Medic Archive

Thread: Medic Issue: Medicine Crafting HANDICAPPED by Resource Bug

Toretzu
Tue Jul 22, 2003 11:38 pm
#1

Has anyone else noticed that the "Experimental Charges" quality for stimpaks, wound packs and some components all depend on a resource statistic called "Potency?"


Well, I've searched crafting sites and catalogued quite a lot of resources, and none has ever carried a Potency rating.


This has an effect of reducing every stim and wound pack's Charge base rating, keeping them 28% lower than potentially possible (since Potency will always have a 0 rating!!).


If anyone sees "POTENCY" on their resources, let the medicine crafting world know!


NOTE: Please, please don't confuse Potency with Potential Energy or Overall Quality!! Most foodresource types dohave Potential Energy; all resources seem to have Overall Quality, AFAIK; none seem to have Potency.

Traigus
Tue Jul 22, 2003 11:42 pm
#2

Is it set to 0, or is it ignored completely?

I have seen mixed reports on this in a variety of crafting profession boards.

In addition to potency having been removed from materials, some of ourt schematics use stats that are on some types of materials, but not others (rice and wood don't ahve same stat categories, wood is missing one that we want to have for meds as an organic... rice has it though).

Someone want to do a detailed check of all medic schematics for this?



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Toretzu
Tue Jul 22, 2003 11:59 pm
#3






Traigus wrote:
Is it set to 0, or is it ignored completely?

I have seen mixed reports on this in a variety of crafting profession boards.

In addition to potency having been removed from materials, some of ourt schematics use stats that are on some types of materials, but not others (rice and wood don't ahve same stat categories, wood is missing one that we want to have for meds as an organic... rice has it though).

Someone want to do a detailed check of all medic schematics for this?




According to information from SOE/Lucas*, if the resource name isn't listed, assume the value is 0. So you're kind of correct. Let's say a schematic requires organic and inorganic, and an experimental quality, say Experimental Charge,is determinedby 50% of StatisticA and 50% of StatisticB.


Again, going by what the devs have posted, if OrgResF has 1000 StatisticA, but not StatisticB, and InorgResG has 0 StatisticA and 1000 StatisticB, Experimental Charges will have a 500 StatisticA and 500 Statistic B rating, right?


From this rating, to the final product, I think the player's Medicine crafting skill is taken into account to determine the success, which magically produces the Experimental Charge percentage. Next would be Experimentation, if any, etcetera....


So, assuming that this is all correct, in the case of crafting medicine, Potency will always have a value of 0.


* This is from the recently posted Advanced Crafting Guide: http://starwarsgalaxies.station.sony.com/content.jsp?page=Crafting%20Chapter%201See the second to last paragraph.

Cruseydr
Wed Jul 23, 2003 3:51 am
#4

the potency statwas removed from resources in beta



__________cruseydr________________________________________
Blademaster - 1433 Doctor on Chilastra (Currently Active)
3143 Dancer - Aspiring Smugger on Intrepid (When I'm Bored)
Combat Medic - Pistoleer on Bria (Retired since July)
Traigus
Wed Jul 23, 2003 12:27 pm
#5

Going to need a list of schematics with out-right bad requirements then (anything that needs potency or other non-existant stats), and a list of material types that can be used in a slot, but does not have the needed stat to actually be effective (so we can see about getting them that stat, when they are generated).

The second part is true across all crafting professions, and may be intentional. The first one is definitely a bug though. Be sure to /bug it in game, and/or open a Customer Service ticket on this.

-T



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"We've got a blind date with destiny -- and it looks like she ordered the lobster."

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