Medic Archive
Thread: Question about A couple things...
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vortexala
Sun May 09, 2004 2:01 pm
#1
Skill mods cap at +25. So even though the window tells you +35/+115 you're really only at +35/+60.
As for the stats, you should be looking for resources with high Overall Quality and Potential Energy.
Gurbokolok
Sun May 09, 2004 2:20 pm
#2
So regardless of how many pieces of +injury treatment clothes I have (I have +25 on a shirt, +20 on pants, +15 on helmet, and +15 my Duster) , the most total +injury treatment I can get is +25? So i wasted tons of cash on clothes that wont help?... :'( Oh well, live and learn :/ And that second value, the +X/+Y the Y is the total with the mods + skills through boxes?
vortexala
Sun May 09, 2004 2:26 pm
#3
In the X/Y format, X should be your regular skill mods. Y would be the skill mods plus any enhancements you have.
And yeah, it caps at +25(or at least, it's supposed to). Maybe you can sell the rest to recoup your losses?
NinjaPizzaBoy
Sun May 09, 2004 5:28 pm
#4
Gurbokolok,
I'm guessing when you experiment on your Liquid Suspensions, you are putting all of your experiment points in at one time? The more you put in at one time, the higher the failure rate. Try putting them in one at a time =) It'll work out a lot better.
Let's see, what else...
You can view what stats an item is looking for in the resources you putting in on your schematics. At the bottom of the schematic it will tell you what percentage of each stat on the resource is needed. For a full list of schematics online (so you don't have to log in, IE you're at work!
, go to
www.swgcraft.com
That's about it =)
Gurbokolok
Sun May 09, 2004 5:58 pm
#5
yea, i do, but compared to the bio effects controler and chemical duration piece, the liquid supression has a risk of like, 3X as bad, is that common? The Bio Controller has a risk of like, 18 at most, the chemical duration one has like 13 risk, but the liquid supression has 38, even if I do 1 at a time, its still 18 per each time, is that common?
NinjaPizzaBoy
Sun May 09, 2004 7:16 pm
#6
Ya, it's very common.
It has happened to me through out the whole of my medical career.
taloncard
Sun May 09, 2004 10:19 pm
#7
Gurbokolok wrote:
Currently I am 2/2/3/4 Medic, and I just bought a ton of +injury and wound treatment clothes, so now my injury treatment shows up as +35/+115 so this means I have +150 injury treatment yes?
Alas no, clotheing bonous's are capped at +25 so you have +60 injury treatment
Well, I make my own stim Cs, to save on cash, and I noticed, im still getting alot of low heals, even with over 3X the injury treatment, I do have an occasional big heal, but is it still common to have low heals with even alot of +injury treatment? I used some of my more bad stims, Cs and about 160, yes, I failed pretty bad on the parts and the full experimentation :/, but the heals are still low, 190s, 250s, wouldnt the average be400? though?
It's random, I have healed for as high as 1000 with a stim B and then healed for 139 with the same stim, it's great when you heal the higher end but sucks when you heal the lower end
Also, when im making my stims, I fail a whole bunch of my liquid supression, the risk is high, 38%, and I'm using some 900 500 organic material, and the Water is OQ 750, but the other stat, Decay Resistance I think it is, is like 70, does the second stat on water matter, or only OQ? Cause before, I've been having good success with my Liquid Supression, but now, I fail left and right, what can I do to fix this, cause I'm doing awsome on the other two parts, and my liquid supressions are failing, so they're power is 5 and holding my good stims back.
Crafting is rather random, but effected by the station rateing and not the quality of the materials when it comes to experimentation. So a +12.96 tool and a +44.05 station good results a -10.68 tool and a +15.86 station bad results.
Thirdly, what are good stats for inorganic material and chemical and water, OQ is first, but is it Unit Toughness im looking for, for inorganic and chemical?
