Doctor Archive

Thread: question about medical assembly

jassi007
Thu Nov 25, 2004 1:16 am
#1

Does it work like experimentation that +10 is required to see an increase? Or is it different? I have an apron, and got a +1 med assembly CA pretty cheap (20k), so I'm curious if I'm getting any bonus from this yet or not.



Jassi Cowin
Master Doctor/ Master Swordsman
Officially Klaws biznitch.
"I don't do hawtpants"
Rere
Thu Nov 25, 2004 1:23 am
#2


Actually, the max for any skill mod in formof skill tapes and BE clothing is +25. So to answer your question, yes, every little bit in med assembly will somehow help you.


And the reason why for experimentation, we say it's capped at +20 it's because you must have +10to get an extra point. So if you get to +25 won't make any difference.





Nothing worth doing is completed in our lifetime,
Therefore, we are saved by hope.
Nothing true or beautiful or good makes complete sense in any immediate context of history;
Therefore, we are saved by faith.
Nothing we do, however virtuous, can be accomplished alone.
Therefore, we are saved by love.
No virtuous act is quite a virtuous from the standpoint of our friend or foe as from our own;
Therefore, we are saved by the final form of love which is forgiveness.

~ Reinhold Niebuhr

jassi007
Thu Nov 25, 2004 1:26 am
#3

Right, I got that. All skill enhancements cap at +25 regardless of how much you have, and expermentation only 10 and 20 matter, because thats when you get extra points.


I guess what I'm saying is, what does 1 point in assembly do? Does it give me a better percent chance to get a better success on combine? If that is what it does, how much % per point?



Jassi Cowin
Master Doctor/ Master Swordsman
Officially Klaws biznitch.
"I don't do hawtpants"
Rere
Thu Nov 25, 2004 1:30 am
#4







jassi007 wrote:

I guess what I'm saying is, what does 1 point in assembly do? Does it give me a better percent chance to get a better success on combine? If that is what it does, how much % per point?



Unfortunately no one knows for sure the answer to that.And as far as I know, no onehave figure it outexactly how assembly mods effects crafting.

Message Edited by Rere on 11-24-2004 12:32 PM



Nothing worth doing is completed in our lifetime,
Therefore, we are saved by hope.
Nothing true or beautiful or good makes complete sense in any immediate context of history;
Therefore, we are saved by faith.
Nothing we do, however virtuous, can be accomplished alone.
Therefore, we are saved by love.
No virtuous act is quite a virtuous from the standpoint of our friend or foe as from our own;
Therefore, we are saved by the final form of love which is forgiveness.

~ Reinhold Niebuhr

jassi007
Fri Nov 26, 2004 5:00 am
#5

wow, I'm kinda shocked. Well, thank you for answering my question. I'm just going to assume that every point helps and go from there.



Jassi Cowin
Master Doctor/ Master Swordsman
Officially Klaws biznitch.
"I don't do hawtpants"
Sgurr
Fri Nov 26, 2004 5:12 am
#6

There is a brilliant thread over at SWG Craft Forums on the subject. Head over there and you'll find at least some insightful gleanings on how medical assembly works.



~
REULL SGURRPadawan
KHER SGURREngineer
AARTAN RIDGE, TATOOINE Power Store @ 2545 5388 (All power 2 CPU)
jassi007
Fri Nov 26, 2004 10:55 am
#7

wow, that thread made my head hurt.......I think I'm gonna stick with, get 'em and hope they work. Although, that thread did seem to indicate that for higher complexity items, the more assembly skill the less likely to get a result lower than great success. It doesn't seem to be any conclusive proof, but I'll go with that.



Jassi Cowin
Master Doctor/ Master Swordsman
Officially Klaws biznitch.
"I don't do hawtpants"
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