Medic Archive
Thread: Combining Advanced & Standard Components unwise?
Hi all...
So, the current Dolovite Iron on Farstar is only available on Tatooine (afaik) and has a shocking OQ (82, I think) with poor UT and PE to boot. Which pretty much rules out making Advanced Solid Delivery Shells, as OQ is responsible for 66% of all of the experimental properties - as I'm makingwoundpack B's for myself to use in the clinic, not just grinding out xp.
Is it worth my while to use Advanced BECs and Advanced CRDMs (which I can make fairly good versions of with current resources) but use a standard SDS for my medpack B?
I'm worried that I'm wasting good Lokian Wheat etc if the standard component is going to cripple the power of my meds... but I'm not sure that I've got much option at the moment... there's just no better Dolovite Iron around and I'm wanting to get a decent set of meds organised before figuring out how much use I can be in a group situation (never really grouped before).
Any comments welcome.
Ethalsar wrote:
Hi all...
So, the current Dolovite Iron on Farstar is only available on Tatooine (afaik) and has a shocking OQ (82, I think) with poor UT and PE to boot. Which pretty much rules out making Advanced Solid Delivery Shells, as OQ is responsible for 66% of all of the experimental properties - as I'm makingwoundpack B's for myself to use in the clinic, not just grinding out xp.
True, but the dolovite OQ is only 33% of the final equation (as the oats OQ will account for 33% as well). Even with a 600OQ/600PE oats, you can squeeze out 43% experimentation on the ASDD. This should be adequate to easily push a Wound B pack over 100 power. That's not great, but they will sell just fine.
Is it worth my while to use Advanced BECs and Advanced CRDMs (which I can make fairly good versions of with current resources) but use a standard SDS for my medpack B?
ABECs -probably. ACDRMs - absolutely not. In fact, I would never use an ACDRM in a woundpack since power doesn't really matter all that much in a woundpack. The charges on the ABEC would be nice though. I would probably use my low quality wheat and fiberplast when creating the ABECs though.
I'm worried that I'm wasting good Lokian Wheat etc if the standard component is going to cripple the power of my meds... but I'm not sure that I've got much option at the moment... there's just no better Dolovite Iron around and I'm wanting to get a decent set of meds organised before figuring out how much use I can be in a group situation (never really grouped before).
Any comments welcome.
If you have good organic and inorganic for the final assembly, the end result won't be that awful, particularly if you use good domestic oats in the ASDD. If you do end up with low power, you might want to aim at the secondary woundpack market. I will occasionally whip up a batch of secondary woundpacks with standard SDDs, standard CDRMs, and low quality ABECs (and good final resources) that end up around 80 power. These sell extremely well since secondary stat wounds tend to be smaller than primary stat wounds anyway (and even if someone shows up with a 300 quickness wound, you just have to heal them 2 or 3 times with the weaker pack).
Anyway, my point is - don't stress about power so much with woundpacks. They aren't used during combat anyway, so you have much more flexibility in using sub-optimal resources. Make the best that you can, but not at the expense of using resources you need to create the really great Stims or enahnce packs.
HappyMob, what do you mean by "power doesn't really matter all that much in a woundpack"? Surely power is paramount at all times? I've always spent my experimentation points on power rather than charges, have I been a bit thick about this?
[Actually, I'm spending a few points on Ease of Use for my stim-C's at the moment until I get Pharm IV -- not long now, 3/4 of the way through Pharm III!]
Also, as a guideline, what do people consider a 'decent' woundpack B's power and charges to be... and is there a difference in what's considered 'decent' for primary and secondary packs? At the moment I'm making the packs for myself, but if I can get my head round this I'm all for getting into the pharmaceutical racket eventually.
Decent->Good Wound B's? Probably around 98+ Wound Heal with 35 or so charges... Usually sell those for 1K a pop.
But that's with a full 10 experimentation from Doc Crafting as well.
Ethalsar wrote:
Thanks for the enlightening responses, TwilightScout & HappyMob - most useful.
HappyMob, what do you mean by "power doesn't really matter all that much in a woundpack"? Surely power is paramount at all times? I've always spent my experimentation points on power rather than charges, have I been a bit thick about this?
What I mean is that a 20% increase in power does not equate to a 20% increase in sale value (unlike Stims where value would increase by more than 20% with a 20% increase in power). This is partially becausemore of the wound pack healing power is wasted (using a 100 power woundpack B to heal 25 quickness wounds, for example). It is also because wound healing occurs outside of battle. So given enough time, I can safely heal any number of wounds with weaker packs. With Stims, you want big power because you are in combat - healing 300 instead of 400 might be the difference between life and death.
Also, as a guideline, what do people consider a 'decent' woundpack B's power and charges to be... and is there a difference in what's considered 'decent' for primary and secondary packs? At the moment I'm making the packs for myself, but if I can get my head round this I'm all for getting into the pharmaceutical racket eventually.
I have seen woundpack Bs that have a base heal over 150. Frankly, I don't see the point (short of grinding exp as fast as possible). I aim for 80 power when I use standard SDDs and 120 when I use advanced SDDs. I save my uber-ASDDs for enhance packs. 30 to 35 charges is fine as well. Again, you could go higher, but I save my uber-ABECs for stims.
I have sold 60/20 secondary packs before (all standard components with mediocre organic and inorganic) and these sold well at 500 a pop,which is notbad for 68 very average resources. 120/30s and to a lesser extent 80/30s are my bread-and-butter Bs.
Stim/wound B sales usualyl go to peopel w/ only novice medic (jsut to use Bs).
Many of them only have novice scout... which is a .65 heal modifier. Most never go to a med center, or have a droid with med ability.
Part of the wound healing will be done by the camp, and when you are taking a 35% hit on the healing value (from the camp)... charges are worth more then power.
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This is still true for medical types healing in med centers. The average heal on 3 more charges is more then the bonus you will get from raising the power on a woundpack...
As the woundpack letter goes up, this becoems mroe true, as the tail end of the healing is usuall wasted (over healing a stat) on woundpacks. 1 more charge has way more value then another 30 wounds you didn't need anyway.
The only time this is not true, is when someone comes in with 800 wounds on a stat... but these days that is only done on purpose for medical grinding.
-T
I'm feeling a lot more confident than I was a few hours ago!
/bow