700+ on OQ and UT minimum for good inorganics. 66% is the OQ 33% the UT. Water Only OQ counts. and I also highly recommend makeing the advanced components. You will find useing advanced components you can make a stim B that is far superior to a Stim C with regular components, or a Stim C that is awsome.
Gurbokolok
Mon May 10, 2004 12:31 am
#8
Currently I am 2/2/3/4 Medic, and I just bought a ton of +injury and wound treatment clothes, so now my injury treatment shows up as +35/+115 so this means I have +150 injury treatment yes? Well, I make my own stim Cs, to save on cash, and I noticed, im still getting alot of low heals, even with over 3X the injury treatment, I do have an occasional big heal, but is it still common to have low heals with even alot of +injury treatment? I used some of my more bad stims, Cs and about 160, yes, i failed pretty bad on the parts and the full experimentation :/, but the heals are still low, 190s, 250s, wouldnt the average be400? though?
Also, when im making my stims, I fail a whole bunch of my liquid supression, the risk is high, 38%, and I'm using some 900 500 organic material, and the Water is OQ 750, but the other stat, Decay Resistance I think it is, is like 70, does the second stat on water matter, or only OQ? Cause before, I've been having good success with my Liquid Supression, but now, I fail left and right, what can I do to fix this, cause I'm doing awsome on the other two parts, and my liquid supressions are failing, so they're power is 5 and holding my good stims back.
Thirdly, what are good stats for inorganic material and chemical and water, OQ is first, but is it Unit Toughness im looking for, for inorganic and chemical?
Gurbokolok
Mon May 10, 2004 12:33 am
#9
Currently I am 2/2/3/4 Medic, and I just bought a ton of +injury and wound treatment clothes, so now my injury treatment shows up as +35/+115 so this means I have +150 injury treatment yes? Well, I make my own stim Cs, to save on cash, and I noticed, im still getting alot of low heals, even with over 3X the injury treatment, I do have an occasional big heal, but is it still common to have low heals with even alot of +injury treatment? I used some of my more bad stims, Cs and about 160, yes, I failed pretty bad on the parts and the full experimentation :/, but the heals are still low, 190s, 250s, wouldnt the average be400? though?
Also, when im making my stims, I fail a whole bunch of my liquid supression, the risk is high, 38%, and I'm using some 900 500 organic material, and the Water is OQ 750, but the other stat, Decay Resistance I think it is, is like 70, does the second stat on water matter, or only OQ? Cause before, I've been having good success with my Liquid Supression, but now, I fail left and right, what can I do to fix this, cause I'm doing awsome on the other two parts, and my liquid supressions are failing, so they're power is 5 and holding my good stims back.
Thirdly, what are good stats for inorganic material and chemical and water, OQ is first, but is it Unit Toughness im looking for, for inorganic and chemical?
Gurbokolok
Mon May 10, 2004 12:41 am
#11
Another question, on the chemical and food crafting kit, that value that is displayed when you examine it, do you want a large negitive number, or you want it to zero or in the positive?
Jynn_Seidai
Sat May 15, 2004 8:09 pm
#12
Gurbokolok wrote:
Also, when im making my stims, I fail a whole bunch of my liquid supression, the risk is high, 38%, and I'm using some 900 500 organic material, and the Water is OQ 750, but the other stat, Decay Resistance I think it is, is like 70, does the second stat on water matter, or only OQ? Cause before, I've been having good success with my Liquid Supression, but now, I fail left and right, what can I do to fix this, cause I'm doing awsome on the other two parts, and my liquid supressions are failing, so they're power is 5 and holding my good stims back.
One other thing I might recommend is that if you are using all your experimentation points at once, you don't do that anymore. Use them one at a time so if you do critical fail an experiment, you have a chance to get some of it back. Personally I do mine 2 at a time, but when I had just plain medic I did them one at a time. Saves on risk and gives you a chance tofix that failed experiment just a little bit.
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