Medical Forage Context 1 (Source)

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http://www.swgcraft.com/forum/showthread.php?t=16853&page=1&pp=15


Quote:

Components

Components are not really resources, but are still required for crafting many items. Often we refer to these items as "sub-components" in an attempt to say that they are of no use by themselves, but used while crafting other items.

Components are crafted or manufactured as any other item is.

Early on Medics learn four basic components and a little later Medics will learn their advanced counterparts.

What is the difference between the basic version and its advanced counterpart? The difference is in the final results of the advanced components: higher power and more charges. The cost is the advanced components take specific resource types.

An example: Liquid Suspensions (LS) are used while crafting Small Stimpacks B to E. The basic LS has an optimal limit of 45 [?] points, while the Advanced LS has an optimal limit of 200 points.

Resources have the same importance to components as to any other item crafted.

The power or charges you manage to craft it to will directly impact on the main item it is merged into. Hence, as soon as you are able to substitute plain components with their advanced counterparts, and these really have greater stats, use the one with the best stats.

However, you may want to do a financial analysis too. Does the higher cost of an advanced component really pay off?

Exactly how do components impact on the final item? At this point, let us settle with: Components lay the foundation on which you continue crafting the final product. The higher the foundation is, the higher the final result will be.

With medical schematics you can always substitute a plain component with its advanced counterpart. I do not know of any schematic that require advanced components, hence I consider them optional.

Many schematics not only ask for components, but require identical components when more than one of a kind are used. That means they need to come from manufactured crates. These crates are manufactured in a factory and the components have identical serial numbers.


Quote: The Medic Profession Tree

These installments describe the four branches of the Medic Profession and their individual levels. Abilities, skills and schematics are introduced and discussed in the order you achieve them.

If you follow the novice quests that are given by your green helper droid you will qualify for two skill boxes (Ctrl+S) real soon. One is Organic Chemistry I.

The other box then? You may chose any one of the three branches. The decision is yours since it depends on your playing style and preferences. However, the following summary might help you.

The First Aid branch increases your skill to heal damages and gives you abilities to stop bleeding and to quickly heal damages. The more damage points you can heal give you more XP as reward, at a ratio of 1 XP / 4 damage points healed.

The Diagnostics branch increases the speed you can heal damages, but not wounds. More exactly, the preparation time between heals is shortened. The faster you heal damages the more XP. You also get the very useful ability to drag incapacitated (incap for short) fellows into safety.

The Pharmacology branch gives you access to more effective medical supplies. The better drugs used, the more damage points and/or wound points healed, which in turn gives more XP at a ratio of 2.5 XP / 1 wound point healed (damages, see above).

The Organic Chemistry branch uses Medical Crafting XP which you level by crafting your medical supplies. Rather soon you can craft more powerful supplies and then you may need one or more boxes from Pharmacology.

The ability to craft really powerful supplies is quite limited since Medics have such tiny skills to experiment. Furthermore, Medics cannot give buffs, cure poison and disease, heal state damages, and resurrect fallen characters.

However, Medics get the skill to heal damages powerfully. This makes this profession highly appreciated in group hunt or battle. While the group take a break at a camp, rised by Scouts or Rangers, the Medics heal wounds as well as they can.

To me it looks like the Medic profession was designed for combat support and assistance, rather than for crafting.

The Medic profession also constitutes the base for the elite professions of Doctor and Combat Medic.

he Novice Medic

Any novice skill must be taught by an NPC trainer. Medic trainers are found in most NPC cities, inside or around the Medical Center.

Cost: 15 skill points Credit Cost: 100 credits

Skills Gained: Injury Treatment +5 Injury Treatment Speed +5 Medical Foraging +10 Medicine Assembly +10 Medicine Experimentation +10 Medicine Use +5 Wound Treatment +5

Abilities Gained: Heal Damage Heal Wound Medical Forage Tend Damage Tend Wound

Schematics Gained: Biological Effect Controller Liquid Suspension Small Stimpack - A

Injury Treatment and Injury Treatment Speed - Damage healing will be your most powerful ability. Medics max out their Injury Treatment skill, while Doctors gain no more such knowledge. Your preparation time between each healing is shortened the better Injury Treatment Speed you gain.

Commands: /healdamage and /tenddamage Icons are found in the Action datapad -> Other.

Heal Damage works as long as you have Stimpacks in your inventory. Tend Damage will cause wounds on your mind and a heavy toll on your mind pool, hence not recommended unless in emergency situations.

