Doctor Archive

Thread: Liquid suspensions (exceptional)

chembelec
Mon May 24, 2004 1:30 pm
#1

hello fellow dr.'s



just looted 6 identical liquid suspensions (exceptional) with a power of 279. I personally havent seen any higher, but whaddya think? decent find? (i buy my enhances, so i dont use them myself)







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KamaKuro
Mon May 24, 2004 1:36 pm
#2

Not bad actually, but they are not used in enhances, so that wouldn't help there..


Paired with a janta, they could make some killer stim Bs..





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MorvenDee
Mon May 24, 2004 2:01 pm
#3

Very nice find.


Apart from making stims of any kind (not just B), these could be used to make C cure disease/poison packs with extremely high base power, to fight diseases and poisons made with exceptional CM components (presuming there are exceptional infection amplifiers - plus there are still some of the pre-nerf poison glands from the Geonosian Biolab that produce poisons/diseases that take more than one C cure). This is important in the GCW.


Cure Disease C packs are the only thing that takes more than one liquid suspension.




Tale
Tras2
Tue May 25, 2004 9:32 am
#4






KamaKuro wrote:

Not bad actually, but they are not used in enhances, so that wouldn't help there..


Paired with a janta, they could make some killer stim Bs..








I agree Kama



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jfang
Tue May 25, 2004 1:51 pm
#5



To the best of my knowledge, there is no such thing as an exceptional injection amplifiers, and all the looted ones I have heard of are woefully worse than the craftable ones. Furthermore, even if there was an exceptional injection amplifier, the injection amplifier takes the space of a spider venom, so would need to be insanely strong to be more useful than spider venoms. My impression is that the current counter to spider venoms in theory is janta blood (assuming you are willing to use them this way), and these exceptional liquid suspensions have no direct counter in the poison and disease crafting process.


Another option would be to put those liquid suspensions into a cure A or B, so that a beginning doctor can help share the burden of curing when an area poison or disease is tossed. The difference between a 200 and 300 strength cure A is much bigger than the difference between a 450 and 550 strength cure C. I'm not sure this is a "good idea" though, just a though.
Klahn
Tue May 25, 2004 6:33 pm
#6

just for curiosity sake, what server and what dropped said liquids? a fellow doctor on Shadowfire and I were just wondering
Obata
Wed May 26, 2004 12:31 am
#7






MorvenDee wrote:

Cure Disease C packs are the only thing that takes more than one liquid suspension.






Rez kits do too, but that would be a tragic waste.



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Nacireen
Wed May 26, 2004 7:21 am
#8

And why would that be a waste? Hasn't anyone noticed that rez kits DO have stats. They're not like state heals with a work/dont work functionality. Better ingredients = less wounds after rezzed, and higher starting hams. While that shouldn't be an issue it is sometimes, and I love my rez packs that bring people back woundless (will usually even clear what wounds they had before the died...) and around half health before a stim is tossed.



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MorvenDee
Wed May 26, 2004 5:49 pm
#9






Obata wrote:


Rez kits do too, but that would be a tragic waste.




Actually, a rez kit that rezzed people with full mind would be useful.




Tale
DarthXanthic
Wed May 26, 2004 7:00 pm
#10

Datto used janta blood and enhanced liquid in a rez kit and it was worse than his normal ones.


I buy 250 power enhanced liquids off the bazaar for 6k all the time


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