Here's everything you need to know to make buffs and stims:
^^^^^^^^^^^^^^^^^^^ RESOURCE COLLECTION: ^^^^^^^^^^^^^^^^^^^
First, add http://swg.dailybuzz.net to your favorites, so you don't miss the good spawns. It is a page I made which filters information from swgcraft.com to show any good current resources for Doctors on your server. Log in and you can also be notified when a particular resource shifts away, so you can go pick up your harvesters. http://www.iootnega.com/medresources/default.asp is another option, with less analyzed but more exhaustive resource information (including resources for Combat Medics and Shipwrights).
Then, you'll need some harvesters.
For buffs, you'll be collecting: two chemical types (class IV liquid petro, tat fiberplast) two floral types (lokian wild wheat, domesticated oats) one mineral type (dolovite iron) one gas type (reactive gas) two (unharvestable) meat types (avian, herbivore) For one set of buffs, the ratio of resources you'll need is: dolovite & dom oats : avian & reactive : class IV & herbivore : lok ww & tat fiber 1 : 1.33 : 2 : 3 So, if you can't afford 10 heavies of each harvester type, try to approach this ratio when acquiring BER10+ harvesters: Chemical: 5 Floral: 4 Gas: 1.33 Mineral: 1 For example, this means that you'll need 5 times the collecting-ability for chemicals as you do for minerals, so if you have one BER4 mineral harvester, you'll need two BER10 chemical harvesters to keep up and not run out of chem. This is all a rough guideline for when you're starting out, however, since you should really harvest as much as possible of every good resource that spawns, not being ocncerned with having appropriate ratios of each type. Note: If you're making stimpacks instead of enhance packs, add on a few extra mineral harvesters for the inorganic resources.
Also, it wouldn't hurt to invest in a BER14 Fusion Reactor (radioactive harvester). They have great collection rates, low maintenance costs, and no power requirement. You'll save on power in the long run. This is optional, as many shops sell power for a reasonable 1 cpu.
^^^^^^^^^^^^^^^^^^^ COMPONENTS and CRAFTING: ^^^^^^^^^^^^^^^^^^^
Buy a droid with 110 medical rating and a food/chemical crafting station installed. Name him something clever, like Flatliner (my droid), Rusty, DoctorNick, NurseBetty, Probulator, whatever :-) He will be your new best friend. He will still function as a crafting station even if he's out of batteries.
================== Adv. Bio Effect Controller: - Tatooinian Fiberplast: (OQ + OQ + UT) / 3 = 1000 (this formula helps you estimate the quality of the resource) - Lokian Wild Wheat: (OQ + OQ + PE) / 3 = 1000 --------- Max is 30 power/25 charges; but since you have two separate stats lines to experiment on, you won't be able to max out both. I recommend experimenting on charges first, then experiment power with any remaining points. I've made 11p/23c ABEC's with decent materials, but others haev made much better. >Tip: When experimenting and you're about to use your last point to max a line in an ABEC, carefully watch to see if it actually adds another charge/power point. Sometimes, the experiment will cost a point, and even if it's a great success it won't be enough to add another point to charges or power; that point would have been better spent on raising the other line. This is because the lines have such a low maximum (30 and 25), so it takes about 4% to gain one more point. So if you're at 84% experimental quality, and the max for the resources you used is 85%, then it will let you put another point in but you'll never get to the 88% you need - you'll be capped at 85%. It would have been better to use the point in the other line where you could get the full % value of that point. >Tip: Janta Blood can be used as a substitute for a Bio Effect Controller in any med. Compared to a crafted ABEC, Janta Blood has lousy charges but incredible power. So you'll make much stronger buffpacks with many fewer charges. If you choose to, consider using Janta Blood in Health buffs, to match the higher power of your Action buffs. Remember that ==================
================== Adv. Chemical Release Duration Mechanism - Class 4 Liquid Petro Chemical Fuel: (OQ + OQ + PE) / 3 = 1000 - Herbivore meat: (OQ + OQ + PE) / 3 = 1000 --------- ACRDM ingredients are tough to get. Herb meat is not extremely rare, as anyone exterminating Pikets on dantooine can harvest about 40 units per Piket with just Novice Scout. But it's tough to get 100,000's of this at a time like you can with resource harvesters. Once you get going with all the other resources, this will eventually become your second worst bottleneck. >Tip: If you enjoy combat, pick up a good PvE combat profession and Novice Scout so you can collect your own. Ask you guild friends to go on Herbivore hunts with you so they can harvest meat and give it to you in return for free buffs later. Remember, each person in a group can harvest a creature killed by the group, so even if you have a few good fighters and a whole bunch of novice scouts, it will help immensely. Class 4 Liquid Petro doesn't spawn too often, and when it does it's not always good. So when a good Class IV Liquid Petro spawn shows up, place as many large harvesters down as you can (get your trusted friends to help by placing extra harvesters using their lots and then giving you admin access), cause it may be a while before the next spawn! ==================
================== Adv. Solid Delivery Shell - Domesticated Oats: (OQ + OQ + PE) / 3 = 1000 - Dolovite Iron: OQ = 1000 --------- Just experiment the one line as high as it goes. You should be able to get at least above 60 power on these, as the materials are common and relatively easy to get. I've made ASDS's at 74 power (98%) using some godly Rori Domesticated Oats on Sunrunner (above 960 both stats). ==================
