Smuggler Archive
Thread: [CU] Spice Stats and You
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Golrok
Mon Apr 11, 2005 6:14 am
#2
how are the downers? are they as bad as the ones now? like how we kind of suffer from 2 downers since they changed it a few months ago? you know first ham dissapears and then you have to wait for regen when b4 there was no wait for regen- you were fully charged when downer timer was done. did they lighten these downers up some?
oh nm. . i just realized that mostly applies to the more powerful spices.
Message Edited by Golrok on 04-11-2005 06:17 AM
TomoRainer
Mon Apr 11, 2005 6:41 am
#4
This is pretty interesting. Looks like spice isn't going to be better so much by virtue of it being improved, but due to its competition being reduced in effectiveness.
Much better buff-to-downer ratio, too.
Going to need to see the upper-level spices as well as how food looks these days, but at a quick glance I'd say we're going to see more sales. However, the long-term implications of this are troubling, as so far I'm not seeing anything uber enough to justify a very high price on spice once it's smuggled and not crafted--meaning we're either going to need to get a lot of spice per mission or be able to run a lot of missions per hour. Either way, it's going to require people to be buying a lot of spice if we're going to make any money, as I'm not seeing the kind of stats that are going to create high prices by themselves.
You never know, though. People will pay a lot for a slight edge, so if spice is just moderately useful but also rare, maybe it'll go for okay prices.
Much better buff-to-downer ratio, too.
Going to need to see the upper-level spices as well as how food looks these days, but at a quick glance I'd say we're going to see more sales. However, the long-term implications of this are troubling, as so far I'm not seeing anything uber enough to justify a very high price on spice once it's smuggled and not crafted--meaning we're either going to need to get a lot of spice per mission or be able to run a lot of missions per hour. Either way, it's going to require people to be buying a lot of spice if we're going to make any money, as I'm not seeing the kind of stats that are going to create high prices by themselves.
You never know, though. People will pay a lot for a slight edge, so if spice is just moderately useful but also rare, maybe it'll go for okay prices.
unde
Mon Apr 11, 2005 8:26 am
#6
Can we all ready experiment on spice, noob question but I never make the stuff.
Jaspor
Mon Apr 11, 2005 11:22 am
#7
Thanks for the info, been looking for this data. 
Although, there seems to be a striking lack of variety in effects...
And, unde, spice cannnot currently (in live) be experimented on.
Not sure if this will change with the CU. My guess is no. Why bother adding experimentation to it if the plan is to eventually not make it craftable but smugglers, but obtained through those new missions?
flashpointfx
Mon Apr 11, 2005 12:13 pm
#8
Hey guys. I got Delinquncy II tonight and since it'll be awhile before I get Delinquncy III, I thought I'd test all of the spices so far. Here's what I have
Giggledust - mod action regen 20%, mind regen -10% - 10 minutes
Grey Gabaki - mod health -10%, mind regen +20% - 5 minutes
Pyrepenol - health mod 20%, health regen 10%, mind regen -10% - 10 minutes
Scram Jet - health mod 20%, action regen -5%, mind regen -5% - 5 minutes
Sedative H4B - health regen 20%, action regen -10%, mind regen 10% - 10 minutes
Shadowpaw - action regen 20%, health regen -10%, 5 minutes
Sweetblossom - health mod10%, health regen 20%, action regen -10%, mind regen -10% - 10
minutes
Yarrock - health mod10%, health regen -10%, mind regen 20% - 10 minutes
Zypolene
Droid
Lubricant - health mod 20%, health regen -10%, action regen 10% - 10 minutes
Downers (Universal) - 30 secs with health mod, health regen, action regen, mind regen at -20%
So far, spice is fairly equal to before the CU, but with more emphasis placed on Health, Action Regen, and Mind Regen, smaller spices will have a place in the market again.
Message Edited by flashpointfx on 04-11-2005 03:13 AM
Message Edited by flashpointfx on 04-11-2005 03:53 AM
flashpointfx
Tue Apr 12, 2005 12:01 am
#9
Jaspor wrote:
Thanks for the info, been looking for this data.
Although, there seems to be a striking lack of variety in effects...
And, unde, spice cannnot currently (in live) be experimented on.
Not sure if this will change with the CU. My guess is no. Why bother adding experimentation to it if the plan is to eventually not make it craftable but smugglers, but obtained through those new missions?
No. On TC, spice is not experimentable and stats on the ingredients do NOT matter still.
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