Combat Medic Archive
Thread: experimenting on subcomponents
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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!
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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