Medical Forage - Almost useless, you can sample flora randomly. That is so since you get only one unit at a time and there are a bunch of types to pick from. Hence it is unlikely you can harvest enough for even the smallest medical supply.

However, I still use this skill, for example at Lok to see if the Wild Wheat is good. Admittedly, it can take a while since I have to sample until I get the resource type I am looking for.

Command: /medicalforage Icon is found in the Action datapad -> Other.

Medical Forage works while not moving and outdoors. Medicine Assembly and Medicine Experimentation - Essential while crafting. The Medicine Assembly skill prevents critical failures while crafting. The Medicine Experimentation skill gets you better successes while experimenting and every tenth point grants you another experimentation box. Medicine Use - Determines which standard supplies you can use, you must match or beat their Medical Usage value. Note that some drugs need certain abilities to be used.


Wound Treatment - While never as good as a Doctor, the Medic can heal any kind of wound. These 5 skill points are the only few points you get as a Medic. Anyway, they are enough with any A and B Medic's Wound Medpacks and a number of healing attempts.

Commands: /healwound [action|constitution|...] and /tendwound [action|constitution|...]. If the parameter is omitted SWG will first take the worst wound with each attempt, until no wound is found. See discussion on this in Customizing Your GUI. Icons are found in the Action datapad -> Other.

Heal Wound works as long as you have the proper Wound Medpacks in your inventory, one for each of the six stats. Tend Wound will cause wounds on your mind and a heavy toll on your mind pool, hence not recommended unless in emergency situations.

Small Stimpack - A (Stim A)

A basic medical supply to heal damages.

Resources used:

8 units of Inorganic 8 units of Organic No components required.

Power: OQ 66 % and PE 33 % Charges: OQ 66 % and UT 33 % Comment: Some medical droids may be "charged" by Stim A so that the droid can give heals at your command, such as in battle.

Biological Effect Controller (BEC)

A basic component used in most medical supplies at level B and higher.

Resources used:

6 units of Inorganic 6 units of Organic

Power: OQ 66 % and PE 33 % Charges: OQ 66 % and UT 33 % Comment: Commonly BECs are experimented towards charges since the contributed power is far less than the other components provide. This is more of an economical issue: Do you want more charges from an item, or is power more interesting.

Liquid Suspension (LS)

A basic component used in most stimpacks at level B and higher.

Resources used:

6 units of Organic 6 units of Water

Power: OQ 66 % and PE 33 % Comment: Basic LS are replaced by its superiour advanced version (ALS) as soon as you learn that schematic. However, Doctors craft some supplies that will not benefit from the power boost of the more expensive ALS. Then it is economically justified to craft LS again.

The First Aid branch

The First Aid branch will "convey to a Medic the ability to use improved medicines, and to realize more of the potential within each medicine." This means, your skill to heal damages will improve greatly. This branch grants:

Title: Field Stabilizer

Skill: Injury Treatment +75 (Novice incl.)


Abilities: First Aid Quick Heal

First Aid I: Simple Bandaging

Cost: 2 skill points Credit Cost: 1000 credits XP Cost: 1000 points of Medical Experience

Skill Gained: Injury Treatment +15

First Aid II: Treat Bleeding

Cost: 3 skill points Credit Cost: 2000 credits XP Cost: 5000 points of Medical Experience

Skill Gained: Injury Treatment +15

Abilities and Commands Gained: First Aid

First Aid III: Field Dressing

Cost: 4 skill points Credit Cost: 3000 credits XP Cost: 10000 points of Medical Experience

Skill Gained: Injury Treatment +15

First Aid IV: Quick Heal

Cost: 5 skill points Credit Cost: 4000 credits XP Cost: 15000 points of Medical Experience

Skill Gained: Injury Treatment +25

Abilities and Commands Gained: Quick Heal

Injury Treatment - You continue to improve on your damage healing skill until it is your most powerful ability. Each skill point equals about 1 % increase of the power provided by the stimpack.

First Aid - A higly useful skill in battles. You can instantly stop the bleeding at the targeted player, without any help from medical drugs. First Aid takes a small toll on your mind bar.

Bleeding quite rapidly drains the health pool of the injured character and must be dealt with rapidly. Lootable Aaukan shirts are often enhanced with bleeding resistance.

