Smuggler Archive
Thread: CU Spice Stats Complete List
TomoRainer
Sun Apr 17, 2005 12:19 am
#14
I heard on another spice thread all downers are 30 seconds. Personally, I think spices are way better if only because of their relative strength to other buffs now. In the playing I've done as a pistol-user and medic, I could see Neutron as being tremendously useful, for one.
Where I do see it getting troublesome is once spices are smuggled in. Will they then be deemed useful enough to be worth the cost in time to get them? A lot of that will depend on how much spice we can get our hands on in how much time, but it's something to start thinking about. Also, what about spice conversion? There's going to be plenty of new stuff kicking around after the CU.. is post-revamp spice going to have to contend with those mountains of supplies?
Not really relevant to the specific changes to spice stats, but it's gonna be an issue down the road.
Where I do see it getting troublesome is once spices are smuggled in. Will they then be deemed useful enough to be worth the cost in time to get them? A lot of that will depend on how much spice we can get our hands on in how much time, but it's something to start thinking about. Also, what about spice conversion? There's going to be plenty of new stuff kicking around after the CU.. is post-revamp spice going to have to contend with those mountains of supplies?
Not really relevant to the specific changes to spice stats, but it's gonna be an issue down the road.
Skelestoner
Sun Apr 17, 2005 1:23 am
#15
nono, i odnt want combat xp for crafting. i just havent studied up on how you get what kinds of xp for different boxes. disregard!
Hasun
Sun Apr 17, 2005 12:05 pm
#16
TomoRainer wrote:
All right my brothers-in-arms, with the help of the wonderful new blue frog abilities, I've instamastered smuggler and crafted every type of spice we can make. Resource types and costs seem to have all stayed the same, and the various spices seem to pretty much affect the same stats they did before.
Not really gonna get into any analysis right now, as I'm a tired Tomo, but I'm liking the look of these things.. with buffs and food toned down, some of em might honestly be pretty useful.
Novice Smuggler
Grey Gabaki: -10% health, +20% mind regen, 5:00 duration
Scramjet: +20% health regen, -5% action regen, -5% mind regen, 5:00
Shadowpaw: -10% health regen, +20% action regen, 5:00
Delinquency I
Giggledust: +20% action regen, -10% mind regen, 10:00
Sweetblossom: +10% health, +20% health regen, -10% action regen, -10% mind regen, 10:00
Yarrock: +10% health, -10% health regen, +20% mind regen, 10:00
Delinquency II
Pyrepepnol: +20% health, +10% health regen, -10% mind regen, 10:00
Sedative H4b: +20% health regen, -10% action regen, +10% mind regen, 10:00
Zypolene Droid Lubricant: +20% health, -10% health regen, +10% action regen, 10:00
Delinquency III
Crash n' Burn: -20% health, +20% health regen, +10% action regen, +10% mind regen, 15:00
Gunjack: +10% health, +10% health regen, -20% action regen, +20% mind regen, 15:00
Thruster Head: -5% health, +10% health regen, -5% action regen, +20% mind regen, 15:00
Delinquency IV
Booster Blue: +20% health, -20% health regen, +20% action regen, +20% mind regen, 15:00
Muon Gold: +20% health, +20% health regen, -20% action regen, +20% mind regen, 15:00
Neutron Pixie: +20% health, +20% health regen, +20% action regen, -20% mind regen, 15:00
Message Edited by TomoRainer on 04-16-2005 11:19 AM
excellent, so at least the spices in Delinquency IV are worthwile, but shouldn't the spices with longer time limits be less effective than the ones with shorter time limits, so you have a choice
e.g 20% regen rates for 5 mins
15% regen rates for 10 mins
10% regen rates for 15 mins
Do you go for more power for short time or less power for a longer time, that would make the spices at all levels more appealing.
As a ranged mbh/mp/cm 0-4-0-0 i'm more likely just to go for the pixie when fighting jedi as hardly any of my specials use mind, its usually just for healing.
Message Edited by Hasun on 04-17-2005 12:06 AM
Kesslan
Sun Apr 17, 2005 2:01 pm
#17
All the spices stock convert accordingly (I just went and checked out TC Bria today. My massive stashes of muon and pixie not only remain intact. but they have the new mods)
And far from being useless. Spices will still be in big demand. I can see actualy the demand for pixie rising amonst crafters. If only because tripple class crafters (Like my AS toon) will have practically 0 combat skills. To give you a comparison. My smugger/dancer winds up with a combat value of 46 or so at not quite master. My crafter on the other hand, respeced combat wise is like... 4.
Combine that with the fact that my crafter gets no HP bonus and that means I still have to rely heavily on things like pixie to survive a harvester run or some such thing. Some of the other spices seem to have actually gained in usefulness at least to certain classes now. And if the documentation is to be belived. +20 percent is the highest bonus from any one 'buff' one can get. Though I havent seen any of the doc related stuff yet.
