Combat Medic Archive
Thread: CM Component crafting requirements post CU
ADM - 25 Class 2 Liquid Petro Fuel, 25 Yavinian Fiberplast
Charges:
DR - 25%
OQ - 75%
Power:
DR - 25%
OQ - 75%
AIA - 28 Eleton gas, 28 Titanium Aluminum
Charges:
DR - 25%
OQ - 75%
Power:
DR - 25%
OQ - 75%
ARC - 24 Tolium gas, 24 Class 1 Radioactive
Charges:
DR - 25%
OQ - 75%
Power:
DR - 25%
OQ - 75%
Those aren't typoes, it seems like power and charges are the only two attributes so far.
Also, as things are, it isn't possible to master any ranged combat profession along with master CM and BE 0004 (261 pts for pistoleer, 275pts for Rifleman/Carbineer)
Message Edited by Drythax on 04-08-2005 08:21 AM
(Not that I'm selling, I just like my stockpile to stay useful)
Quemine wrote:
The docs had a list of what it takes to craft the enhancers, and this the poison enhancer I think?
Thyroid Rupture Enhancer (ET4):
(175) Kammris Iron
(50) Corellia Crustacean
(200) Radioactive
(9) Adv Disbursal Mech
(9) Adv Resilience Compound
(9) Adv Infection Amplifier
Some of the new requirements are just plain stupid, and using venom to improve the enhancers is most likely out of the question. 9 AIA's for the enhancer?? Good luck finding that many venoms with same serial..
FYI The old 11 max for spider venoms are gone now, apparently we will be able to get alot more per loot now since the max is removed
Iwoow wrote:
Quemine wrote:
The docs had a list of what it takes to craft the enhancers, and this the poison enhancer I think?
Thyroid Rupture Enhancer (ET4):
(175) Kammris Iron
(50) Corellia Crustacean
(200) Radioactive
(9) Adv Disbursal Mech
(9) Adv Resilience Compound
(9) Adv Infection Amplifier
Some of the new requirements are just plain stupid, and using venom to improve the enhancers is most likely out of the question. 9 AIA's for the enhancer?? Good luck finding that many venoms with same serial..
FYI The old 11 max for spider venoms are gone now, apparently we will be able to get alot more per loot now since the max is removed
Still, I think the amount of components used is way too many.. It's not like the component resources grows on trees.. ^_^
Thyroid Rupture Enhancer (ET4):
(175) Kammris Iron
(50) Corellia Crustacean
(200) Radioactive
(9) Adv Disbursal Mech
(9) Adv Resilience Compound
(9) Adv Infection Amplifier
Some of the new requirements are just plain stupid, and using venom to improve the enhancers is most likely out of the question. 9 AIA's for the enhancer?? Good luck finding that many venoms with same serial..
Quemine wrote:
Still, I think the amount of components used is way too many.. It's not like the component resources grows on trees.. ^_^
True, but apparently wherever it says "advanced" in the schematic, you can use regular or advanced, just like on live currently. Since the regular stuff is actually pretty decent, this might create a reasonable two-tier crafting market - low cost enhancers for PvE and all-advanced for PvP. The wildcard will be availability of the crazier animal stuff.
ZanthosBlastshield wrote:
(9) AIA's and (9) ADM's
This seems to be a bit more rational. Nine identical Venoms and Rancor Biles seems a better solution than just needing 2 ATM. This makes it much harder for a noob, like myself, to get my hands on 9 300 plus venoms and laying havok to my server. (9 300 plus use Bile, to lay havok for a longer time).
Also remember that we are not dealing directly with poisons, but instead with enhancers. Under the old system, using non-advanced subs would reduce the final poison by 33% or more. Using good venom would increase the final poison by 100% or more.
With base enhancers adding 25% (a guess - we don't have solid number yet, but they have mentioned 10% to 30%) to your poison strength, the affect of using non-advanced components may be +15% enhancers rather than +25% enhancers. Likewise, using loot may turn a +25% enhancer into a +50% enahncer. A nice jump, but not nearly as big of a difference as you currently see on live.
This is all speculative, of course. Hopefully I'll have some enhancers crafted in the next day or so.
Good points. I am also looking forward to seeing the new stuff in full effect. The new crafting requirements just make it a little bit harder to gain that (50% plus advantage). After being on both sides of the 10 second fight, anything that lengthens a PvP skirmish or outright battle, gets a thumbs-up in my book.
Happymob wrote:
ZanthosBlastshield wrote:
(9) AIA's and (9) ADM's
This seems to be a bit more rational. Nine identical Venoms and Rancor Biles seems a better solution than just needing 2 ATM. This makes it much harder for a noob, like myself, to get my hands on 9 300 plus venoms and laying havok to my server. (9 300 plus use Bile, to lay havok for a longer time).
Also remember that we are not dealing directly with poisons, but instead with enhancers. Under the old system, using non-advanced subs would reduce the final poison by 33% or more. Using good venom would increase the final poison by 100% or more.
With base enhancers adding 25% (a guess - we don't have solid number yet, but they have mentioned 10% to 30%) to your poison strength, the affect of using non-advanced components may be +15% enhancers rather than +25% enhancers. Likewise, using loot may turn a +25% enhancer into a +50% enahncer. A nice jump, but not nearly as big of a difference as you currently see on live.
This is all speculative, of course. Hopefully I'll have some enhancers crafted in the next day or so.