Combat Medic Archive

Thread: Question about having +12 exp. points

XAND0R
Sat Jun 19, 2004 12:32 pm
#14

Mind Poison C with CMU 35



Xandor - R.I.P.
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Gnuut
Sat Jun 19, 2004 12:52 pm
#15

hehe notice the duration? What were the base stats on the ARCs you used to make this?



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....

Sharkio
Sun Jun 20, 2004 4:24 am
#16

I'm a 12pt'r with +20 assembly but my AIA resources spawn once every 3 months and constantly suck. My single C's are 319eff with about 80m range and i think 43c, using an AIA with 49p, while my area C's are 229eff, 75 med use area's are 190eff. I'm so sick of waiting for 'good' titanium/eleton that I doubt I'll be a CM crafter much longer.


If you get a 12pt doc to make your area/ranged stim schems, that's where you'll really see the difference in having 12 CM Exp pts. I have enough trouble worrying about the poison/disease side of things to even bother trying to get herb meat, talusian water, lok wheat, yadayadayada, to either bother, though.



Sharkar Rio
DarkR
When I was young NGE killed my family...


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Sharkio
Sun Jun 20, 2004 4:27 am
#17

Lol, I meant 'even bother'. I need more coffee..



Sharkar Rio
DarkR
When I was young NGE killed my family...


This is the greatest case of false advertising I've seen since I sued the movie The Never Ending Story.

Do you know how bad you have to screw up to get computer nerds to leave a Star Wars game?
Morganite
Tue Jun 22, 2004 11:06 am
#18

I saw a similar thread in the doc's forums, I would like to take a minute to talk about the 12 point vs. 10 point crafters...



Generally resource quality matters more then crafting exp points. In each crafting profession, the difference between a 10 and a 12 point crafter is rarely ever noticed in the most important stat of the product. (effectiveness in this case) It is always noticed in the other stat's. I never had a problem as a doc or CM capping out effectiveness in a buff, stim, poison or disease with 10 points. I noticed the extra points came into effect in the secondary stat's, such as range/charges, and potency/duration. Where combat medic's have it tougher/easier is in their combination of stat's. Effectiveness is AoE and effectiveness, charges affects range and charges. you get a 2 for 1 deal there, unlike most other crafting professions.


Where you generally notice an immeadiate difference between 10 and 12 point crafters is the advanced dispersion mech's. A 12 point crafter can make superior ADM's, which is shown clearly in the final product before experimentation.



MMM Industries, found at 2540 -4661 near Mos eisley. Food, weapons, powerups, armor, med's, speeders, repair tools, we have it all..


Offer all auction winnings to the food vendor at said waypoint..
jfang
Tue Jun 22, 2004 11:15 am
#19






Morganite wrote:

I saw a similar thread in the doc's forums, I would like to take a minute to talk about the 12 point vs. 10 point crafters...



Generally resource quality matters more then crafting exp points. In each crafting profession, the difference between a 10 and a 12 point crafter is rarely ever noticed in the most important stat of the product. (effectiveness in this case) It is always noticed in the other stat's. I never had a problem as a doc or CM capping out effectiveness in a buff, stim, poison or disease with 10 points. I noticed the extra points came into effect in the secondary stat's, such as range/charges, and potency/duration. Where combat medic's have it tougher/easier is in their combination of stat's. Effectiveness is AoE and effectiveness, charges affects range and charges. you get a 2 for 1 deal there, unlike most other crafting professions.


Where you generally notice an immeadiate difference between 10 and 12 point crafters is the advanced dispersion mech's. A 12 point crafter can make superior ADM's, which is shown clearly in the final product before experimentation.






Very well put. I would disagree with two things though. The first is your statement "unlike most other crafting professions" is not true. With the notable exception of chefs, the vast majority of professions have a dominant thing to experiment (for example, weaponsmith's experimenting damage/speed), so combat medic poisons experimentation is the rule, not the special case. Or I'm misunderstanding your statement...


The other thing is I would disagree with your "where you generally notice..." statement. I haven't done it myself, but I am guessing you will see a much larger and more important difference in you area and ranged stim experiments, as I know I didn't cap either of my lines when making them. Getting an extra 30 seconds is nice for an ADM, but getting another 100 effectiveness from an area stim C is much nicer...
Morganite
Tue Jun 22, 2004 11:41 pm
#20






jfang wrote:






Morganite wrote:

I saw a similar thread in the doc's forums, I would like to take a minute to talk about the 12 point vs. 10 point crafters...