Command: /firstaid [self|target] The parameter is optional since the command will stop the bleeding at any targeted player, including yourself. You target yourself by hitting Crtl+1. Icon is found in the Action datapad -> Other

First Aid works within about 6 meters at the targeted player.

Quick Heal - You can instantly heal severe damages without medicines. Quick Heal will cause wounds to your willpower and focus and takes a heavy toll on your mind pool, hence it is not recommended unless in emergency situations.

Command: /quickheal [self|target] The parameter is optional since the command will heal damages at any targeted player, including yourself. Icon is found in the Action datapad -> Other

Tip 1: Ask fellow Medics for teaching and save yourself the fee. However, remember to tip your fellow for the kindness and time.

Tip 2: You target yourself by hitting Crtl+1. In a group you can target another fellow by Crtl+x, where x is the fellow's position in the ordered group list. You would better always keep an eye on the "tank" and the group leader.

Tip 3: Since First Aid is that important you would better add its icon at the combat toolbar. Another option is to write an alias, for example: /alias fad /firstaid which give you the shortcut command /fad to give first aid to the targeted player.

Tid 4: Commands need not be fully written out, but can very well be truncated. You need only write that much that SWG can discern one command you from commands that starts with an equal spelling.

he Diagnostics branch

The Diagnostics branch improves your damage healing speed, or more precise, the required preparation time between heals decreases. This branch grants:

Title: Emergency Technician

Skill: Injury Treatment Speed +75 (Novice incl.)

Abilities: Drag Incapacitated Player

Diagnostics I: Rapid Diagnostics

Cost: 2 skill points Credit Cost: 1000 credits XP Cost: 1000 points of Medical Experience

Skill Gained: Injury Treatment Speed +15

Diagnostics II: Transport Patient

Cost: 3 skill points Credit Cost: 2000 credits XP Cost: 5000 points of Medical Experience

Skill Gained: Injury Treatment Speed +15

Abilities and Commands Gained: Drag Incapacitated Player

Diagnostics III: Accelerated Healing

Cost: 4 skill points Credit Cost: 3000 credits XP Cost: 10000 points of Medical Experience

Skill Gained: Injury Treatment Speed +15

Diagnostics IV: Technical Diagnosis

Cost: 5 skill points Credit Cost: 4000 credits XP Cost: 15000 points of Medical Experience

Skill Gained: Injury Treatment Speed +25

Injury Treatment Speed - Your preparation time between each healing is shortened the better Injury Treatment Speed you gain.

Drag Incapacitated Player - Drag an incapacitatied player into safety. An highly valuable command since you can both save a fellow from a hostile environment, and you can avoid exposing yourself to danger while helping someone.

Command: /dragplayer

Comment: The distance seems to vary between 15 - 30 meters [ pending : verify ].

he Pharmacology branch

The Pharmacology branch improves your understanding of medicines and your ability to use them. The better understanding and knowledge, the more powerful stim- and medpacks you can use. Your ability to forage flora is also increased. This branch grants:

Title: First Responder

Skills: Medicine Use +40 (Novice incl.) Medical Foraging +75 (Novice incl.)

Pharmacology I: Applications of Medicine

Cost: 2 skill points Credit Cost: 1000 credits XP Cost: 1000 points of Medical Experience

Skills Gained: Medical Foraging +15 Medicine Use +5

Pharmacology II: Practical Medicine

Cost: 3 skill points Credit Cost: 2000 credits XP Cost: 5000 points of Medical Experience

Skills Gained: Medical Foraging +15 Medicine Use +10

Pharmacology III: Combat Medicine

Cost: 4 skill points Credit Cost: 3000 credits XP Cost: 10000 points of Medical Experience

Skills Gained: Medical Foraging +15 Medicine Use +10

Pharmacology IV: Xeno Pharmacology

Cost: 5 skill points Credit Cost: 4000 credits XP Cost: 15000 points of Medical Experience

Skills Gained: Medical Foraging +20 Medicine Use +10

Medical Foraging - Increases your successes with foraging medical flora. See comment at Novice Medic.

Medicine Use - Determines the level of medicines you can use to heal injured players. The usability level is stated at each kind of medical suppl

The Organic Chemistry Branch

The Organic Chemistry Branch improves your ability to assemble medicines and your knowledge on experimentation. Many new schematics are introduced, whereof some are powerful stimpacks enabling you to heal damages efficiently. This branch grants:

Title: Stimpack Chemist A Stimpack Chemist is qualified for the hybrid profession of Novice Bio Engineer.

