Medic Archive
Thread: How do i get Stim B's that heal for ~300? How much do C's heal for?
I'm 0-0-1-3 Medic right now planing on 0-0-4-4..
I've been making Stim B's for me and my friend for a while and i never seem to be able to make them for more than ~115 listed damage(when you examine). Howeve i keep hearing people saying that stim b's can heal for 300-400..
I know that quality of the material counts.. How high quality do i need to get that kind of heals? because i'm using 700-950 quality resources.. So i don't know why i'm so far behind..
My crafting kit has some sort of "effectiveness value" on it.. Does that matter for the overall quality of the product? What does that effectiveness value effect?
And finally, how much can i expect Stim C's to heal for? Will be getting them soon..
Even one advanced component can make a tremendous difference in your stims. I suggest finding Taulsian Wator Vapor and Dantooine Berry fruit and making the advanced Liquid Dispersal Mechanisms. They seem to have done the most for total points healed on my stims. The resources are fairly easy to find, via harvesting, or the bazaar and selling stims B's is a good market.
The Advanced Bio-Eff-Controllers seem to do more for my Max charges on a stim. The materials for them are generally more expensive (Tatooine Fiberplast isn't so bad, but Lokia Wheat can cost you a fortune, and unless you place harvesters and check them with friends, can be difficult to attain in that way).
Truthfully, I haven't yet rounded up the supplies for Adv Chem Dur Releases. But my stims B's are doing 27-30 charges and 227-302 healing.
My C's however are approaching rediculous amounts. Made a 41/401 the other day. I seldome need more than 3 stacks of C's to go hunting with a full group as I just end up overhealing. Nice to fully restore someones HAM in one shot, or a 9kham pet in 4-5 shots.
Hope this helps!
As for the C's, the best I've cooked up so far has been 522 power/42 charge/30 med use. Could probably bump power or charges slightly (like 2 or 3 points) if I didn't spend 1 point on reducing med use, and I suspect it will go up once I get past doc crafting 2.
Biological effect controler:
Bones that are 890 quality 935 toughness and copper that is 875 quality
Chemical release duration mech:
Bones that are 890 quality 935 toughness and fiberplast that is 800 quality
Liquid suspension:
Bones that are 890 quality 935 toughness and water that is 750 quality
Stimpacks themselves:
Bones that are 890 quality 935 toughness and copper that is 875 quality
However, it seems that i'm completly lacking the "potential energy" part..
But.. the stimpacks that i'm making are 112 heal or so.. the potential energy part is only like 33% of the effectiveness part, quality being 66%.. So i don't see how 33% can raise it up to like 300-400 that people are claiming..
You need to get ADVANCED components.
Advanced Bio Effect controller
- Lokian Wild Wheat
- Tatooine Fiberplast
Advanced CRDM's
- Class 4 Petro fuel
- Herbivore Meat
Advanced Liquid Suspensions
- Dantooine Berry Fruit
- Talusian Water Vapor
You will never be able to make high level meds (ie 300 heal stimB's) without gathering the appropriate resources for the advanced components.
Potential energy might be only 33% but In CRD and LS there is no toughness, so the toughness is completely lost on them. Potential energy is also what controls the power or amount the stim is going to heal, so even with the BEC you're completely focused on toughness and nothing to increase the healing potential or power.
Now take your BEC. If the bones are used to increase the charges, then 890*.66=587.4 and 935*.33=308.55 or 587.4+308.55=895.95 out of 1000, or 89.595% increase to charges. If the bones are used for the power and not the charges then the increase to power is only 58.74%, as you have no PE. And there is another problem. We don't know if both components affect all qualities or specific ones. Some experimentation has suggested that some components do not affect all variables. So what if the bones are used for power and the copper is used for charges. Your loosing out on both cases, as the toughness has no affect on power. We are asking for clarification on what affects what btw, but who knows when they will clear that up.
So you see it can get very complex as to why you aren't getting the results you want. Try finding a resource with PE and OQ and keep the bones for the BEC, or find an organic with PE an OQ and inorganic with OQ an UT. You will have to mix it up to find what works best. And don't use the bones for LS and CRD, get something with PE and OQ.
Remember that it may compound too. So since you use them bones in all your components, theyaffect how much the Stim is increased twice. If BEC, LS, and CRD are 89%, 59%, 59% then, not sure if it really works this way but might, you've compounded the problem. If its averaged, your at 69% or so and then add the resources and for power, again59% for that(I'm simplifying and not sure how they really made this work). So now your increasing power by 65% or so vs. charges by 90%. Is 25% a lot? What if it's not linear? If as resources quality rises it may have anincreasing effect... well this can get really complex if they want it too.
But over all the advanced components will give a much better push, even with poor values in OQ and UT and PE, than thinking about all of this.
Hope your brain is still working after all the math.