Combat Medic Archive
Thread: Factory run & crafting results.
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noran_vaz
Thu Apr 21, 2005 2:02 pm
#1
First off I don't think there's any difference in using the CM enhancers from the frog compared to just using the special without an enhancer. The stats from the frog were something like
charges = 150
effectiveness = 0.
So I finished my factory run of components & focused last night on making the enhancers. For both the components & enhancers I used all my exp points on what I thought would make the items stronger. There were 2 stats to mess with. the results would read something like this.
Charges = 120
Effectiveness = 700
Charges were always in the hundred plus range. I got a few as high as 178. Bye bye rancor bile
.
Effectiveness was in the 500 to high 800 range. This depended (of course) on the quality of my resources. My resources were mediocre to ok at best.
Based on Live now an 800 effectiveness would tick for 1600 as a master combat medic. That's not what happened in TC. At least it didn't look like it. I think effectiveness now acts against against any resistances. Maybe somoene else can shed light on this but either it's a bug or the damage amount our specials do is a fixed number.
I dueled a few CM's who used the frog items & I used the ones I crafted. My butt was handed to me several a lot & the damage of my items didn't seem any different than theirs.
Anyone else get this?
charges = 150
effectiveness = 0.
So I finished my factory run of components & focused last night on making the enhancers. For both the components & enhancers I used all my exp points on what I thought would make the items stronger. There were 2 stats to mess with. the results would read something like this.
Charges = 120
Effectiveness = 700
Charges were always in the hundred plus range. I got a few as high as 178. Bye bye rancor bile
Effectiveness was in the 500 to high 800 range. This depended (of course) on the quality of my resources. My resources were mediocre to ok at best.
Based on Live now an 800 effectiveness would tick for 1600 as a master combat medic. That's not what happened in TC. At least it didn't look like it. I think effectiveness now acts against against any resistances. Maybe somoene else can shed light on this but either it's a bug or the damage amount our specials do is a fixed number.
I dueled a few CM's who used the frog items & I used the ones I crafted. My butt was handed to me several a lot & the damage of my items didn't seem any different than theirs.
Anyone else get this?
Message Edited by noran_vaz on 04-21-2005 02:05 PM
ZanthosBlastshield
Thu Apr 21, 2005 2:13 pm
#2
Thanks for the numbers:
Did any of your pre-curb components change in stats? AIA, ADM, ARC?
Daveangle
Thu Apr 21, 2005 2:34 pm
#3
Also How many of the sub components do you need to make one poison I heard it was like 9 :0 And some serious strange resources needed as well fish and stuff
ZanthosBlastshield
Thu Apr 21, 2005 2:55 pm
#4
Daveangle wrote: Also How many of the sub components do you need to make one poison I heard it was like 9 :0 And some serious strange resources needed as well fish and stuff
New resource requirements for Med and CM's can be found HERE
Message Edited by ZanthosBlastshield on 04-21-2005 02:56 PM
noran_vaz
Thu Apr 21, 2005 3:52 pm
#5
yeah if memory serves me correctly (which I seriously doubt). The stats were pretty different. I think they stats were for charges & effectiveness similar to the stats on enhancements that you'll make. I think some stats changed to power instead of effectiveness although nmot 100% sure. The actual values were vastly different in that they were a lot higher.
Uh of course I could be wayyy wrong. It's the way I remember it though.
As for the number of sub components. you need a lot. :/... To put it simply I made 4 items and finished a crate less 1 or 2 units. On average about 9 units per sub component. 150 - 300 resource units. In some instances I got 170 uses out of an item compared to the 30-60 I get in live. Of course this all depends on the item and some other factors. Although in live I just need 2 or 3 subcomponents per unit. No matter how you look at it your using up more resources to make 1 of these bad boys compared to what you did before. This should drop a little at least.
