Combat Medic Archive

Thread: experimenting on subcomponents

SioBabble
Mon Feb 23, 2004 2:53 pm
#14






Usisco wrote:

Experimenting on Ease Of Use, will increase your Potency (Increases the chances that the poison/disease will land)


Experimenting on Charges, will increase charges AND range (where apllicable)


Experimenting on Effectiveness will increase Effectiveness (amount of damage per tick)








VERY helpful. Thanks!




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Morganite
Tue Feb 24, 2004 4:44 am
#15

45-55 potency and 70-90 duration are good numbers to shoot for.... I get 24/19/11 on the other component..



Once you hit 115 potency, I have noticed only 1/100 possible targets of my area stuff resists the effects.. I also get 29-31m area effect out of that as well.


Put 8 exp points into effectiveness, and 2 into charges on the final item combine. You want to use high CD non ferrous in your combine, that also helps give you some extra range without needing to experiment.



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