Doctor Archive
Thread: Anyone know the Formula for Enhances?
I usually go by this formula, it seems almost right, give or take.
Base * 1.5 (the highest variance) * 1.1 (If you are using a Droid with a 110 med. chip) * 2.25 (2.25 = +25 to injury treatment, so I've got 125 in total) = 3.7125. I think there may be a few overheads in this, because the max I ever hit on my buffs is a total of 3.575.
For example, I have a 915 action buff. The max I've hit on it so far is 3269. So, the base was multiplied by 3.5727. I think that is the max you will hit, due to some errors in my first formula.
So, the formula I gave you is probably the max you would ever see on that pack, if there were no inefficiencies in buffing. Otherwise, use around 3.575 to find the maximum you will most likely buff for, due to some inefficiency that we can't see.
So..Viaox, you're a Doctor again
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heh again? i have been doc for a while on my second acct Syphix........only reason i got to caring about this is because i had some packs that were.......prolly around 830 avg.....not the best i know, but its what i use for everyone else
lol.......couple days ago i buffed 4 people, full buffs........+25 clothing with a 110 droid.........23 of 24 buffs were under 1500.......i almost flipped. I didnt buff anyone including myself for 3 days. Im a math guy so it got me wonderin heh. Thanks for the help.
**Viaox & Syphix**
I am never on this forum so it might have been brought up before, actually im almost sure it has......just wonderin if anyone can clue me in on a mathematical equation with enhance pack base, and wound treatment in it.
**Viaox & Syphix**
I am going to disagree. I buffed 20 people in cantina. I buffed 20 people with 110 meddroid. I keep very close tabs on the averages of new packs.
The droid adds 10% to the averages. I would like others to do the same experiment.
And I'm glad you didn't say clothes don't help. They do too.
Blue-Quick
Enhanced clothes are capped at +25. If you are wearing multiple clothes that add up to, say +60, it WILL show on your skill mods list, BUT it is capped at +25 regardless.
You are right about the huge variability though. I buff all my guild and people that live in our city, and I can get a 1100 to a 3300 buff using the exact same pack. As a matter of fact tonight, while buffing 5 different people, the most consistant buffs were my strength pack and were hitting for 2500-2700 and the base value was 757 or something. By the same token I used my nice action on these same people, that has a base value of 887, and I got from 1200 to 3000 with wild swings all over.
Before I got my wound enhnacement clothes - I CONSISTENTLY got minimum 110% and Max 330% of base as a Master Doc, using a 110 droid. I've never had a buff below Base*location multiplier, unless high BF (or in a cantina and your droid unknowingly needs another battery). So it appears that the variation is a multiplier of 1 to 3.
My guess is, without wound treatment clothes:
Buff strength = Variation multiplier * Wound treatment skill * Location modifier (droid, cantina, etc), I'm still wondering, though,where the wound treatment clothes are added into the multiplier. Can anyone with med use 90 report their ranges with and without wound treatment clothes?
If wound treatment clothes modifications are added in AFTER the multiplier, the max expected would be 355% (which is pretty darn close to the above 357%). If its added into the multiuplier, the max would be 405%. I've never seen anything in the 400% range, personally.