Doctor Archive
Thread: What is Medicine Assembly exactly?
On my server someone is selling a Medicine Assembly +25 tape.
This is NOT Medicine experimentation btw.
So before I bid on this, can anyone tell me just what Medicine Assembly does? What good is it?
Thanks
hasthe part about more great success/less failuresbeen verified?
just when i thought i wasted 350k on a +3 med assembly tape, thinking it was med exp!
It's somewhat unknown what medicine assembly does.
I think everyone is in agreement that medicine assembly helps determine if you have a critical failure when assembling an item (resulting in a loss of all resources used).
What is unclear, however, is whether or not medicine assembly determines your success when experimenting on an item or if that is determined by medicine experimentation.
My guess is that it's only the first one and not the second.
- The very first phase, directly after you have filled the slots with resources and hit "Assembly".
Most of us remember the days we were poor medic novices, and how disturbing it was when suddenly a critical failure viped out our hard-found resources. Many doctors still don't recognize that this very first phase is still in action and influences the base result that can be further improved on by experimentation. Your medicine assembly skill influences that random outcome. - When experimenting, every "Run experiment" involves a medicine assembly, and your medicine assembly skill is highly involved in the outcome.
The outcome may be: Critical Failure, Failure, Moderate Success, Good Success, Great Success and Amazing Success (if I remember it right).
See that as seven different outcome events, each with a certain probability. Your improved medicine assembly skill will increase your success-outcome probability, and at the same time the probability for failure decreases. This is verified by most doctors, they don't experience failures at the same frequency as in their young days.
The medicine experimentation skill determines how many experiment "boxes" you can use when experimenting, a doctor without any skill tapes or whatsoever has 100 è 10 "boxes". Naturally this improve on the result, to get extra chances for success. But it makes nothing to your probability of success. On the contrary, what happens if the last try is a critical failure? S--t happens.
To make this even more complicated
, though not documented but stated by so many experienced players, the Malleability of a resource also weights on the outcome probability.
Medicine assembly skill points are capped at 125 (in reality at 120 since you cannot have 12½ experiment "boxes"). And as always, skill tapes do not stack with the same container, hence lower point skill tapes are in fact more or less worthless, imho. Especially with experimentation since you need 10 points to get one extra "box".
In summary: the medicine assembly skill modifiers increase the successful outcome probability (adjust the probability curve towards positive outcomes). The medicine experimentation skill modifiers give you more experiment "boxes" to use (maximum 12 "boxes").
You get NO better medicals.
What we do know for sure is that Assembly affects intial creation of the object, and that it's not unreasonable to assume that it affects experimentation too b/c that is, technically, still part of the assembly phase, you are still putting the thing together... experimentation is simply a measure of *how well* you put it together.
This is, anyways, how I see it.
The bolded part is not right. It is the experimentation modifier that affects that. Assembly is only factored at the assembly stage. If you don't believe me, start a human artisan/medic. You will get many failures when experimenting at low skill levels. You will notive fewer failures in experimenting on artisan items than medical items of similar complexity. The difference is due to the inate +15 artisan experimentation that humans get.
LucidRoid wrote:
As already said, the medicine assembly skill determines the likelihood for successful medicine assembly. Every medicine assembly involves a random outcome that can be influenced.
There are two parts in this assembly:
- The very first phase, directly after you have filled the slots with resources and hit "Assembly".
Most of us remember the days we were poor medic novices, and how disturbing it was when suddenly a critical failure viped out our hard-found resources. Many doctors still don't recognize that this very first phase is still in action and influences the base result that can be further improved on by experimentation. Your medicine assembly skill influences that random outcome.
- When experimenting, every "Run experiment" involves a medicine assembly, and your medicine assembly skill is highly involved in the outcome.
The outcome may be: Critical Failure, Failure, Moderate Success, Good Success, Great Success and Amazing Success (if I remember it right).
In summary: the medicine assembly skill modifiers increase the successful outcome probability (adjust the probability curve towards positive outcomes). The medicine experimentation skill modifiers give you more experiment "boxes" to use (maximum 12 "boxes").