Combat Medic Archive
Thread: Crafting Changes Today (Stealth Nerf, Great Success = 3% above invisible cap!)
I told another Master CM (Shai) and she confirmed my results within 5 minutes of doing them.
Its as if there is some sort of "cap" which, after you hit it, the poisons effect costs twice as many xp points to raise...
I did6 of them, all with exactly the same resources as yesterday, because I didn't believe my own eyes either. Popup still says "Great Success" but bar only moves by 3% instead of 7%. Still managed to cap the Effectiveness, but it took me 2 more Xp points than it would have done yesterday.
Sarkyn wrote:
I am not averse to change, don't get me wrong. If they decided that 300+ poisons should be rarer, then so beit. But to do it without any sort of notification or explanation (or even patch), well, it sounds more like a bug, then.
Hope this helps. If you want specifics, feel free to talk to me in-game... or send me a mail.
Lack of communication has always been one of my biggest all-time gripesconcerning this game. So trust me when I say that if that is the case, I will do everything I can to get this rectified.
Thanks for the specifics, much appreciated. I'll ask around to others tonight and see if they've noticed a change in their experimentations. By the way, does this only effect the poisons or has it effected any other schematics? And if it's just poisons is it all poisons or just a specific type?
And if anyone else has experienced this, please post and let me know.
vortexala wrote:P>Thanks for the specifics, much appreciated. I'll ask around to others tonight and see if they've noticed a change in their experimentations. By the way, does this only effect the poisons or has it effected any other schematics? And if it's just poisons is it all poisons or just a specific type?And if anyone else has experienced this, please post and let me know.
I tried it with CM subcomps (no change).
I tried it with Doc subcomps (no change).
I tried it with Doc final assemblies (no change).
I didn't have the components on hand to test it with other High-end CM types. The one I did repeatedly was a Mind-Poison-C.
It was also midnight by this stage, so I decided further tests could wait until the morning.
We do need corroboration I agree.
There must be some other CM out there who gets over 70% on their Effect bar. What do you see? 7% per Great Success? Or 3% per Great Success?
Zarlor wrote:Actually that sounds to me like the standard crafting process when experimenting on a bar that affects two different item attributes with two different caps. Once the cap for the lowest resource is hit (even though the bar shows the cap for the higher attribute, from that point on it has always only done half of the amount (3.5% instead of 7% in the case of Great Successes).Maybe you just didn't notice it before?
Could you perhaps, Zarlor, let me know a little bit more about what you mean?
This is my assumption:
You mean that the difference is caused by the fact that the "Effectiveness bar" actually affects 2 things, right? In this case - DURATION and POWER.
And Duration is derived from the DR40/OQ60 index, whereas Power is derived from the OQ66/PE33 index.
So if I am understanding you correctly, you mean to say that the 70% point is where I am hitting my cap for the (lower) DURATION index, and that after that I am increasing only the POWER? Hence the 3.5% increase, being half of 7%?
Why would I only have ever seen this for the first time now, in 6 months of crafting on a daily basis?
Might I not have noticed it before of resource variances never having quite this combination?
If you can confirm that my assumptions on your statements are correct, I will pipe down and go bury my head in a factory again
Thankyou again!
Sarkyn wrote:
Could you perhaps, Zarlor, let me know a little bit more about what you mean?
This is my assumption:
You mean that the difference is caused by the fact that the "Effectiveness bar" actually affects 2 things, right? In this case - DURATION and POWER.
And Duration is derived from the DR40/OQ60 index, whereas Power is derived from the OQ66/PE33 index.
So if I am understanding you correctly, you mean to say that the 70% point is where I am hitting my cap for the (lower) DURATION index, and that after that I am increasing only the POWER? Hence the 3.5% increase, being half of 7%?
Yes, that would be correct. That is what I am saying.
Why would I only have ever seen this for the first time now, in 6 months of crafting on a daily basis?
I don't know. Many of us have noticed that before and the issues often gets brought up (probably more often on the Doc forum, though). It's a very, very easy one to miss, though. Many of us often look at the attribute changes, rather than the percent changes or any number of reasons.
Might I not have noticed it before of resource variances never having quite this combination?
Possibly.
Well, don't bury your head just yet. The whole method that seems to be accomplished by working with two attributes on one bar seems a bit screwy. This halving of the result after hitting the first cap would actually suggest that having a low DR (or duration cap or whatever) would actually have an adverse affect on your potential effectiveness, despite the fact that the equation the schematic tells us about doesn't seem to imply this at all. So it's very, very confusing that it works this way. I'd kinda like to see what, if anything, changes about this with the crafting changes on TC and I'd certainly prefer to see something done about these kinds of "oddities" in crafting. (It's a Top 5 issue on the Doc and Medic lists, that for sure!)
If you can confirm that my assumptions on your statements are correct, I will pipe down and go bury my head in a factory again
Thankyou again!
For every experiment I do, I keep a record of the resources and how much each bar is raised (and what the cap and values are) for each experiment point I spend. I was just doing this so I would know at which point I started to get diminishing returns.
I will do some experiments and post my comparisons on Cs in a bit.
My guild weaponsmith tried to duplicate this with some DXR rifles....and the same thing happened. 7% up to 70 and about 3-3.5 after that.
Funny thing is, all attributes that can be experimented on use the same stats and formula....50/50 OQ and Conductivity.
He is looking into it some more, and I will do the same with meds.