Doctor Archive

Thread: odditys of buffpacks

mookee
Wed Apr 14, 2004 10:17 am
#1

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?

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?



Flurry - Mookee
Agent001
Wed Apr 14, 2004 10:22 am
#2








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







Cailid010
Wed Apr 14, 2004 10:29 am
#3






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?





The finished product will have a cap depending on what the stats of your resources are.


Example using random numbers:


Say your making a stim C and you have a cap of 600 power. Depending on how your experimenting goes (2 amazing and rest good or all great) Your 9th experimentationpoint could end up giving you from 580-599 power and your 10th point will still only bring it up to 600 since that's the cap. But if you know the cap is 600 and you hit 599 on your 9th point then you could use the last point for charges instead of wasting it for 1 power. If you get several amazings then you'll hit the cap sooner and have points left over that you can use elsewhere.






---------------------------------------------------------------------------------------


Cailid - Ex Master Gunfighter / Ex Master Creature Handler / Novice Medic. Currently Swordsman / Ranger / Medic
Tab'Fren - TKM / Master Doctor
Med Vendor located in Crimson Solace on Dantooine at 4583, -5213
Halapino
Wed Apr 14, 2004 10:42 am
#4

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.




Master Doctor / Master Carbineer
mookee
Wed Apr 14, 2004 10:42 am
#5

i usually always go for power first, at least on buffpacks..woundpacks i go for charges, then power....and stims i go for power then charges.

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?



Flurry - Mookee
Obata
Wed Apr 14, 2004 10:50 am
#6






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?





Res kits have always had wound and damage healing in them, even for the mind pool. Back in the early days, res kits would fire when the /healwound command was used and the res kit was in the main inventory.



Obata Lightingflier (Deceased): Master Doctor, Master Combat Medic - Wanderhome
Opos Odet (Deceased): Master Artisan, Master Merchant, Master Musician - Wanderhome
Marrow1
Wed Apr 14, 2004 3:12 pm
#7

Also, when doing buff packs the duration and power are on the same exp line. As a result the system measage may say amazing but the power may go down.




__________[Marrow]__________
____[*aka Fringing, Babwe, Hurtz *]____

__/\_/\___/\_____[last of the known Doctor Correspondents]/\___/\_/\__
KnightHawk420
Wed Apr 14, 2004 5:36 pm
#8

I've taken to using avian/reactive just like I do with the other 5 packs in the action pack just so I can get some evenness to it all. No one cares for the extra super high action buff that lasts longer than everything else they have. It's jsut annoying.



Cheylin Mena - R.I.P.
Menon Mena - R.I.P.
Hunglo Bavmador - R.I.P.
Nevs
Wed Apr 14, 2004 6:02 pm
#9

one also uses 28 resources instead of 22 too =)



Tobie' Nevios of Starsider
Master Dancer/ Master Image Designer
~~Dance like nobody's watching~~
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