Skills: Medicine Assembly +50 (Novice incl.) Medicine Experimentation +50 (Novice incl.)

Schematics are presented in four separate, level-based installments and summarized in 9.9.

Medicine Assembly and Medicine Experimentation - Essential skills while crafting. The Medicine Assembly skill prevents critical failures while crafting. The Medicine Experimentation skill gets you better successes while experimenting and every tenth point grants you another experimentation box.

Note: Organic Chemistry uses Medical Crafting Experience as XP. _______________________________________________

9.5.1 Organic Chemistry I: Basic Wound Treatment

The Basic Wound Treatment level improves your crafting skill and gives you the schematics for two basic wound medpacks.

Cost: 2 skill points Credit Cost: 1000 credits XP Cost: 500 points of Medical Crafting Experience

Skills Gained: Medicine Assembly +10 Medicine Experimentation +10

Schematic Gained: Action Wound Medpack - A Health Wound Medpack - A

Wound Medpack - A (Action A and Health A)

Basic woundpacks that heal wounds inflicted at the main stats.

Resources used:

8 units of Inorganic 8 units of Organic No components required

Power: OQ 66 % and PE 33 % Charges: OQ 66 % and UT 33 % Comment: Woundpacks A are the most cost effective medical supplies for smaller wounds. That is since they do not require components and that they use basic resources.

Organic Chemistry II: Enhanced Stimpacks

The Enhanced Stimpacks level improves your crafting skills and gives you the schematics for two basic components and a more powerful stimpack.

Cost: 3 skill points Credit Cost: 2000 credits XP Cost: 1000 points of Medical Crafting Experience

Skills Gained: Medicine Assembly +10 Medicine Experimentation +10

Schematics Gained: Chemical Release Duration Mechanism Small Stimpack - B Solid Delivery Shell

Small Stimpack - B (Stim B)

A powerful medical supply to heal damages rapidly.

Resources used:

12 units of Inorganic 12 units of Organic Components: 1 BEC, 1 CRDM, 1 LS

Power: OQ 66 % and PE 33 % Charges: OQ 66 % and UT 33 % Comment: Stim B can be used by anyone with 5 points of Medicine Use.

Chemical Release Duration Mechanism (CRDM)

A basic component used in most powerful medical supplies.

Resources used:

8 units of Chemical 8 units of Organic

Power: OQ 66 % and PE 33 % Comment: CRDM components contribute power to the medical supply and it may be replaced by its more powerful advanced version, the ACRDM, once you learn that schematic. Chemical is any resource descending from the chemical resource type.

Solid Delivery Shell (SDS)

A basic component used in most powerful woundpacks.

Resources used:

8 units of Metal 8 units of Organic

Power: OQ 66 % and PE 33 % Comment: SDS components contribute power to the medical supply and it may be replaced by its more powerful advanced version, the ASDS, once you learn that schematic. Metal is any resource classified as a metal.

Organic Chemistry III: Complex Wounds

The Complex Wounds level improves your crafting skills and gives you the schematics to heal any kind of wounds. That is is four basic wound medpacks and furthemore two more powerful wound medpacks.

Cost: 4 skill points Credit Cost: 3000 credits XP Cost: 3000 points of Medical Crafting Experience

Skills Gained: Medicine Assembly +10 Medicine Experimentation +10

Schematics Gained: Action Wound Medpack - B Constitution Wound Medpack - A Health Wound Medpack - B Quickness Wound Medpack - A Stamina Wound Medpack - A Strength Wound Medpack - A

Wound Medpack - A (Const A, Quick A, Stamina A and Strength A)

Basic woundpacks that heal wounds inflicted at the supporting stats.

Resources used:

8 units of Inorganic 8 units of Organic

Power: OQ 66 % and PE 33 % Charges: OQ 66 % and UT 33 % Comment: Woundpacks A are the most cost effective medical supplies for smaller wounds. That is since they do not require components and that they use basic resources. Furthermore, the supporting stats are not always that heavily wounded.

Wound Medpack - B (Action B and Health B)

More powerful woundpacks that heal wounds inflicted at the main stats.

Resources used:

14 units of Inorganic 14 units of Organic Components: 1 BEC, 1 CRDM, 1 SDS

Power: OQ 66 % and PE 33 % Charges: OQ 66 % and UT 33 % Comment: Woundpacks B can be used by anyone with 5 points of Medicine Use. B-packs enable you to heal larger wounds with one or a few shots.

