Medic Archive

Thread: Stimpack-B crafting

Maccajnr
Fri Jan 28, 2005 3:13 am
#1

n00b medic questions here.

I'm org chemistry 3, and I'm trying to craft the best stimpack-B I can, but the best I could manage so far with experimenting and good material, is 180 power heals/20 charges. But when looking around, I can see really cheap Stimpack-B which heals for 400+/40 charges.


So I have a few questions:


- At what level do I need to be to craft this kind of higher level power Stimppack-B? or any hints of course

- Is being in a researchcity and using high quality station beter then beingnext toa public station?


Well I guess if the answer is being a master doctor, then I think i'll just drop the chemistry skill, and keep buying those cheap stimpacks



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Kryxal
Fri Jan 28, 2005 8:25 am
#2

For the best, you DO have to be master doctor. You also have to use advanced subcomponents (though the advanced version of the CRDM is optional, I don't use it) and high-quality materials. The advanced subcomponents you can manage at Organic Chem 4, and using an ALS will boost your heals by probably close to 100, while using an ABEC will boost your charges by up to about 10. Beyond that, it's all experimentation points, and a master doctor has 10 to Org. Chem. 4's 5



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CasualMaker
Fri Jan 28, 2005 3:47 pm
#3



Maccajnr wrote:
n00b medic questions here.
I'm org chemistry 3, and I'm trying to craft the best stimpack-B I can, but the best I could manage so far with experimenting and good material, is 180 power heals/20 charges. But when looking around, I can see really cheap Stimpack-B which heals for 400+/40 charges.
So I have a few questions:
- At what level do I need to be to craft this kind of higher level power Stimppack-B? or any hints of course




You're nearly there... At Org Chem 4, I use advanced components (except a CRDM instead of an ACRDM) to make 360+ power, 29 charge Stim-B's. I do my work in a Research Center city, drink Bespin Port and have a medical crafting apron. The Port and apron help, of course, but really they just reduce the time and resources spent to get a good schematic; they're not strictly necessary.



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Obata
Sat Jan 29, 2005 1:16 am
#4






Kryxal wrote:

For the best, you DO have to be master doctor. You also have to use advanced subcomponents (though the advanced version of the CRDM is optional, I don't use it) and high-quality materials. The advanced subcomponents you can manage at Organic Chem 4, and using an ALS will boost your heals by probably close to 100, while using an ABEC will boost your charges by up to about 10. Beyond that, it's all experimentation points, and a master doctor has 10 to Org. Chem. 4's 5






Actually, if you're only concerned with making stims, you don't have to be a master doc.You need only to be a master chemist (doctor crafting 4) to get all 10 experimentation points.



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NoStyleGuy
Sun Jan 30, 2005 6:12 pm
#5

hey i just picked up medic yesterday and am 2/2/2/2 and have been making Stimpack B's too. mine are no better than the Stimpack a's i make too which is anoying. so i have a few questions


what are the best org/inorgantic materials for them- im using like Avian meat and fiberplast i think

what does a Port and Apron do?

if im using a food and chemical crafting tool (not the station) can i use the station instead and make it turn out better?

how do expeirimentation points work? moreover, what is the charge and other thing you can manipulate with them?


p.s i bought some 400power stim b's too when i was 1/1/1/0 and thought if i could get org chem 2 i could make the smae thing, imainge my surprise when i grind that out and find its no better than my stim a's. hehe




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Maccajnr
Mon Jan 31, 2005 4:34 am
#6

Yeah, I saw that being now a org. chem. 4 I can use advanced components. I could then make 300/29 Stims-B, still w/o top noch material. Thanks. This is already making my little heals good enough for me.


About the experimenting thing, you need to use your food/chemical crafting tool, being next to a food/chemical station. You'll then have the choice to experiment.



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CasualMaker
Mon Jan 31, 2005 12:08 pm
#7



NoStyleGuy wrote:
hey i just picked up medic yesterday and am 2/2/2/2 and have been making Stimpack B's too. mine are no better than the Stimpack a's i make too which is anoying. so i have a few questions
what are the best org/inorgantic materials for them- im using like Avian meat and fiberplast i think
what does a Port and Apron do?




Just remember the GIGO principle: you really need good resources to make a good product. For medical crafting the #1 most important stat is OQ. A high PE will increase heal power and high UT will increase the charges. For making the basic components, you just need organics, inorganics, metals, chemicals and water with high OQ PE UT. The more powerful advanced components have more specialized requirements. For instance a Liquid Suspension just needs organic and water; an ALS needs Dantooine Berries and Talusian Water.

I suspect that you have just been using the basic assembly of materials to make your Stim-Bs. To improve the product you have to experiment on it - you need to use a Food and Chemical crafting tool and be standing near a Food and Chemical crafting station. Your tool can range from -15 to (theoretically) +15; the higher the better. Public crafting stations in cities are 0.00; they won't help or hinder your crafting. Private crafting stations can (I think) range from -45 to +45. In player cities you can often find a publicly accessible private station in a guild hall that is open to the public. At Organic Chemistry 2, you will have 3 points to experiment with. On a Bio-Effect Controller and on the final product, you can experiment on both power and charges; on other components you can just experiment for higher power.

If you work in a city that is a Research Center, your effective experimentation skill is (I believe) +10. A medical crafting apron can add +5 to the initial assembly and +5 to experimentation. Drinking Bespin Port will add a bonus only to your next experiment. The size of the bonus is the the power of the Port.



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Happymob
Wed Feb 09, 2005 6:30 am
#8

Max power on a Stim-B with no loot is around 505 power. In practice, people get them to around 480 without loot. 45 or so charges is the norm. This can be pushed higher, but power is then sacrificed.



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Ewwepo
Wed Feb 09, 2005 1:48 pm
#9

so just for comparison, how high can you get the power/charges on a stim-b? I've seen stuff in the low 400's does it get higher?




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