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Talk:Healing Injector Kit

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Cobalt UsageEdit

2 bars of cobalt produce 1-3 bolt, and each bar uses on ore. The combine requires 2 bolts, so it could take as little as 1.5 ore, and as much as 4 ore to get the required bolts, but it will average 2. Is it better to include a range of possiblities, or the average in the raw material info box? Monty845 (talk) 19:23, January 9, 2010 (UTC)

2 ore, then, for the minimum. --Eirik Ratcatcher (talk) 21:05, January 11, 2010 (UTC)
The confusion I'm trying to avoid is that a range of 2-4 implies an average need greater then 2, because in most tradeskill situations the average of a range like that is right in the middle, at 3. But here the average is 2. I've looked at other pages on items that us cobalt bolts, most don't have raw material boxes, of those that do, one use a tilda to suggest an uncertainty, but uses the average, ~30x bars Jeeves(raw material list, no the box used here), and 2 list the average 40 ore Mekgineer's Chopper,Mechano-hog with nothing to indicate variability. I'm going to set the box to 2 for consistancy, and include a note that two ore produces 1-3 bolts to avoid any confusion. Alternatively, it may make sense to just remove the raw box, as it should be simple for somone interested to figure it out from the regular materials box, and would not create the confustion. Monty845 (talk) 18:41, January 12, 2010 (UTC)
I still don't see why we can't just put "2-4x cobalt ore" in the raw materials box. -- Dark T Zeratul (talk) 19:29, January 12, 2010 (UTC)
See, I would be fine with 1.5-4, but as Eirik points out, you can't really produce something with a fraction of an ore. But if I wanted to run three combines of the injector, I could need as few as 4 or as many as 12 ore. Which would conflict with the info box if it said 2-4 (x3 would be 6-12 as opposed to the 4-12 that it would really take).Monty845 (talk) 21:00, January 12, 2010 (UTC)

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