Medic Archive

Thread: How do you make the best stims?

Kyller_Relic
Fri Sep 26, 2003 7:52 am
#1

Actually that was great... only two small things to add...


1) Why bother! Unless you plan on being a medic, crafting your own medic supplies is a waste of your valuable time. If you just take Novice medic, you can use stim B's. You just need to purchase them from the bazaar. If you have some skill points so spend, use them in FirstAid, this way you will get more heal out of each use from a stim pack. If you still have more skill points you want to spend, put them into Pharm III, this way you can use Stim C's.

2) OK, so mabye you REALLY want to make your own stims, well, you need to use advanced components. I think they become available at OCIII. You can create these using the specific resourced that they require and they will give you stims a significant boost.



------------------------------------------------------------
Master Medic; Master Combat Medic; Doctor
Medic FAQ: http://www.iootnega.com/medic/medicfaq.asp
Life is far too serious to be taken seriously...
Glum_Moonfist
Fri Sep 26, 2003 2:05 pm
#2

I picked up medic skills/OC so I could make my own stims for fighting. Im basically a weekend warrior medic


My question is what is involved in making high quality stims (more uses/more damage healed) ?


Every once in a while I get an experimentation screen, but I have no idea why it lets me increase it. Also I sometimes get it on some of the combining parts used for the stims...All of this is confusing for someone who hasn't really delved into the crafting side of SWG. Can someone give me pointers on what I should be looking for, and what kind of setup I will need to produce?


Thanks.

LiKeilun
Fri Sep 26, 2003 4:02 pm
#3

You get an experimentation screen when you use your specialized crafting tool (food & chemical in this case) next to a matching crafting station (food & chemical crafting station for us).

There are two ways of increasing the effectiveness of your stims:

1) Via experimentation
2) Via better resources

Via experimentation, it's simple, allocate your experimentation points and try your luck.
Via better resources, if you open up your datapad and select your stim schematic, in the left hand side, you'll see some percentages like:

Experimental Effectiveness
Overall Quality: 66%
Potential Energy: 33%

Experimental Ease of Use
...

Experimental Charges
...

These are resource attributes that this particular stim will pay attention to. It means that 66% of the base effectiveness is based on the Overall Quality of the resource and 33% on the Potential Energy of the resource. Effectiveness affects how much each stim will heal, ease of use lowers the amount of "medical use" skill mod you need to use the stim, charges affects total charges per stimpack.

If you examine your resources used to craft stims, they'll have matching attributes (some may not have Potential energy - but all have OQ). The highest value on the resource is 1000, and lowest is 1. So if you can get some fairly high quality resources with respect to stims (ie. OQ > 900 and Potential Energy > 900) then you'll have a great base effectiveness on your stims.

And I'm very incoherent now. I hope most of that made sense. I'm still fairly new to this all, so I may be missing some subtleties, but that's the gist of it. Hope it helps!



Wakko
Sunrunner Server
Kyller_Relic
Fri Sep 26, 2003 5:08 pm
#4

Actually that was great... only two small things to add...


1) Why bother! Unless you plan on being a medic, crafting your own medic supplies is a waste of your valuable time. If you just take Novice medic, you can use stim B's. You just need to purchase them from the bazaar. If you have some skill points so spend, use them in FirstAid, this way you will get more heal out of each use from a stim pack. If you still have more skill points you want to spend, put them into Pharm III, this way you can use Stim C's.

2) OK, so mabye you REALLY want to make your own stims, well, you need to use advanced components. I think they become available at OCIII. You can create these using the specific resourced that they require and they will give you stims a significant boost.



------------------------------------------------------------
Master Medic; Master Combat Medic; Doctor
Medic FAQ: http://www.iootnega.com/medic/medicfaq.asp
Life is far too serious to be taken seriously...
Glum_Moonfist
Fri Sep 26, 2003 7:12 pm
#5

Now that you mention it, it is kinda silly to go through the hassle, and use of skill points just to make my own Perhaps I'll just get the First aid & Pharm. and save myself some points.


thanks

Nikuhiru
Sat Sep 27, 2003 5:11 am
#6

That's the best way. As a Medic, you will not be able to even come NEAR what a Doctor can make. We have 10 experimenting points and Master Medics have 5 experimenting points. Now if they both used the same resources, same crafting tools next to the same crafting station, the Doctor would be able to make a much more powerful item. Why? 10 experimenting points


The best thing is just to go find a Doctor, make friends and help them out with harvesters and other things, and they'll help you out aswell.




_______________________________________________


Dr. N'yk Darhek - The Guardians


Libertas Ara Amplus


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