Generally resource quality matters more then crafting exp points. In each crafting profession, the difference between a 10 and a 12 point crafter is rarely ever noticed in the most important stat of the product. (effectiveness in this case) It is always noticed in the other stat's. I never had a problem as a doc or CM capping out effectiveness in a buff, stim, poison or disease with 10 points. I noticed the extra points came into effect in the secondary stat's, such as range/charges, and potency/duration. Where combat medic's have it tougher/easier is in their combination of stat's. Effectiveness is AoE and effectiveness, charges affects range and charges. you get a 2 for 1 deal there, unlike most other crafting professions.


Where you generally notice an immeadiate difference between 10 and 12 point crafters is the advanced dispersion mech's. A 12 point crafter can make superior ADM's, which is shown clearly in the final product before experimentation.






Very well put. I would disagree with two things though. The first is your statement "unlike most other crafting professions" is not true. With the notable exception of chefs, the vast majority of professions have a dominant thing to experiment (for example, weaponsmith's experimenting damage/speed), so combat medic poisons experimentation is the rule, not the special case. Or I'm misunderstanding your statement...I made this post figuring in current conditions, and an extra 20 meters of range is by far more important then an extra 70 damage/tick. I generally went with a 4/7 exp split (guess how many exp points i had ) with charges/effectiveness. The CM using venom always was laying at my feet when the dust settled because the big craze was to use bile to raise charges, but kill your range.


The other thing is I would disagree with your "where you generally notice..." statement. I haven't done it myself, but I am guessing you will see a much larger and more important difference in you area and ranged stim experiments, as I know I didn't cap either of my lines when making them. Getting an extra 30 seconds is nice for an ADM, but getting another 100 effectiveness from an area stim C is much nicer... I didnt bother with stims, because I never noticed a difference between 550 effectiveness in a stim and 800, they still topped someone off with ease. I never went past 550 effectiveness in a stim, everything else went into range.






Oh, by the way, ADM's dont affect duration, so the seconds comment seems out of place. ADM's are range/charges/AoE. ARC's I found are a complete waste to exp anything but potency, since duration only matters in pve. 5 ticks is plenty in pvp for any poison/disease.

Message Edited by Morganite on 06-22-2004 11:47 PM



MMM Industries, found at 2540 -4661 near Mos eisley. Food, weapons, powerups, armor, med's, speeders, repair tools, we have it all..


Offer all auction winnings to the food vendor at said waypoint..
jfang
Wed Jun 23, 2004 6:38 am
#21


You are correct, ADMs do not have duration. I was getting mixed up with a ARC. I should have said "getting another extra 3m area of effect is nice, but..."


As for a 550 effectiveness being enough, I disagree with that. When I am acting as the dedicated healer for people with 2300+ Health and Action (and secondary) buffs in places like the corvette, I find that even using 700 effectiveness area stims I can sometimes fall behind. This is especially true when a TK powerboosts and thinks that takes the place of a strength and quickness buff...


Your right in that usually a 550 stim will take care of it, but I prefer to "over heal" the majority of time, just for those situations when a super battle droid or two takes an unhealthy interest in your group...
Morganite
Wed Jun 23, 2004 10:39 am
#22

I never bothered with the corvette, I am a firm believer in the risk/reward ratio, and 70k battle droids for a dumb speeder didnt seem worth my time.


Just wear injury/wound treatment clothes.



MMM Industries, found at 2540 -4661 near Mos eisley. Food, weapons, powerups, armor, med's, speeders, repair tools, we have it all..


Offer all auction winnings to the food vendor at said waypoint..
jfang
Wed Jun 23, 2004 11:15 am
#23




Fair enough. But for me, it was worth the badge and the schematic (not the speeder, it made a good table prop... ) to visit the corvette. It also gave me something to do for a few hours.


Do we know if injury treatment clothing helps area stims? I thought that was what combat medic effectiveness skill was for, and that injury treatment only affected medic and doctor stims. If so, I may need to change my standard hunting clothes...


Edit: added aspace in the paranthesis smiley

Message Edited by jfang on 06-23-2004 02:15 PM

Morganite
Thu Jun 24, 2004 12:34 am
#24

I never did a real test on them, but from my experiences they seemed to help.



MMM Industries, found at 2540 -4661 near Mos eisley. Food, weapons, powerups, armor, med's, speeders, repair tools, we have it all..


Offer all auction winnings to the food vendor at said waypoint..
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