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Join Date: Jun 2012
Posts: 1,016
Acquiring medical doffs have been very difficult for the fleet projects. The rate of getting one from the fleet vendor seems disproportionately low. A fleet member bought 175 sci doffs, and got only 40 medical out of it. That's around 21%. Can this be evened out a bit?

There are 9 types of science doffs:
Astrometrics Scientist
Biologist
Botanist
Development Lab Scientist
Geologist
Gravimetric Scientist
Photonic Studies Scientist
Research Lab Scientist
Warp Theorist

And 5 types of Medical:
Biochemist
Counselor
Doctor
Medic
Nurse

Shouldn't the chances of getting a medical doff be at least 35% (5 out of 14)?
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# 2
01-23-2013, 11:24 AM
Actually there's only 4 specializations per faction for medical department (medic is KDF only, nurse is Fed only).

Still...here's a solution that would be less work for the devs and make the players more happy:

Let us pick which sub-department the doff vendors give, so instead of the 4 choices:
random, tactical/security, engineering/operations, and science/medical

we have instead 8 choices:
random, tactical, security, engineering, operations, science, medical, civilian
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# 3
01-23-2013, 11:59 AM
Quote:
Originally Posted by phyrexianhero View Post
Actually there's only 4 specializations per faction for medical department (medic is KDF only, nurse is Fed only).
Ah yes, that's what I get for copy/paste from the wiki. But even with 4, it 'should' be around 29%.

Quote:
Originally Posted by phyrexianhero View Post
Still...here's a solution that would be less work for the devs and make the players more happy:

Let us pick which sub-department the doff vendors give, so instead of the 4 choices:
random, tactical/security, engineering/operations, and science/medical

we have instead 8 choices:
random, tactical, security, engineering, operations, science, medical, civilian
This would be nice, at least as an option for commons.
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# 4
01-25-2013, 11:24 AM
Quote:
Originally Posted by latinumbar View Post
Ah yes, that's what I get for copy/paste from the wiki. But even with 4, it 'should' be around 29%.

This would be nice, at least as an option for commons.
Actually 4/13 is 30.8%.

Still, 40 medical doffs out of 175 is too low, meaning that there's more science doffs per specialization than if it was evenly distributed.

Throwing some statistics on it, if the population proportion of med doffs was truly 4/13 then you'd have a 95% confidence interval of getting 24-38% medical doffs (or, 42-67 doffs).

1-PropZInt
x: 54 [since 4/13*175 = 53.85]
n: 175
C-Level: 0.95
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Captain
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Posts: 1,015
# 5
01-27-2013, 06:44 PM
Quote:
Originally Posted by phyrexianhero View Post
Actually 4/13 is 30.8%.

Still, 40 medical doffs out of 175 is too low, meaning that there's more science doffs per specialization than if it was evenly distributed.

Throwing some statistics on it, if the population proportion of med doffs was truly 4/13 then you'd have a 95% confidence interval of getting 24-38% medical doffs (or, 42-67 doffs).

1-PropZInt
x: 54 [since 4/13*175 = 53.85]
n: 175
C-Level: 0.95
I wonder if the same rates are true in all other doff sources, like the academy recruiting. Because I know I have vastly more scientists over medics on all my characters and a review of the auctionhouse has long shown a disproportional price between the two categories.
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Posts: 394
# 6
01-28-2013, 09:37 PM
My anectodal observation/experience is that while starbase staffing requirements are split 50/50 between science and medical, engineering and operations, and tactical and security, actual recruitment rates in all three cases are more like 75/25. Could the devs please look at this, and (if this is accurate) adjust either the drop ratios, the requirement ratios, or confirm that it's working as intended?
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Posts: 412
# 7
01-29-2013, 01:43 AM
Quote:
Originally Posted by hfmudd View Post
My anectodal observation/experience is that while starbase staffing requirements are split 50/50 between science and medical, engineering and operations, and tactical and security, actual recruitment rates in all three cases are more like 75/25. Could the devs please look at this, and (if this is accurate) adjust either the drop ratios, the requirement ratios, or confirm that it's working as intended?
http://sto-forum.perfectworld.com/sh...11&postcount=4

Working as intended.

The RNG is random based on specialty, not department. Therefore, more specialties in Sci then Med, more chance to get Sci then Med. n
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Rule of Acquisition #57: Good customers are as rare as latinum. Treasure them.
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# 8
01-29-2013, 07:59 AM
Quote:
Originally Posted by gavinruneblade View Post
I wonder if the same rates are true in all other doff sources, like the academy recruiting. Because I know I have vastly more scientists over medics on all my characters and a review of the auctionhouse has long shown a disproportional price between the two categories.
I believe the rates are different because "fleet doffs" are from a different pool (including specializations like the warfare specialists, which you'll never get from downgrading doffs).

Quote:
Originally Posted by hfmudd View Post
My anectodal observation/experience is that while starbase staffing requirements are split 50/50 between science and medical, engineering and operations, and tactical and security, actual recruitment rates in all three cases are more like 75/25. Could the devs please look at this, and (if this is accurate) adjust either the drop ratios, the requirement ratios, or confirm that it's working as intended?
While it appears to be working as intended, either my suggestion of making it so we can choose medical *or* science department would work and probably be less work for the devs than altering all the starbase projects to account for the disparity due to more science specializations than medical ones.
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