================== Buffpacks need the three components above, and additionally: - Reactive gas: OQ DR * - Avian meat: OQ PE DR * - Action buffs use any Organic: OQ PE DR * - Action buffs use any Inorganic: OQ PE UT DR * --------- There's no easy formula, so just get as close to 1000 on each stat. OQ's most important, then PE, then DR (DR affects duration in buffs, but you can still reach a respectable 2.5+ hours using ~500 DR materials.) It's really important to get good quality Reactive/Avian in order to make good buffs, moreso than for ABEC's, ASDS's, and ACRDM's. Reactive Gas isn't too hard to come by; usually it'll have good OQ (800+) and average DR (300-600). Remember, OQ is key, DR is secondary. While herbivore meat is your second worst bottleneck, Avian meat will be your major bottleneck. True, you need less Avian than Herbivore per buffpack (about 7 avian for each 10 herb), but fewer creatures give Avian meat, and when they do it's not usually in large quantities, and you also need to worry about the DR rating. Again, it's great if you can harvest it yourself, and it really helps if you get your guild to go on a large scale hunt with you for Avian. ==================
For other meds:
================== Adv. Liquid Suspension (used in other non-buff meds): Dantooine Berry Fruit: (OQ + OQ + PE) / 3 = 1000 Talusian Water: OQ = 1000 Not too hard to come by these. Talus always has decent water. Keep an eye out for good Dantooine berries, but don't lose any sleep over it ALS's are the powerhouse component of your stimpacks, so make a factory run of these and keep em on hand. IIRC, you can get close to 200 power on these; I've made about 175 power ones or so. ==================
Lastly, get yourself at least one Food And Chemical Factory, or even 3 or more, depending how rich you are, or how married you are to an architect.
Note: to limit production to a single crate of 50, don't set the limit on your schematic. Just put in the factory exactly enough Avian/Reactive to make 50 (1100 each for most, or 1400 each for Health buffpacks). That way you on't have to split up crates of your components. You can always pump out a few more if you have extra components when you're done with your 50 each.
>Tip: When making the schematics, eat Pyolian Cake once before you click Assemble, and optionally use Bespin Port before each experiment. Also, be SURE to be sitting in a city with Research Center specialization to ensure the best possible crafting results. If you can, get clothing with +Medical Experimentation bonuses on it. 10 will give an extra experiment point, and 20 will give two extra! +Medical Assembly will improve your initial assembly, the starting point of the craft before you begin experimenting.
Over the long run follow these quantity guidelines to make one crate (50) of buffpacks for each stat: ( Adapted from http://www.swgcraft.com/forum/showpost.php?p=71910&postcount=7 )
Walker's Shopping List: Format: Resource....x (y) [z] x = total units you'll actually need to have (y+z) y = exact units you need to do a factory run once schematics are made z = units reserved to make up to 4 schematics for each component and buffpack so you can pick the best one
First Run (crates of advanced components): ABEC: Lok Wheat.........15624 (15552) [72] Tat Fiberplast....15624 (15552) [72] ACRDM: Herb Meat.........10432 (10368) [64] Petrol 4..........10432 (10368) [64] ASDS: Dom Oats...........5248 (5184) [64] Dolovite Iron......5248 (5184) [64]
Second Run (crates of the actual buffpacks): ABEC................864 (800) [64] ACRDM...............648 (600) [48] ASDS................324 (300) [24] Reactive Gas.......7452 (6900) [552] Avian Meat.........7452 (6900) [552]
Note: This shopping list uses Reactive and Avian for the Action buffpacks, too, even though Action buffs can use any Organic and Inorganic. Action buffs are usually higher powered and longer lasting because when you aren't limited to Avian/Reactive it's easy to find really good quality resources. Some people prefer not to waste valuable Reactive and Avian in an Action buff, plus they like big Action buffs. Other people prefer to have identical buffs that all last the same time, so they use the same materials. Still, some players expect to get higher Action buffs, so they migrate their stat pools to account for it. In the end it's up to you. I recommend not wasting Avian/Reactive, and instead either use comparable Org/Inorg materials to keep the stats similar, or use awesome Org/Inorg to get a mega Action buff.
^^^^^^^^^^^^^^^^^^^ MAKING MONEY: ^^^^^^^^^^^^^^^^^^^ So far, you've been spending a lot on power and maintenance and harvesters, but you've got nothing to show for it. Well now comes the fun(?) part: Collect these things, and you'll be buffing in Coronet in no time: - Ask tailor/BE to make you a +25/+25 wound treatment clothing item - Buy some +22 or better Bivoli Tempari (improves buff power) - Buy some +250 or better Vaserian Brandy (keeps your mind from depleting too much) - Sit down, call your droid, put up your Master Doctor title, and watch the people line up :-)
^^^^^^^^^^^^^^^^^^^ There you have it. With the information in this thread, you should be be on your way to being a happy and successful buffer!
If you need any more information, message Creb on Sunrunner and I'll do my best! Message Edited by Bad_Bad_Leroy on 08-31-2004 08:43 AM Message Edited by Bad_Bad_Leroy on 12-28-2004 11:51 AM
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