Combat Medic Archive

Thread: Question about having +12 exp. points

Blackmoore
Thu Jun 17, 2004 4:22 pm
#1


I have a question regarding having 12 experimentation points. I have really good resources and advanced components. I tried my hand at doing some mind areas last night. The only thing was I noticed that effectiveness, potency, and duration didn't even go up with the additional two points into effectiveness. Has anyone been able to push the limits on these with the extra two points? The only extra bonus I got was range when I did this. I have a little bit better stuff to put into the advanced components. So, I can try again. I will post the results a little bit later of what I got last night.


PS I was doing this in an Artisan city as well.

Message Edited by Blackmoore on 06-17-2004 06:23 PM



Ocore Wavingmist: Jedi

Ewang Grandstrand: 12 Point Master WS/12 Point Master AS/Merchant

Chilastra/Corellia/Coronet Vendors at 753 -5233 and the Merchant Tent 717 -5260

New Restuss vendor 5052 6371, New Theed vendor -6667 5028

Chilastra/Tatooine/Ronin City
jfang
Thu Jun 17, 2004 6:01 pm
#2


That is correct. In general, the limiting factor of any single stat is the resources you use, not your experimentation points at master. The biggest advantage of getting 12 experimentation points is to sneak a little more potency or range in, or if you are making 75 med use area poisons you can get 2 more points for effectiveness. Nice, but not the end all and be all.
Red1982
Thu Jun 17, 2004 8:11 pm
#3

I just made my Master CM aswell and wanted to craft my Poisen myself. Now I´m wondering if the "famous" 12 Points CM is really doing the better Poinsons than the "normal" 10 Poitns CM. If it´s really only a matter of the Ressources I´m wondering why there are 2 additonal Exp. Points at all.
SolSpur
Fri Jun 18, 2004 9:39 am
#4

Youonly need 12 exp points if your competing against other high end crafters, otherwise the extra 2 points is a waste.


12 point cm with medium quality resources < 10 point cm with high quality resources



12 point AS, FS crafter, RIS Certified - active
12 point CM and FS crafter- retired
Sspectre
Fri Jun 18, 2004 9:45 am
#5

Well. there's plenty of places to spend experimentation points on the final poison craft. You could make a lot of money on 75 skill poisons...



Thugga
-Dark
"Fear my poison..." - Me
jfang
Fri Jun 18, 2004 11:16 am
#6


Actually, something I forgot to mention, the extra two points should help you considerably with area stims. At least the way I craft them I don't cap any of the lines, and two extra points should prove to be very useful.


And if I ever run out of the crate of 50 I made months ago, I can say that for certain instead of guessing.
Ciirybeccaskyr
Fri Jun 18, 2004 12:27 pm
#7

Having 1 extra point in effectiveness gives me a additional7 eff. Nothing spectacular butsomething



SoroSuub Industries
Located just 830m south of Coronet at -237-5557
12point -- Armors, Sliced Weapons, Foods, Buff Packs, Top quality Tailoring and Resoruces
XAND0R
Fri Jun 18, 2004 1:15 pm
#8

Since I've gotten +12 exp. points, I have been able to craft Poison C's that only require CM Use 35. I don't recall being able to do this with only +10 exp. points.




Xandor - R.I.P.
(Contact Skooby with questions regarding any auctions)
jfang
Fri Jun 18, 2004 1:45 pm
#9






XAND0R wrote:

Since I've gotten +12 exp. points, I have been able to craft Poison C's that only require CM Use 35. I don't recall being able to do this with only +10 exp. points.







What is the effectiveness of your poison C's at 35 med use? I would guess not much better than an appropriately crafted poison A or B... So is that really useful?
XAND0R
Fri Jun 18, 2004 2:04 pm
#10

I thinkthe eff is about170. I haven't tried crafting a Poison B, so I don't have a comparison.



Xandor - R.I.P.
(Contact Skooby with questions regarding any auctions)
Gnuut
Fri Jun 18, 2004 8:54 pm
#11

Takes me about 6 points to drive CMU from 92 to 75 and rest end up in Effectiveness at 198. Unless you are using GODLY ARCs with 115+ potency to drive down the base CMU I'd say you got to be hitting about 110 eff at most. You sure these aren't AE Bs you are talking 'bout?



Grau'din
Elder Combat Medic
Magnumus Mysterium MYST
I am not a support class.
I am a chemical warfare expert.
I am a bio-warrior.
I am a zerg-stopper.
I am a Master CM. Run for your life....

XAND0R
Sat Jun 19, 2004 1:00 am
#12

Hehe...yeah, the duration sucks, but for the grinding novice that is just spamming poisons on a durni, who cares? And really, how long do you need the poison to tick? Most fights that I'm involved in don't last more than 3 minutes anyway.


I don't recall the stats on the ARC's. I'll have to check next time I login and visit my shop.



Xandor - R.I.P.
(Contact Skooby with questions regarding any auctions)
Gnuut
Sat Jun 19, 2004 1:17 am
#13

You know what? I just now noticed those are single Cs and I was thinking they were AE Cs That's why I mentioned driving down CMU from 90+ to 75. Still if this is aimed more towards a CM who is grinding, I would have used rancor bile and made it AE. Grinding medical XP is easy to blast through if you can just spam AE poisons on multiple mobs.



Grau'din
Elder Combat Medic
Magnumus Mysterium MYST
I am not a support class.
I am a chemical warfare expert.
I am a bio-warrior.
I am a zerg-stopper.
I am a Master CM. Run for your life....

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