Ragnaat
Sun Apr 17, 2005 2:03 pm
#18
Kesslan wrote:All the spices stock convert accordingly (I just went and checked out TC Bria today. My massive stashes of muon and pixie not only remain intact. but they have the new mods)And far from being useless. Spices will still be in big demand. I can see actualy the demand for pixie rising amonst crafters. If only because tripple class crafters (Like my AS toon) will have practically 0 combat skills. To give you a comparison. My smugger/dancer winds up with a combat value of 46 or so at not quite master. My crafter on the other hand, respeced combat wise is like... 4.Combine that with the fact that my crafter gets no HP bonus and that means I still have to rely heavily on things like pixie to survive a harvester run or some such thing. Some of the other spices seem to have actually gained in usefulness at least to certain classes now. And if the documentation is to be belived. +20 percent is the highest bonus from any one 'buff' one can get. Though I havent seen any of the doc related stuff yet.
But at cl1 will any amount of buffs be ennoug to avoid getting 1 hit incapped by a cl14 red dot camping your harvester?
psycowars
Sun Apr 17, 2005 3:25 pm
#19
well best one i can see is.
Neutron Pixie: +20% health, +20% health regen, +20% action regen, -20% mind regen, 15:00
Dont know about anyone else but in my testing of the MBH/M Smuggler template, i have yet to use any noticable amount of mind pool. So as i see it -20% mind regen is a great trade off for +20% health, health regen and action regen for 15 min.
Accamim
Mon Apr 18, 2005 5:33 am
#21
Skelestoner wrote:
well, slicing and spice were the main reason i went smuggler. so we dont craft the stuff, does that mean that different delinquency levels get you different kinds of spice smuggling missions?
does the downer still come by after the initial buzz of the spice?
yeah, spice doesnt LOOK as cool as it used to be, it was quite usefull to me as is, but i never sold spice once. ill have to just wait till things go into affect.
Sure ya didn't....
Me either!
That's what they all say.
Crillan
Mon Apr 18, 2005 7:45 am
#22
To me, being a smuggler is more than just transporting illegal cargo. The whole underworld thing and illegal activities along with the transportation of illegal goods is what it's all about. Slicing is just one aspect of being a smuggler and so is spice crafting. They're both illegal activities and fit in with the profession very well. There is no actual smuggling in the game right now, but when they add it in with the revamp, that will be the main focus of our profession. You won't have to be a master smuggler to smuggle things, but you'll have to learn all apsects of the underworld to be a master. That includes dealing with spices, modifying equipment to have an ace up your sleeve, good brawling skills, learning the talk, being good with a pistol and above all, smuggling without getting caught. I think the spices are a great idea and it looks like they will still be useful in the CU. Spices are optional, if you really don't like them, you don't have to deal with them. But they definitely have a solid place in our profession imo.
DigiDante
Mon Apr 18, 2005 7:53 am
#23
I for one am extremely happy with these stats. I think the ideas of these regeneration boosts will aid a ton!
Balzan
Mon Apr 18, 2005 7:40 pm
#24
Crillan wrote:To me, being a smuggler is more than just transporting illegal cargo. The whole underworld thing and illegal activities along with the transportation of illegal goods is what it's all about. Slicing is just one aspect of being a smuggler and so is spice crafting. They're both illegal activities and fit in with the profession very well. There is no actual smuggling in the game right now, but when they add it in with the revamp, that will be the main focus of our profession. You won't have to be a master smuggler to smuggle things, but you'll have to learn all apsects of the underworld to be a master. That includes dealing with spices, modifying equipment to have an ace up your sleeve, good brawling skills, learning the talk, being good with a pistol and above all, smuggling without getting caught. I think the spices are a great idea and it looks like they will still be useful in the CU. Spices are optional, if you really don't like them, you don't have to deal with them. But they definitely have a solid place in our profession imo.
Erm Smugglers aren't just the underworld class. They are a part of the underworld, not the only place in it. Slicing is a skill that should remain ours. Though spices should be pushed to other professions, i.e. most would go to chefs, however other should go to other professions (Droid Lube for instance should be DE or artisan 4-0-0-0). A smuggler doesn't craft the spices they smuggle they just freight it.
JTGAlpha
Fri Apr 22, 2005 6:50 pm
#25
Well it's cool that the spices don't suck...BUT
There appears to be a bit of a problem...there are still only a handful of spices worth selling...
what happened to a plurality of usefulness at all levels? I might as well just only stock neutron pixie and scrap the rest. 10% mind regen loss? Big deal. Nothing hits the mind. This thing is going to be the pwnerizer. Which is fine for my business buuuuutttt....really kinda invalidates the rest of the spices. And now with Action and Mind not being hit there really isn't a reason to keep them buffed over health....I guess the entertainers might still want the action and mind stuff, and maybe the docs and BE's and CM's might want the mind...maybe but...
I would have rather seen new and different spices all useful.
JTGAlpha
Fri Apr 22, 2005 6:53 pm
#26
which reminds me...I need to make about 5 factory runs of neutron when I get home. lol