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nalgarryn

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  1. But it also doesn't work at the warzone end-of-match results screen.
  2. Does the legacy 'Exploration Exp' perk apply to experience gained from lore objects?
  3. So I started caring again, and revisited my lazing toons. The first time I did a calculation it was for time spans from 1140 to 1800. (A 4.3 hour span.) I have just redone the calculations for time spans from 1140 to 2206. (A 10.4 hour span.) At this point I realized I made a typo in my spreadsheet and fixed it. My rested toons actually gained 0.625% rested exp per hour. (As a ratio of how much experience they need in total to make current level.) This means 6.66 days to accumulate an entire current level's worth of rested exp. (6 days, 15 hours, 50 minutes, and 25 seconds.) My apologies for the error.
  4. I was searching the Internet for an answer to how rest exp is calculated and no one appears to know. I did find several links to swtorutils.com which is now a domain for sale. What I did was write down the time, exp to level, and current rest exp for 3 characters and logged them out in fleet. I just came back and did the same thing and did some calculations. It turns out that you accrue approximately 0.91%-0.92% of the amount you need to level every hour as rested experience. Many people have reported that the cap of rested exp (the most you can have at one time) is equal to the amount you need to hit the next level irrespective of your progress. In that case, you would reach the cap after about 4.5 days logged out in a cantina or fleet (4 days, 13 hours). The three characters I used were level 10, 19, and 22. I could do it for a longer period of time, to get a smaller error, but I stopped caring just now.
  5. Thanks guys for those insightful and useful comments! I also entirely agree that removing the artifact perk from biochem is an unfortunate knee-jerk reaction to QQ. Without that perk there is no reason not to have a bunch of people in the guild have bioanalysis and have a dedicated toon for creating medpacs for the whole guild; after all, everything is non-binding and doesn't require biochem to use at that point. For posterity, or for those using the search feature as I did and not finding the results I was looking for, I present the following google searches: Cybertech consumables which are not consumed (all appear to require level 50 to use). Biochem items which are reusable (starts at level 1 or 8). Biochem items which are reusable and require level 50. Relics that have a recipe, are BoP, require level 50, and have a clicky effect (you should be able to modify this to show more results yourself). In defense of my previous statements, compare this PvP relic with this BoP crafted DPS relic. You can basically see that the clicky is going to be fail compared to the constantly "on" effects of the PvP relic.
  6. I agree with your (unquoted) comments. To be honest, seeing unlimited uses of consumables in a video game made me /boggle at first. Do you have the exact name for the items you're referencing? I just started a couple weeks ago and am not familiar with them. The few items I could find on darthhaterdb: Artifact (reusable): Rakata Medpac ~~ 3750-4575 ~~ max health +15% for 15s Reusable Ultimate Medpac ~~ 3750-4575 Prototype (consumable): Exotech Med Unit ~~ 3225-3950 ~~ max health +15% for 15s, heals companion Prototype Ultimate Medpac ~~ 3750-4575 ~~ +1665 HP over 15s Now, I'm assuming that the Rakata Medpac either isn't in game or is extremely rare, since it seems to take the cake as far as these four go. Either of those blues is better than the 'Reusable Ultimate Medpac' since the Med Unit also heals your companion while increasing your max health, and the other blue has a HoT as an added effect. Honestly I can't see the difference being worth the cost difference... But the perk of Biochem is pretty obvious - is my summary of the other skills' perks correct?
  7. What I meant by perk is that it changes a game mechanic for you. For example, by having skill in Biochem you can use consumables that don't get consumed. By having skill in Cybertech you can use those grenades that are essentially extra abilities. So basically. . . Biochem: Reusable Stims, Adrenals, and Medpac/Med Units. (which function as additional defensive/buff powers) Cybertech: Reusable Grenades. (which function as additional offensive/CC powers) Artifice: Some BOP clicky-relics (which seem to function like adrenals.) Armormech: Some BOP equipment. (not a perk, regardless of how nice the gear is, since it doesn't change a game mechanic.) Synthweaving: Some BOP equipment. (not a perk, as per armormech.) Armstech: Nothing? (everything BOE and saleable, meaning you can purchase anything made by an armstech.) Unless I'm missing something, Biochem beats Artifice hands-down and the only real perks are from Biochem and Cybertech.
  8. So, as a new player I was told that each skill comes with its own perk. The only I know of is that Biochem allows you to use the purple non-consumable stims and medpacs. What is the perk for the other skills? For the sake of this question, if you can buy it from GTN, it's not a perk... Thanks!
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