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Stat wise, do they all even out?

STAR WARS: The Old Republic > English > Crew Skills
Stat wise, do they all even out?

Vashiel's Avatar


Vashiel
12.14.2011 , 01:43 PM | #1
I'll be upfront with it, I'm a min/maxer. I'm planning on rolling an Operative for DPS. That being said, I'm currently torn between Biochem and Cybertech. I know both get individual BoP exclusives, but my question is this: does one skill give more stats than the other? Or do they both add up to the same stat extras and the only difference is the accessory type items?

Drediker's Avatar


Drediker
12.14.2011 , 02:39 PM | #2
I believe the general perk to biochem are reusable flask type items, and cybertech gets reusable grenades. so how the grenade damage compares to your stat boost from the flasks...that's a hell of alot of number crunching. In reguards to bop epic cybertech earpieces vs biochem implants, they probably even out
"I fight because that is what I was made to do and the Empire is the instrument through which I realize my purpose. The Empire is war made manifest. That is why it is perfect."

wtfnonamefree's Avatar


wtfnonamefree
12.14.2011 , 03:11 PM | #3
Yes, they all even out statwise.

Too lazy to find the source for you, but the gist of it is:

Crew skills only grant you a faster and/or cheaper access to stat advantages. The only exclusive perks are of a cosmetic nature.

E.g. Biochem grants you access to implants sooner and makes buff-consumables cheaper (reusable).

Non-Biochem-people still get the same implants via drops or the gtn and can use buff-consumables of the same power, but they are going to cost them more, because they are consumed instead of reusable.

Same goes for other crafting skills.

Cosmetic perks are unique-looking BoP armours for Synthweavers, Cybertech-only mounts, etc. -they'll look different, but have the same stats as the BoE stuff.

Long story short - it is not like WoW (i.e. better Alch flasks, better gems for JC). From a min/maxing perspective it is all the same really.

You should base your decision on economic or aesthetic reasons.

Hope this clears things up for you, coming from WoW myself, it took me a while to get this.

Edit: Regarding the above poster - there is no numbercrunching involved at all. Cybertechs and Biochemists both get the same statboost from their stims, only difference being, that the Biochemist has an unlimited supply (=saving credits). Vice versa for the grenades - both can use them, but the Cybertech dude has an unlimited supply (=saving credits). Also, both will have access to earpieces of the same level - but the Cybertech will get them sooner.

Utilitybill's Avatar


Utilitybill
12.14.2011 , 03:23 PM | #4
I would have to say if your primary concern is max dps and not utility, you are going to want to go with Biochem. You will want to have the best stims running all the time, and w/o it that could get expensive.

I also find it hard to believe that the crafted mods are going to be better then the operation drops, so at some point with cybertech all you will be left with is the grenades.

All of the Grenades, aside from the fire dot one, are utility debuffs and will not max your dps (could drop it, actually). As for the fire one, the only time it could be better DPS than your abilities is when you are out of energy, but with the CD on them, I can't see that being much help.

Vashiel's Avatar


Vashiel
12.14.2011 , 05:11 PM | #5
Quote: Originally Posted by wtfnonamefree View Post
Yes, they all even out statwise.

Too lazy to find the source for you, but the gist of it is:

Crew skills only grant you a faster and/or cheaper access to stat advantages. The only exclusive perks are of a cosmetic nature.

E.g. Biochem grants you access to implants sooner and makes buff-consumables cheaper (reusable).

Non-Biochem-people still get the same implants via drops or the gtn and can use buff-consumables of the same power, but they are going to cost them more, because they are consumed instead of reusable.

Same goes for other crafting skills.

Cosmetic perks are unique-looking BoP armours for Synthweavers, Cybertech-only mounts, etc. -they'll look different, but have the same stats as the BoE stuff.

Long story short - it is not like WoW (i.e. better Alch flasks, better gems for JC). From a min/maxing perspective it is all the same really.

You should base your decision on economic or aesthetic reasons.

Hope this clears things up for you, coming from WoW myself, it took me a while to get this.

Edit: Regarding the above poster - there is no numbercrunching involved at all. Cybertechs and Biochemists both get the same statboost from their stims, only difference being, that the Biochemist has an unlimited supply (=saving credits). Vice versa for the grenades - both can use them, but the Cybertech dude has an unlimited supply (=saving credits). Also, both will have access to earpieces of the same level - but the Cybertech will get them sooner.
Great response! So you're sure that it all evens out in the end then? I'm really wanting to roll Cybertech but I was afraid by not going Biochem I'd be missing out on DPS aids.

wtfnonamefree's Avatar


wtfnonamefree
12.15.2011 , 05:40 AM | #6
Quote: Originally Posted by Vashiel View Post
Great response! So you're sure that it all evens out in the end then? I'm really wanting to roll Cybertech but I was afraid by not going Biochem I'd be missing out on DPS aids.
Yeah, I am sure - just go for Cybertech, there is virtually no mistake one can do in choosing the crafting skill (apart from force/nonforce).

Esmeraldia's Avatar


Esmeraldia
12.15.2011 , 06:27 AM | #7
according to torhead.com - schematic-List, Biochem is the way to go
All exclusive lev 50 Biochem BoP Stims, Adrenals and Medpacks are better than these people without biochem can use.... I think thats the point of concern.

Implants and so on - will be replaced by better operation gear, as alle the other crew-skill only purples of the other crewskills ...but the stims and andrenals will be always better...

....which makes biochem the only good endgame crewskills at the moment, unless they implement somethink like BoP Mods for the other crewskills

DrSlate's Avatar


DrSlate
12.15.2011 , 07:23 AM | #8
I read a forum post just before they wiped the forums that said the BoP (reusable) stims and grenades are of green quality. The truly good stuff is BoE. I can't verify the truth, but I did read it here.
As god is my witness, I thought turkeys could fly! (WKRP in Cincinnati)

Esmeraldia's Avatar


Esmeraldia
12.15.2011 , 07:28 AM | #9
fortitude Stim:
green:
http://db.darthhater.com/recipes/130...ortitude_stim/
BoE:
http://db.darthhater.com/recipes/456...ortitude_stim/
BoP:
http://db.darthhater.com/recipes/209...ortitude_stim/

BoP > BoE > Green

and thats with all Biochem Stims/Adrenals/Medpacks

...unless Darthhater is wrong

Psykhe's Avatar


Psykhe
12.15.2011 , 08:31 AM | #10
The major advantage of Biochem is that you can use the items whenever if you have the reuseable version.

When solo questing you won't spend $$$ to keep up a stim at all time, nor would you activate a 15 sec buff at every other combat. It would be simply WAY too expensive.

When raiding when everyone uses the consumables the buff will be relatively small (although even there using the 15 sec buff potions continuously will very likely be crippling in costs, so unless you have biotech it likely own't be used that often).

The tl'dr gist of it is that "Biotech saves money" is true, but does not show the whole picture. You could in theory "emulate" biotech with money, but it would cost so much that you likely need several 24/7 personal gold farmers to support it.