Organic Chemistry IV: Experimental Chemistry

The Experimental Chemistry level finalize your crafting education by further improve your crafting skills. You also learn an even more powerful version of Stimpacks. Furthermore, for each component you have learned you learn its advanced version. Finally, this level gives you the more powerful medpack versions for the supporting stats.

Comment: The costs of advanced components are more resource units used, and more specialized resources. This implies an economical analysis when choosing between a basic or an advanced version.

Note: All Organic resources are always available to harvest, one of each kind at each planet. Furthermore, they never overlap each other in time.

Cost: 5 skill points Credit Cost: 4000 credits XP Cost: 6000 points of Medical Crafting Experience

Skills Gained: Medicine Assembly +10 Medicine Experimentation +10

Schematics Gained: Advanced Biological Effect Controller Advanced Chemical Release Duration Advanced Liquid Suspension Advanced Solid Delivery Shell Constitution Wound Medpack - B Quickness Wound Medpack - B Small Stimpack - C Stamina Wound Medpack - B Strength Wound Medpack - B

Small Stimpack - C (Stim C)

Really powerful stimpacks that heal greater damages rapidly by Medics with a good amount of pharmaceutical knowledge.

Resources used:

14 units of Inorganic 14 units of Organic Components: 1 BEC, 1 CRDM, 1 LS

Power: OQ 66 % and PE 33 % Charges: OQ 66 % and UT 33 % Usability: OQ 66 % and PE 33 % Comment: Stim C is more powerful than its preceding versions, at the cost of a higher usability level. However, Stim C and higher versions can be experimented towards Ease of Use and Stim C can get as low as 30 points of usability. Naturally, that is at the expence of power, implying that this should be done by a Doctor, who has more experiment boxes to use.

Wound Medpack - B (Const B, Quick B, Stamina B and Strength B)

More powerful woundpacks that heal wounds inflicted at the supporting stats.

Resources used:

14 units of Inorganic 14 units of Organic Components: 1 BEC, 1 CRDM, 1 SDS

Power: OQ 66 % and PE 33 % Charges: OQ 66 % and UT 33 % Comment: B-Woundpacks can be used by anyone with 5 points of Medicine Use. B-packs enable you to heal larger wounds with one or a few shots. However, large wounds are somewhat less common to the supporting stats than to the main stats.

Adv. Biological Effect Controller (ABEC)

An advanced component used in most medical supplies at level B and higher.

Resources used:

18 units of Lokian Wild Wheat 18 units of Tatooinian Fiberplast

Power: OQ 66 % and PE 33 % Charges: OQ 66 % and UT 33 % Comment: Commonly ABECs are experimented towards charges since the contributed power is far less than the other components provide. This is more of an economical issue: Do you want more charges from an item, or is power more interesting.

Both Lokian Wild Wheat and Tatooinian Fiberplast of high quality are rare, hence more expensive.

Lokian Wild Wheat has a maximum cap on PE at 700, which reduces the optimal value of power with 10 %.

Adv. Chemical Release Duration Mechanism (ACRDM)

An advanced component used in most powerful medical supplies.

Resources used:

16 units of Class 4 Liquid Petro Fuel 16 units of Herbivore Meat

Power: OQ 66 % and PE 33 % Comment: ACRDM contribute power to the medical supply. Class 4 Liq Petro uses to be a rare resource, not always available to harvest and when it is around the stats are unpredictable.

Herbivore Meat have maximum caps on PE at 700, which reduces the optimal value with 10 %.

Adv. Liquid Suspension (ALS)

A powerful component used in most stimpacks at level B and higher.

Resources used:

6 units of Dantooine Berry Fruit 6 units of Talusian Water

Power: OQ 66 % and PE 33 % Comment: Replaces basic LS for more power in stimpacks. Talusian Water is a common resource which actually has a minimum cap on OQ of 600. Dantooine Berry Fruit is only used by the ALS schematic, hence harvested more sparsely.

Adv. Solid Delivery Shell (ASDS)

An advanced component used in most powerful woundpacks.

Resources used:

16 units of Dolovite Iron 16 units of Domesticated Oats

Power: OQ 66 % and PE 33 % Comment: ASDS components contribute power to the medical supplies. Although high quallty Dolovite Iron might be rare, it is only OQ that matters in this case.