Medic Archive

Thread: Medicine Use Requirement for Stim C's, and experimentation via stim crafting

KayL
Mon Jul 28, 2003 9:25 pm
#1

So, anyone know the average for this?


What a good number is to have in Medicine Use in order to use Stim C's? Currently I plan on having Pharm 4 which will put me at +40 Medicine Use. Will this be enough?


The bigger question is, will Organic Chemistry 4 allow me to make Stim C's with a Medicine Use that is 40 or under?


And, is there a tip for making Stim C's with a lower Medicine Use requirement? I already know how to up the amount of charged, and healing amount via experimentation.


Thanks

JerleMin
Mon Jul 28, 2003 10:23 pm
#2

The base for Stim C is 33-35 or so. So Pharm 4 is more then enough, and with experimentation you can probably bring it down to only needing Pharm 3
MagusCole
Tue Jul 29, 2003 2:55 am
#3

Stim c is a doc thing.
EwokMuffin
Tue Jul 29, 2003 6:09 am
#4

Stim C isn't a doc thing. Just get Pharma III (or IV) to use them easily. Works great for CH's with those huge pets that want to save downtime. If you can spare the points it's well worth it.



Now E stims, theres a doc thing. Nothin says thanks like a 3k heal.




Visit FoFF Industries on (Chilastra) Tattooine South west of Bestine. -1814, -4614 for Stims, weapon powerups, harvesters, and resources.
NoDak
Tue Jul 29, 2003 8:04 am
#5

the base med use for C stims is 34 med use. if you can find someone to xp on med use you can get them down to 29 med use using high OQ stuff. but you will sacrifice base heal and charges to get it down to level of med use.



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Chilastra - Tatooine - Mos Entha
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NoDak (LoF Medical)
NoDaks (LoF Mining)
Scorus
Tue Jul 29, 2003 10:14 am
#6

I'm not sure what kind of ingredients you guys are using but my Stim-Cs come out at 32 90% of the time, and 33 the others. Before I had Pharm-4, it would take me an average of 2.25 experiment points to get it to 30.



Scorus
Zarlor
Tue Jul 29, 2003 10:28 am
#7

Depends on the resources and component. Using 2 advanced components with pretty good resources my base, at 3rd level Doc Crafting, would be a 30 Med Use. I was able to experiment it down once, doing it in sets of 3 experimentation points at a time with one amazing success, to be a 20 Med use. Compare to using the same materials to make afully experimented stim, that C still had 2-3 more charges and about +10-20 base heal. Nothing fantastic, just a smidge better than a top-end B because absolutely no experimentation went into anything other than ease of use. I'm sure if I had exceptional resources, all advanced components and was a Master Doc I MIGHT, with luck, be able to known out a Stim C with a 10 usage, but that would be pushing it.


So I would say expect to aim for Pharm 3 for DStim C usage and if you want to be able to use them to the most effect go for Pharm 4. Not sure i would bother using the points, though, if you were gettig tight. Pharm 3 should be good enough.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Quasatz
Thu Jul 31, 2003 1:31 pm
#8

Do medical modules in droids give you any bonus to your medicine use skill?



Elenora
Thu Jul 31, 2003 1:39 pm
#9

no they dont..


but soon they will give u healing bonuses




--------------------------------------------------------------------------
Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
KayL
Thu Jul 31, 2003 2:18 pm
#10

Actually, concerning Stim C's. here are the FACTS



A basic quality stim C will have a 34 medicine use Req on it. Pharm 3 gives you a 30 medicine uese, pharm 4 gives you 40.


HOWEVER, if you make your own stim C's (chem 4) and use experiementing on both the parts, and the final product, you can get this value down to a Medicine Use req of 30!. Thats right. 30. Which means you can use them with only Pharm 3. (which is what im doing)


I have pharm 3, and chem 4. I make my own stim c's with a req of 30 in medicine use and generally, and average heal listing of 220-240 on the stim itself.


What my post is asking about is this. Do i really need to advance further and get Master Medic? I have no points in first aid (anymore) or diagnostic. The only benefit i can see for master medic is the ability to make and use stim-d's (which you need a factory to make). I dont really want to fork out tons of cash for stim D's, last I checked they were going for about 1200 a piece, or more.

Elenora
Thu Jul 31, 2003 2:32 pm
#11

yes there is reasons for mastering medic lol going to an advanced medic class..


if ur not palning on that..there is not reason to really get anything other than FA IV and Pharm IV...


why bother with chem? the time and money (and skill points u have spend if u ahve artisan) will not pay off in good packs...master medic packs are complete jokes compared to master doc crafting packs...i can make packs that have 5-6 charges and 50% more heal value than the same pack made by the master medic...


case and point...my stim Cs have a base of 32 not 34 med use...thats means 2 more points to raise charges or effectiveness, thats not including the 5 more points i have from teh doc line...thats 7 more experiment points to use to improve packs...


my stim C have heal values of 380 and 30 charges...


so if all u want to do is heal go FA and Pharm no need for chem...remember u are just wasting money on resources thatcould be spend buying packs...


honestly no reason for you master medic it sounds like...


why Stim Ds and Es which u can use as master medic? because when buffs are fixed people will have HAMs over 4000-5000 and your Stim C wont even dent those HAMs...


the question is what do u want out of medic...then u can figure out if master medic is for u




--------------------------------------------------------------------------
Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
KayL
Fri Aug 01, 2003 10:57 am
#12

So i went shopping around last night for Stim-C's


Yes, the "doctor made" stim C's were better than the ones I can make with only Chem 4, but egads, the price on them? over 1000 creds per stim pack.


I can harvest hides and ore, and buy 500 units of materials on the bazaar for 2000 credits. That gives me enough to make over 50 stims myself. Instead of only 2 from a doctor.


Having that many, I can heal all the time, even when its not necessary (ie: to speed up downtime, etc etc" rather than just in combat. I always keep my teammates topped off, and they love me for it.


If I had to pay 1000+ per stim, I think id be much more stingy on using them, unless it were a life or death situation.


So at this point, I think that keeping the ability to craft my own stims is a GOOD thing.

Elenora
Fri Aug 01, 2003 11:03 am
#13

kayL ur on ahazi with me who was selling Cs at 1000? lol i sell Es that that much


ill sell u Cs for 400 350 in bulk...


lol hmmm my prices are low..could be why i keep getting emails for orders of 100s of stims...




--------------------------------------------------------------------------
Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
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