Doctor Archive
Thread: odditys of buffpacks
action requires organic and inorganic (not reactive gas and avian mean like the others), and con and action both only require 2 identical ABEC's from a crate...whilest the others require 3, is this odd to anyone else?
because of the organic and inorganic requirement on action, it can often make the finished buff durations uneven...i end up having to use good reactive gas and good avian meat as my 'organic' and 'inorganic' while crafting action buffs (!).
annnd ive noticed that the finished product often has the SAME stats whether i get an amazing success, good, good...as when i get three great success's..is this just me or is this also odd?
mookee wrote:
i just went through and did an inventory of what resources i would need to craft one crate of 50 buffpacks each stat (so 6 crates of 50..) and noticed just how bazare buffpacks requirements are.
action requires organic and inorganic (not reactive gas and avian mean like the others), and con and action both only require 2 identical ABEC's from a crate...whilest the others require 3, is this odd to anyone else?
This is #4 (I think) on our top 5 issues list
because of the organic and inorganic requirement on action, it can often make the finished buff durations uneven...i end up having to use good reactive gas and good avian meat as my 'organic' and 'inorganic' while crafting action buffs (!).
annnd ive noticed that the finished product often has the SAME stats whether i get an amazing success, good, good...as when i get three great success's..is this just me or is this also odd?
depends on how your using your experimentation points
mookee wrote:
annnd ive noticed that the finished product often has the SAME stats whether i get an amazing success, good, good...as when i get three great success's..is this just me or is this also odd?
Mookie wrote:
annnd ive noticed that the finished product often has the SAME stats whether i get an amazing success, good, good...as when i get three great success's..is this just me or is this also odd?
I noticed this as well, I could get 'amazing', 'amazing', 'good' and it has the exact same result as getting 'good', 'good', 'good'.
This might be due to the fact that amazing isn't all that amazing, I think it is 8% and good is 7%. Amazing success should be the opposite of a critical failure in my opinion. Not much amazing about it now.
One thing I had happen to me is I had 'good success', 'good success', and just a 'success'. But my supposed success actually lowered my end product rather than inproving it.
ive noticed when experimenting for charges on woundpacks, say i get two greats, brings it up to 42 charges (wound-B) and i have enough points left and enough room to experiment once more, i get another great success but it doesnt go above 42, to even 43..it just stays at 42. is this just because that experiment wasnt enough to effect the charges? or should i watchout for this and go for power with that last experimentation point?
how do you know what the 'cap' is?
oh and one thing ive been meaning to ask other doctors (im the only doctor i know), did res packs always have heals on them? for both wounds and the pools themselves? i dont exactly examine my res packs a lot but i dont recall them healing previously, was this added and i just didnt notice?
mookee wrote:
oh and one thing ive been meaning to ask other doctors (im the only doctor i know), did res packs always have heals on them? for both wounds and the pools themselves? i dont exactly examine my res packs a lot but i dont recall them healing previously, was this added and i just didnt notice?