Medic Archive

Thread: Please: teach a young grasshopper about medical crafting

Selwynn
Fri Aug 15, 2003 1:14 pm
#1

Hi,

I'm going up the medic line, but I'm pretty new to the deep complexities of crafting. I'm trying to make the best possible medicines, stims and medpacks I can, but i'm not sure what all the variables are on that...

So far all I know is the higher the quality of the resources I use to craft, and the more I experiment, the better my stuff will be. But if anyone could shed any extre light on medical crafting, and specifially help me understand the details behind it, I would appreciate it -- if you know of any good resources/guides etc, that would be helpful too.

Thanks!



Laurianna Goodspeed, TKM, Master Chemist
Knights of the Old Republic PA
Scylla server - Coren, Naboo

"I survived Melon Nerf 2003"

Noryyk
Fri Aug 15, 2003 1:42 pm
#2


Well, its better now after the patch, less variables in the mix. Most important is Overall Quality onpretty mucheverything.


Until you get more than 1 or 2 experimentation points though, most of your meds aren't going tobe spectacular. They definately won't compete with what Master Doctors are selling on the bazaar at any rate. But don't be discouraged by that.


I have not done anything more than a cursory glance at it yet, but it appears to me that sometimes resource type can make a difference. These are just made up for example, but say avian meat makes a better solid delivery shell than oats do, and etc. I haven't been keeping an eye on it, but when mixing and matching resources while crafting has lead to some wildly different combines. A meat and a oat that are approximately equal can appear to make as much as a 10% difference before you reach experimentation.


It also could be my imagination from hours spent crafting the same old thing over and over again. But its a sneaking suspicion I've had for sometime now. Maybe someone else here can shed some light on it.



The only other thing to consider is plan ahead if you are going for doctor or combat medic. There are some fairly specific items you need for their higher quality meds, its not a bad idea to keep an eye on the resource market for them, you might catch a deal that saves you money later.



--Voose, Tarq.

Roboknight
Fri Aug 15, 2003 2:25 pm
#3

I used to craft medicine a lot with meat, flora, metal, chemical, and water (until i found it was easier for me to make money & purchase medicine from a master doctor). I tend to find higher quality organics from flora stuff than from meat. You probably know that resources locations will change within a week or two, so I think it's best to get info on high quality resources locations quick and sample or harvest as much as u can from those spots. oh yeah, i believe potential energy in organics is another thing you should look at when considering crafting medicines.



-Sengus Khan
FishWan
Sat Aug 16, 2003 11:12 am
#4

Novice doctor here. I haven't looked at every schematic and component since the patch, but the ones I've seen read


Overall quality 66%, potential energy 33%


You should be able to use a calculator on the stats of your item to get an idea what is better for your meds.Domesticated ricewith a quality of 999 would seem to be good ... but it only has an effectiveness of 666. In fact, take another look at that fungus over there, with an OQ of 600 and a PE of 500. It's actually just as good. (600 x .666 = 400, 500 x .333 = 166, total 666.) Right now I've got some Tatooinian fungus with 850+ in OQ and PE, and it makes for a very nice formula.


What inorganic has a potential energy? Try solid or liquid fuels. Keep a calculator handy. Some stuff is actually quite good without having tostampede towardthe 999 OQ. In fact, 1 OQ and 999 PE isthe same as500 OQ and0 PE.


Good luck.




Remember, there is no I in team, but there is an I in "Oedipus."
JawaJames
Sat Aug 16, 2003 5:24 pm
#5

Mostly, what everyone else said...


The number of charges is based on 66% Overall and 33% Toughness.


The amount of healing is based on 66% Overall and 33% Potential.



Presonally, I shoot for effectiveness over charges. It's more satisfying to get bigger heals, and the fewer the charges, the faster your crafting xp increases.


Every resource has some OQ. Mostminerals have toughness, except for radioactives, which have potential. Most flora have potential, except for hides, bones and wood,all of which have toughness.


The other stat which you have to think about is malleabililty. It doesn't have any direct effect on your meds, but if you have 0 malleability, you are going to find it very hard to experiment sucessfully. Wood, hides and bones have malleability, as well as all the minerals except for radioactives. None of the other organics have any.


If you only have one or two points, your experimentation isn't going to yield a whole lot anyway, so you might be able to get away with not experimenting. But anymore than that, and it will be worth your while to make sure that you include one ingredient in every step that has at least some malleability, even if those ingredients aren't quite as good, because you can add a lot more to the value of the finished product.


For instance, when making stimpack A's you might be tempted to useradioactives as the inorganic, since they have potential energy, and the other minerals do not. But if you use, say, corn, as your organic component, neither one has any malleability, so if you attempt to experiment, you will ruin a lot of stimpacks before you geta good experiment.


You would better off using your corn, with say, copper insead.The healing power off the inital craft will be slightly lower, because the copper contributes no PE, but if you throw a couple experiment points into the experimentation phase, you will get much improved results.

Bajor_Dit
Tue Aug 19, 2003 7:42 am
#6

Interesting point about the malleability. I have been looking for just OQ and PE.



~ Bajro D'it ~
~ BnV Power Contractors ~
~ Healer for Hire ~
"Many Bothans Died to Bring you This High PE Radioactive Power."

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