Medic Archive
Thread: Experimenting with medical experimentation
I'm still interested in knowing if experimentation is better done point-by-point, or 2 at a time? etc...
GPF.
I'ma master medic and do experimentation quite a bit. I make 35 in a stack 313 health stim b's with a fair bit of consistancy.
To many dam clicks though, they need ot make the crafting interface better, if they need a time sync i don't mind if they make the time in the hopper longer but this 30 clicks per craft is really silly.
I used to get 499-base Stim Ds out of Tattooinian tubers that were 984 quality, 204 potential energy and 764 flavor.
Tomorrow I'm going to start experimenting with 998 quality, 898 potential energy Corellian rice. I'll be interested to see the results.
Scorus
Maleability. The difference it makes is that a resource with a maleabilty rating can greatly reduce the experimenation difficulty for an item, therefore yielding more successes. I haven;t found it written anywhere, but here on the forums, but that is definitely the case.
Elenor also mentioned increasing Durability could also improces success rates. My working with it does not prove that to be the case, though.
As for PE. If a resourece does not have a PE rating, it is, indeed, 0. So that could potentially hurt you. An 800 OQ, 200 PE will still yiled superior results to a 950 OQ (and 0 PE) Lubricating oil.
Advanced components also yiled significantly higher results all around. Definitely experiment when making those as well.
I'm not sure what you (the original poster) were doing wrong, I typically get my C's up to about 250 effectiveness.
In my experience, experimenting on the bio effect controllers and the chemical release duration modules has a significant impact. On the bio controllers, Icaneven typically juice a few more charges out of the stim.
Scorus, CM do not get Medicine Crafting skills, which is supposed to be an oversight, since all CM subcomponents base on Medic Crafting.
Master CM currently has 10 experimentation points on all final CM Medicine combines and 5 on all subcomponents.
it is debatable wether to experiment on charges or base healing. my point of view is to experiment on EE until i reach medicines that are sufficient in healing power (i.e. Stim D) and go for charges than.
to say to not experiment on stuff is wrong imho, things always add up, even if it's by 1 or 2 per subcomponent.
remember to use very good results as factory schematics ,)
I was creating stim C's with 310-334 health/action (org chem IV). I was using wegoweniam aluminum and everytime I tried to experiment on bio controller, chemical release and final product, I would get 0% failure risk!
I switched to vosawas gemstone, which has higher oq and ut, but I would get 9% failure risk on every point of experimentation I tried. Some details on the materials:
- Wegoweniam Aluminum: 919 oq, 897 ut, 879 maleability.
- Vosawa Gemstone: 967 oq, 955 ut, 349 maleability.
It has to be maleability, since all the other properties are higher on the vosawa. When I found vosawa, I thought this would be the ultimate inorganic to use, since it has so many high properties! Everytime I got a great success, it would start at 1% higher than wegoweniam, but the 9% risk would make it worse.
I also noticed that using a high quality water (900+ on both properties) and same organics, I still get 18% risk failure on liquid suspension! This does not make sense! It seems liquid suspension is harder to experiment, but I just don't know why. It can't be the water, since I'm using high quality one (sisne). Anyone knows?
For the record, I'm using corellian carnivore meat (bloodfin). I don't have the properties here, but it has 930+ oq, 900+ pe and 999 flavor!