Doctor Archive

Thread: Can Skill Tapes Increase The Quality Of Crafted Meds ?

Emma_Foster
Sun May 22, 2005 4:34 pm
#1


I`m a little new to the world of forums, despite having played SWG for a long time as a Master Doc from Day 1, so forgive my ignorance if I muck this up. I`m not sure where else to turn to. So, here goes...


I have taken up 1 whole tree of Bio-Engineer in my Respec skill re-evaluation, so that I can continue to craft Meds and use up all the resources that I have collected in the pre-CU days.


When I`m stood in front of my crafting machine, I have the option to Experiment, which usually increases the quality of my Meds. I am informed that it is possible to gain an extra Experiment segment to boost the quality of the Meds even further. I have a Crafting Apron which gives me a +5 towards gaining this extra segment, but I understand that this number needs to be higher ?


Someone has suggested adding clothing skill-tape attachements, to boost the+5 up. I have heard of something called " a 12 point crafter ". Apparently, on the apron and the clothing beneath it, each can have a Skill-Tape dropped onto them, so that the collective numbers add up to a final figure that is high enough to reward the wearer with the ability to push the Experimentation further than would otherwise be possible.


I am also told that only 1 of these skill tapes can be added to one individual piece of clothing, so I am guessing that if the "Magic Number" is high, then I will either need lots of clothing capable of taking a Skill Tape, or just a few Skill Tapes with a high number?


1. Where do I loot / buy / quest such skill tapes ?

2. What is the magic number that I am aiming for ?

3. Is there anything that I should know about them ?


I am in the process of selling my unused Anti Decay Kit to raise the money for these skill tape things. I am also told that these Skill Tapes can be costly.



Kind Regards

Emma ( in game as Emmily, Talus ).


Message Edited by Emma_Foster on 05-22-2005 04:37 PM

MataHairy
Sun May 22, 2005 6:04 pm
#2

First of all, this question is probably more appropriate on the Bioengineering forums now, as crafting was removed from Doc in the CU.


Nevertheless, the answer to your question is you want a total of +20 in additional Medical Experimentation points to be a "12 point crafter". Essentially, the maximum experimentation you can get from a crafting profession is +100, which equals 10 experimental points. The max for any mods is +25. So consquently, +125 is the max Medical experimenation you can obtain. Only the first +120 is used in actual experimenatl points (a 12 point crafter), although there is evidence that +125 as well as Force Senistive skills slightly improves crafting results. There is also Medical Assembly points, but this only affects the initial assembly. If you plan on making schematics and arent concerned with occassional poor assemblies, dont worry about this. Its really only essential for someone crafting high end items by hand (for exampleJanta Blood).


If you already have an apron, that means you need an additional +15 points in Medical Experimenation. For most species, you will need to get the points in no more than7 pieces, corresponding to the number of clothing items you can wear - Hat, gloves, shirt, pants, boots, belt, and bandoleir. The crafting apron takes up the jacket slot. Some other species have less items to work with. If you are trying to make items that are wearable by multiple species, go with belt, Chef or Cook's Hat, and bandoleir, as I think they are usuable by all.


Note that in the past, only the highest mod from any skill tape actually stuck on the clothing item. That has been changed such that now ALL mods stick. You need to make sure you have enough slots in your clothing items to stick the mod you want.


Good luck.



Matta
Healer's Haven, Corellia (2120,4300)
Proprietor of Matta's Meds --- Ahazi's Finest Meds
One of the first Master Combat Medics, and the very last Medic Correspondent
Eskie
Mon May 23, 2005 1:21 am
#3

Everything what Matta said

In addition:

- You get 1 additional experimentation point for every 10 points of medical experimentation skill.
- You can have at most 12 points (= +120 medical experimentation skill total)
- You can only have 1 attachment of the same skill on a piece of clothing. Adding a +6 to the aprons +5 will result in an apron with +6, losing the original +5 from the apron. Likewise, dropping a +4 in the apron will take a socket, but still leave the apron at +5. So the highest mod is the valid one.
- If you ever plan on selling your suit - try to use the pieces Matta mentioned, minus the bandolier. Wearing a bandolier prevents you from wearing a backpack, and a lot of people need that extra 50 storage.



Eskona Runningstar
12pt Master Doctor - Master Riflewoman
Light Jedi Padawan
-ERI- medical supplies CLOSED

Left to explore new galaxies far, far away
after this galaxy had been enhanced far too much for her taste
Emma_Foster
Mon May 23, 2005 4:43 am
#4

Thank you both for taking the time and trouble to respond. Your input is greatly appreciated. I shall also check out the Bio-Engineering forum too.


Just to clarify regards this Crafting Apron ( +5 experimentation )... if I drop a single clothing attachment skill tape, of say... +2, onto of one of the empty Apron sockets, the Apron won`t then give me +7 ? The apron presently has no skill tapes and 4 empty sockets, but is bio-engineered from the pre-CU days to give +5on its own. I was thinking that I could boost this further and then make up the rest by adding further skill tapes to other clothing items.


Typically, what cost are Skill Tapes and where can they be found ?


Thank you for your continued patience.




Eskie
Mon May 23, 2005 4:54 am
#5



Emma_Foster wrote:

Thank you both for taking the time and trouble to respond. Your input is greatly appreciated. I shall also check out the Bio-Engineering forum too.

Just to clarify regards this Crafting Apron ( +5 experimentation )... if I drop a single clothing attachment skill tape, of say... +2, onto of one of the empty Apron sockets, the Apron won`t then give me +7 ? The apron presently has no skill tapes and 4 empty sockets, but is bio-engineered from the pre-CU days to give +5 on its own. I was thinking that I could boost this further and then make up the rest by adding further skill tapes to other clothing items.

Typically, what cost are Skill Tapes and where can they be found ?

Thank you for your continued patience.





Every piece of clothing can have every single skill mod only _one time_. So if your apron already has medical experimentation, and you put in another medical experimentation tape, the highest of the two will stick. It does not matter how the apron gained the first skill mod - if you have +5 and drop in +4, you still will have +5 and one socket less.
Pricing varies from server to server and currently is messed up due to CU and doc crafting changes, anyway. My guess would be somewhere from 200k to 500k per point of medical experimentation. Pre-CU those were going for 1 to 2 million per point, but since BEs usually are not rich prices are dropping.
Assembly is cheaper, but you dont really need it - it only influences the first assembly roll and has no effect on experimentation, and with critical failures removed for the first roll, I wouldnt pay too much for them.



Eskona Runningstar
12pt Master Doctor - Master Riflewoman
Light Jedi Padawan
-ERI- medical supplies CLOSED

Left to explore new galaxies far, far away
after this galaxy had been enhanced far too much for her taste
Emma_Foster
Mon May 23, 2005 5:09 am
#6

Brilliant. Thanks again !
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