question
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wickedHangover
Fri Jul 16, 2004 5:41 am
#1
What would be ok versus incredible stats on things like an ABEC, and the other components needed for making advanced meds. I'm not looking to craft buff packs, yet, but have never ventured outside of making stim-a's, BEC and ABEC's before. I've read the FAQ's but didn't see anything about what kinds of stats I should shoot for. Any numbers would be appreciated.
Waraugh
Fri Jul 16, 2004 5:54 am
#2
I take ABEC's to power 13 then spend the rest on charges, try to get that around 19.The ACRM'sand ASDS's you want to try getting around 66. 55 -60's will work for the lower end 2200buff packs but your going to want around 66 to get 2400 packs.
wickedHangover
Fri Jul 16, 2004 6:36 am
#3
Thanks for the information, I'm crafting blind with the numbers I was looking at but these really help out a lot.
Malakah
Fri Jul 16, 2004 6:48 am
#4
Waraugh,
Is therea site/post that lists this kind of information? I'm using the SWG Doctor FAQ to pick resources, but I didn't see anything about where to spend points.
Waraugh
Fri Jul 16, 2004 9:07 am
#5
I havn't bein able to find a site with hard number like that either. Although everything is pretty straight forward except the ABEC's, I was pumping them to full power for awhile before I realized it didn't add much compared to exp. points spent on anything over 13and you can get 30 use packs if you exp. on charges beyond that. The only other good sites I use are iootnega and swgcraft, theirs some really good doc and cm FAQ's on iootnega and it also organizes current med resources it pulls off of swgcaft's website. Out of courtesy I try to visit swgcraft more often that iootnega's though since that is the site were most the information I use comes from.
Menoetius
Fri Jul 16, 2004 10:36 am
#6
Waraugh wrote:
I take ABEC's to power 13 then spend the rest on charges, try to get that around 19.The ACRM'sand ASDS's you want to try getting around 66. 55 -60's will work for the lower end 2200buff packs but your going to want around 66 to get 2400 packs.
A 66 ASDS only adds 6-12 more basis points to the overall pack over a 60 ASDS
The true power of the enhancement packs comes from the quality of the resources used in the finally combine. Plus it takes about an extra 70-80 base points in the enhancement pack to go from 2200 buff to 2400 buff and using 66 ASDS over 60 ASDS is not going to achieve that result.
Menoetius
Fri Jul 16, 2004 10:39 am
#7
Theorical maximums on components:
ABEC - 25 charges or 30 power (next to impossible to achieve both at the same time)
ACRDM - 75
ASDS - 75
ALS - 200
CRDM - 20
SDS - 20
ABEC/LS - dunno not made them in the longest time
Ledao
Fri Jul 16, 2004 10:59 am
#8
Menoetius has the numbers right for the subs. But don't worry too much about them... Most of your power -- in any product -- comes from the final combine.
Power from subcomponents always adds directly (i.e. at a 1:1 ratio) to the finished pack. Charges doesn't, but its pretty close nevertheless.
So, given that every experimentation point spent on an ABEC (which you should use for everything, all the time, IMO, even if you have to use crappy ones...) yields a gain of roughly 2 power or roughly 1.8 charges (I could be a bit off on that, but it should be close enough for the explanation to work...), whereas on an enhance D, for instance, every exp point yields 50-ish power or 1.5 charges. So, you're pretty much wasting experimentation points by using them on power for you ABEC, unless you've already maxed out charges. There's really no question that a 900p/32c pack is better than a 910p/24c pack...
For a more detailed (and complex) explanation of how all of this works, see this post:
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=32735
Also, Happymob has a post somewhere on this board with reasonably accurate formulae for determining your final results without actually making a pack.
Waraugh
Fri Jul 16, 2004 1:09 pm
#9
6 - 12 base power makes a big difference in the final experimented product from what I've made. And ofcourse the final resources matter, thats what gives you the box's to expirement in, with crap you'll be lucky to experiment 6 times total on affectiveness. Anyway they asked for hard numbers to go off of and I gave him the ones that work for me and explained why. I'm a doc and make my packs and yes with 66 sub's and good final resources I can make 2400 packs. But on another note since I obviously don't know how to make buff packs, yes the number you want to shoot for on the final product is 900+. 800 is about were I draw the line at notbeing a sellable pack.
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