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− | == Something == | + | == Details == |
− | something goes here
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| + | For a listing of Medical related items, see [[Medical Item Listing (Game Mechanics)|Medical Item Listing]] |
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| == Related Tags == | | == Related Tags == |
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| == Medical Crafting == | | == Medical Crafting == |
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− | '''Buffpack/Stimpack Crafting'''
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− | Experimental attributes
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− | '''Experimental Charges:/charges'''
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− | Charges are the number of uses an item has. Components affect this.
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− | '''Experimental Ease of use:'''
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− | This stat affects the medical use of the item. Components do not affect it, and it is derived entirely from qualtiy of resources used.
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− | '''Experimental Effectiveness: Decay Rate/Duration:'''
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− | Duration is viewed in the number of seconds that a buff will last. This value has a wide range. When a buff is actually applied however, this stat is converted to a typical clock display in Hours, minutes, seconds. This stat is not affected by components used but is entirely based on resouce quality.
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− | '''Experimental Effectiveness/power:'''
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− | This stat is used in both stat enhancement buffs and in resistance buffs. In the case of reistance buffs, its whole value correlates to a displayed effectiveness percentage value. This displayed value is a 1:1 conversion of the power level. Thus a 250 power is displayed on a resist buff stat as 250% effectiveness. This stat is affected by components used.
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− | '''Experimental Absorption:'''
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− | This stat is a percentage value for the amount of disease or poison damage resisted. This value is not modified by components. Its stats are derived entirely from resource quality.
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− | The crafting process:
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− | We know that duration and power are on the same experimentation line. We suspected that a separate "role" was made for duration and power. I confirmed this was the case. There were multiple times when I got a "great" success, yet duration would increase at an "amazing" success rate (at 8% rather than 7%) and power would increase at the standard 7% rate.
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− | The displayed percentage value is some sort of average of the duration and power experimentation. This is why once you max out one line, you can continue to experiment, but a "great" success yields less than 7% (displayed... it still applies up to 7% to the line that still isn't maxed out). As a result of this, do not use the displayed percentage to calculate power or duration. To test the formula, max out the enhance pack on a clean experimentation run (no crit fails), and compare the final results with the theoretical results with the resources and subcompoents you used.
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− | A great success isn't always exactly 7%. The duration grew at a reasonably consistent rate when experimenting a point at a time, but would sometimes be a little off (more than 1, which one might expect from rounding, but less difference than 130 in duration, which one would expect with a moderate of amazing success). In other words, there are still a few things that happen under the covers that I don't understand.
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