On the plus side your sub component resource requirements don't seem to have changed at all. On the down side the new enhancements require totally different resources so don't expect to start crafting right away not until you get enough resources that is. Some if not all current CM resources are still useful so don't get rid of any of it. You'll just need more. Scaley hide tat fiber kammris iron myrtha copper (something like that) just to name a few. Avian meat is in there too. plus radio and insect meat among others. Oh veggies, flowers and seeds I think also. If there's need I can post the full list sometime when I get back on to actually log the requirements. I won't make any promises but I can try
.
Uh of course I could be wayyy wrong. It's the way I remember it though.
As for the number of sub components. you need a lot. :/... To put it simply I made 4 items and finished a crate less 1 or 2 units. On average about 9 units per sub component. 150 - 300 resource units. In some instances I got 170 uses out of an item compared to the 30-60 I get in live. Of course this all depends on the item and some other factors. Although in live I just need 2 or 3 subcomponents per unit. No matter how you look at it your using up more resources to make 1 of these bad boys compared to what you did before. This should drop a little at least.
On the plus side your sub component resource requirements don't seem to have changed at all. On the down side the new enhancements require totally different resources so don't expect to start crafting right away not until you get enough resources that is. Some if not all current CM resources are still useful so don't get rid of any of it. You'll just need more. Scaley hide tat fiber kammris iron myrtha copper (something like that) just to name a few. Avian meat is in there too. plus radio and insect meat among others. Oh veggies, flowers and seeds I think also. If there's need I can post the full list sometime when I get back on to actually log the requirements. I won't make any promises but I can try
Message Edited by noran_vaz on 04-21-2005 04:07 PM
noran_vaz
Fri Apr 22, 2005 11:42 am
#6
Below are the actual values of the toxins (enhancers) I created the other night. Below that I've listed the results of the heals I crafted. I didn't put charges down since we all know they are generally above 100 & up to at least 178. Below these 2 numbers are the item initials (or close to it) followed by the resource requirements. It should give you an idea anyway of what you'll need to stock up on if you intend to craft.
Toxins we can throw...
Thyroid Rupture Enhancer Effectiveness = 936.00
Traumatize enhancer Effectiveness = 726
Neurotoxin Enhancer Efectiveness = 779
Deuterium Enhancer Effectiveness = 766
Our somewhat useless heals.
Bacta Toss Enhancer Effectiveness = 833
Bacta Spray = 847
Bacta Jab = 872
Bacta Infusion = 770
BIE ie. bacta infusion ie.
75 Talusian Scaley Hide
200 Reactive Gas
BJE ie. bacta jab enh
200 Avian Meat
300 Reactive Gas
BSE ie. bacta spray enh
150 Plumbum Iron
200 flowers
225 Inert Gas
BTE ie. bacta toss enh
150 Dolovite
200 Avian
225 Fiber
DTE Deuterium enhancer
125 Insect
150 Greens
175 Polymer
200 Radio
ISD (no idea what this is.).
25 Seeds
25 Tat fiber
Nero Enh ie. Neurotoxin enhancer
150 Colat iron
200 Veg
225 Liq Petro
Thyro Rup Enh ie. Thyroid Rupture enhancer
150 Kammris
200 Bone
225 Radioactive
Trauma Enh ie. Traumatize enhancer
150 Mythra
200 Reptillian meat
225 Radio
Toxins we can throw...
Thyroid Rupture Enhancer Effectiveness = 936.00
Traumatize enhancer Effectiveness = 726
Neurotoxin Enhancer Efectiveness = 779
Deuterium Enhancer Effectiveness = 766
Our somewhat useless heals.
Bacta Toss Enhancer Effectiveness = 833
Bacta Spray = 847
Bacta Jab = 872
Bacta Infusion = 770
BIE ie. bacta infusion ie.
