Medic Archive
Thread: Resources attributes with stimpacks are they important?
I'm trying to make stimpack Bs but the more I look into it the more complicated it seems.
A stimpack B requires 3 components, a biological effect controller, a chemical release duration mechanism and a liquid suspension. It also requires 12 organics and 12 inogranics for the actaul stimpack itself.
The stimpack has two categories, and I assume this is to do with the 12 organics and 12 Inogranics
Experimental Charges
Charges
Overall Quality - 66%
Unit Toughness - 33%
Experimental Effectiveness
Power
Overall Quality - 66%
Potential Energy - 33%
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Now, what do these attributes apply to exactly? Is it only to do with experimentation, meaning if you use resources with high Potential Energy, Unit Toughness, etc... you will be able to experiment on the item better? Or does it apply to just making the item without experimenting next to astation? So if you use resources with good stats the item will turn our better without you experimenting?
Also, no resources have all of these attributes. Inorganics don't have Potential Energy. Only some times of Organics have Unit Toughness, namely Bone and Hide, but they don't have Potential Energy, which only food-based organics like Wheat, Fruit, etc.. have. The only attribute that all these resources share is Overall Quality, but does this mean that because the 12 organics you used were Tatooinian Wheat or whatever which has good potential Energy and Overall Quality but no Unit Toughness, the item won't be so good? Or that the 12 Inorganics you used have no Potential Energy?
The Stimpack also has 3 components which have their own attributes. The Liquid suspension component for example requires 6 units of water and organics, and has the following attributes:
Experimental Effectiveness
Power
Overall Quality - 66%
Potential Energy - 33%
This is the same as themain stimpack attributes, but it doesn't have anything about Charges. Again, do these only effect how well you can experiment on the component, or just generally how good you can make it without experimenting? Since the component by itself is useless, if you use good resources (even tho water has no potential energy) and make a good Liquid Suspension component, will it increase the effectiveness (or how much it heals) of the finished stimpack? The Chemical Release Duration Mechanism also has the same Experimental Effectiveness category, while the Biological Effect Controller also has the Experimental Charges category.
So even tho I'm not sure about whether the "Experimental" Categories have to do with your ability to experiment or if it's broader than that, how much of a difference will it make? If I use really high quality materials with high unit toughnesswill it increase my stimpack's charges by like 3 or so? Would it be worth it rather than just making another stimpack?
Basically as you progress up the crafting tree you get more experimentation points to use. This takes the base value that the two materials will create, and gives it a multiplyer. So far I haven't been able to figure out if this is exponential or not, since some things I've done that have an 80% experimental efficiency is about 4x as powerful as the original.
Ummm, I had a point to begin with... *reread*
The higher the value on the components used, there are two things that will happen. 1) the "base" effectiveness (what you get straight out of crafting it) will be higher. Corrilary, you will get to put more experimentation points into it. If you use an organic with 200 PE and OQ, and a fiberplast with the same, you'll get around 10% experimental effectiveness and you'll only be able to put in about 2 experimentation points on each. Compare that to using say a meat that's 950 for PE and OQ, and a chemical that's around 800 for each. I have 10 experimentation points, and I wasn't able to max out the effectivness. Got something like 88%. Those were some good stimpacks.
The components make a TON of difference. A stim b, with normal components will usually turn out for me around 150 power. A stim b made with the same organic/inorganic and advanced components for 2 of them (BEC and LS) will get me around 315.
The reason your LS isn't showing charges is because like the CRM, it doesn't have anything to do with charges, just how strong the final product will be. The Stims and whatnot are broken down like a real machien would be. Mysound card has nothing to do with my video, and my video card has nothing to do with sound, but my processor speedaffects both. Kinda the same thing.
Ummmm... think I got most of your questions. For further resources, I would check out www.swgcraft.com and specifically, http://dynamic6.gamespy.com/~swgcraft/restool.phpThe latter will let you take all your resources, and figure out which combo would do best for a final product.
~fejsze
Also, remember EVERYTHING you make depends on quality of good. Don't skimp out on your sub components. I recently created a line of Stim B's with only one ADV component (Liquid Suspension) and they're 376 healing power. When you put all the right components together AND experiment well, you can pull of some really cool stuff! (I've been tooling around with my new factory.
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You can be pretty much as picky or lazy as you want with resources, so find the level of **edit**-ness that is comfortable for you.
First off, the 66% OQ 33% PE references, and the like work like this:
Each component, and experimental factor has a pool of factors that add up to 100%. When you expiriment, and you see the line of boxes that you use to assign your expirimentation points, the number of overall boxes available is determined by the quality of the resources. The percentages are the weighted importance of that factor in determining your experimentation potential. So if you have a resources with 1000 OQ (not likely, but its an example) and 0 PE, then you will only 66% of the total number of possible expirimentation boxes would be available. Its possible that you may have more expirimentation points available to you as a skill, but still you cannot use them, because its just not possible. Use some really bad resources on a CRDM. You may only have 4 total boxes to expiriment on, even though you have 8 points. You will be stuck, and have to leave points on the table.
The initial craft is effected too (you just cant interact with that part). So if you want to make stims away from a crafting station, it still helps a ton to have good resources.
HARPOON wrote:
Also, no resources have all of these attributes. Inorganics don't have Potential Energy. Only some times of Organics have Unit Toughness, namely Bone and Hide, but they don't have Potential Energy, which only food-based organics like Wheat, Fruit, etc.. have. The only attribute that all these resources share is Overall Quality, but does this mean that because the 12 organics you used were Tatooinian Wheat or whatever which has good potential Energy and Overall Quality but no Unit Toughness, the item won't be so good? Or that the 12 Inorganics you used have no Potential Energy?
Those are good questions. No one quite seems to know. There are a few spoken and unspoken rules that most people seem to think were being applied.
I think people were assuming that the way it worked was it took all the OQ from your all yur ingredients, and added them up, averaged them, and used that to calculate the base assembly. Which would mean that if your first ingrediant had PE of 800, and your oher ingredient had no PE at all, it was treating that assemply as if it had (800 = 0) / 2 = 400 PE.
People were also assuming that each ingrediant should have the best values for all relevent stats. That is, assuming that your schematic called was 50% OQ, and 50% Toughness, people thought that it was better to use two items, that were, say, 500 OQ and 500 Toughness, as opposed to one item which was 800 OQ and 100 Toughness, and another that was 100 OQ and 800 Toughness.
But there is evidence that at least the first assumption is wrong.
People are reporting that they are getting better assemblies using items with no PE whatsoever than with using ingrediants with some. Maybe it is treating the 0 as if it were 1000. Maybe it is just not including that ingredient in the average.
As for experimentation, the quality of your ingredients determines the quality of your initial craft. It also determines how many little boxes you are allowed to pour experimental points into. There's decent evidence that malleability partailly determines your odds of sucessfully experimenting (I know I had a huge number of failures when I tried to experiment on a liquid suspension where neither ingredient had mall).
The number of experimental points you can spend is, as far as I know, totally determined by your experimental skill. Increase in O-Chem to get more medical crafting points.
The doctor correspondant submitted a very long list of bugs, problems, and quesitons, and one of them was about medical crafting. I suggest keeping your eyes peeled on that board.
My question is will components always better using the specific resources such as Lokian Wild Wheat regardless of stats? Meaning compared to a Tattoionan wheat with much better OQ and PE.
And for advanced components such as the advanced biological controller there is no option but to use Lokian Wild Wheat? If so and the current run of Lokian Wild Wheat just happens to suck like OQ 250, PE 26...would you be better off just using regular bios made with superior resources?
Anyone test this already and know results?