Combat Medic Archive
Thread: SOE is almost forcing CMs to be Docs too
Not yet, been testing poisons damage (read: enjoying newfound powers to whipe groups of people
I was planning on making some tonight, but I will be using pre-patch made components, did you use pre-patch or post-patch ones in your testing ?
> This is my point, WHY would a combat medic be required to goto a doctor for a schematic for HIS medicine.
That's my point - he does not, but he can if he wants to make it better.
> At this time there is NO crafter interdepency.
I am not familiar enough with crafting, however I know for a fact that good crafters rely on each other to get resources - saves them time. I am already relying on them to get me resources, I have no problems paying a doc 1000-2000c for highly improved schematic (if it works).
> With experimented subcomponents, made in a factory I get better base combine results then unexperiemented subcomponents made by hand.
The question is: do you get better results with 10 points experiment as opposite to 5 points ?
Here is a simple test I did - take basic BE, no matter how hard you try you can't make it's power better then 6, so if you manage to experiment it to 6 with 5 points, you basicly wasted other 5 points.
> As far as your comparisons to final product power with Elenora, is this even valid?
Of course it is - we making same pack, one person has 10 points experiment the other one has 5.
> The types of resorces combined during the crafting session will have a large impact on the final result.
Larger then *huge* (according to some people) unfariness of having only 5 points to experiment ?
Let me refrase my position: I don't think having 5 extra sub-component experiment points is an important issue because:
#1 You can work around it.
#2 Their importance is overrated (either because they don't work as well as you think, or because the resources have greater influence over finished product quality, or both).
sekir do me a favor?
lets try to make some complete post patch mind dots aoe and single target one...
we can write down what we used for resources and include resource stats...
we can record our base components stats then our experimented stats for each component and then
assemble the final product recording base stats then final stats
we should also record how much experimentation we did on each product...
I know its a huge pain, but i would like to see if they really do make a difference...
granted if we were on the same server, it would be easier but if we record the stats of the resources we used...i think we could still get a good comparison....
think this would let us clear up the air on this issue...
and especially now since identical components quality IS NOT ignored like before, I have a feeling that this could make a difference...
I really think prepatch, the reason our poisons were almost identical stems from the fact that Mind poison C required 2 identical inf. amps and 2 ident resilence and 1 dispersal...this meant only the dispersal was the variable pre patch...now post patch wonder how component quality will effect the issue
1.) this issue is as old as beta, it did not just come up a few weeks ago.this issue was already acknowledged by Holo on one of our threads in beta (the exact answer was: "sounds reasonable")
2.) it's not only experimentation but assembly as well. assembly effects the success of the combine which reflects in: critical failures, experimentation and experimentation difficulty
the problem is, that medic/doc skills don'tfollow the general path of every other crafting class in this game:
Artisians Master what they can craft by getting Dom and Eng IV. Every single Elite Profession based on Artisian starts with new skills, as do BE who don't need Medic subcomponents though (to my knowledge)
Medics don't Master Medicine Crafting. they top out on skill 50 and Docs don't start over but continue from there while CM start over but base on subcomponents they could not Master crafting.
i'll repeat the core issue there to make it more clear: every single other crafting profession masters or at least can master the crafting of subcomponents that come from their pre-req professions in those professions except CM who have to take up another Elite Profession and except Docs who Master all their crafting on Master Doc.
anyone who thinks this is good because it increases interdependency can go play a BE and start promoting pet perma death because not having it is making BE Pet crafting absolutely pointless.
I shall do exactly what you describe and post full report as soon as I'm done.
We can see the effect Doctor skills have on our own poisons, which is quite a great one, so why are Doctors, which is a whole other elite profession, the only ones that can make the subcomponents to a satisfactory level?