75 Talusian Scaley Hide
200 Reactive Gas
BJE ie. bacta jab enh
200 Avian Meat
300 Reactive Gas
BSE ie. bacta spray enh
150 Plumbum Iron
200 flowers
225 Inert Gas
BTE ie. bacta toss enh
150 Dolovite
200 Avian
225 Fiber
DTE Deuterium enhancer
125 Insect
150 Greens
175 Polymer
200 Radio
ISD (no idea what this is.).
25 Seeds
25 Tat fiber
Nero Enh ie. Neurotoxin enhancer
150 Colat iron
200 Veg
225 Liq Petro
Thyro Rup Enh ie. Thyroid Rupture enhancer
150 Kammris
200 Bone
225 Radioactive
Trauma Enh ie. Traumatize enhancer
150 Mythra
200 Reptillian meat
225 Radio
Message Edited by noran_vaz on 04-22-2005 11:43 AM
Eskie
Fri Apr 22, 2005 2:08 pm
#7
noran_vaz
Fri Apr 22, 2005 4:02 pm
#8
I focused only on CM stuff but yeah looks like they all sync up. Yours is much nicer though
.
/three cheers for Eskie
tks for the link
/three cheers for Eskie
tks for the link
imperialgangsta
Fri Apr 22, 2005 4:30 pm
#9
i made some deuterium toss enhancers on TS, the EFF is 788.0
i've noticed no differnce between the tick with it compared to without it....
so, i wish the devs could clear up what it's suppose to do for us, that would be nice
- Makestro
i've noticed no differnce between the tick with it compared to without it....
so, i wish the devs could clear up what it's suppose to do for us, that would be nice
- Makestro
noran_vaz
Fri Apr 22, 2005 5:53 pm
#10
Good luck on that one... " wish the devs could clear up what it's suppose to do for us, that would be nice" There's an old saying. Crap in 1 hand hope in another. See which one gets full. No offense but with a 74% rating of people who are not enjoying the CU and with a 81% rating of people that won't recommend this game to their friends. it almost seems like we've been pushed by the way side.
But I digress. Try using what you've made against people with a variety of enhancements against the specific enhancer you made.(god that sounds dumb.). of all things to complain about and I pick the name
.... Seriously it would help with "my" communication if they were called something else.
But hopefully you get what I mean. the equivalent of a poison resist buff in current. throw your stuff on one of those guys.
But I digress. Try using what you've made against people with a variety of enhancements against the specific enhancer you made.(god that sounds dumb.). of all things to complain about and I pick the name
But hopefully you get what I mean. the equivalent of a poison resist buff in current. throw your stuff on one of those guys.
Message Edited by noran_vaz on 04-22-2005 05:56 PM
Eskie
Sat Apr 23, 2005 2:25 am
#11
imperialgangsta wrote:
i made some deuterium toss enhancers on TS, the EFF is 788.0
i've noticed no differnce between the tick with it compared to without it....
so, i wish the devs could clear up what it's suppose to do for us, that would be nice
- Makestro
There were some tests run by Docs with the new buffs. It seems that enhancers only increase duration of those buffs currently, no effect on power whatsoever. First guesses set 0.0 efficiency equal to 0% duration increase and 1000.0 efficiency equal to 10% duration increase. Not enough verification to take this as a fact so far, though.
Message Edited by Eskie on 04-23-2005 11:26 AM
imperialgangsta
Sat Apr 23, 2005 3:59 pm
#12
yeah, i think i can confirm my poison and fire lasting longer since i been using the enhancers....
but since pvp battles are suppose to last like 2-5 mins, what's the point of it lasting longer???
the devs need to make it tick stronger, thats what it says it's suppose to do....
wth are they thinking lol?
but since pvp battles are suppose to last like 2-5 mins, what's the point of it lasting longer???
the devs need to make it tick stronger, thats what it says it's suppose to do....
wth are they thinking lol?
Eskie
Sat Apr 23, 2005 6:04 pm
#13
Dont ask me what the point is - I am still trying to grasp the concept of having enhancers increase buff duration, seeing that the devs want a doc to be in every group, who could rebuff anytime the buffs run out.
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