Combat Medic Archive
Thread: why does experimenting Ease of use increase potency?
I was playing around and discovered that experimenting ease of use increases potency of all things. Good lord no wonder none of my poisons stick on anything, 's cause I've never bothered to experiment ease of use (why would I? was 4,4,1,4 before I started making poisons).
Bleh, that's phucked up.
Wouldn't a more potent poison or disease be "easier" to use?
Seeing as it hits more people, gets resisted less, etc...that all contributes to the poison being easier to use.
Ease of use should effect the CM skill required for the poison to be used. One of the components doesn't have an ease of use # and yet has Ease of Use for one of its experimentation bars, which increases the potency of the component (no I can't remember whichcomponent it was).
Also the poison A's I'm making are Use 5 to start and don't change with the points put into ease of use, what does change is the potency of the poison.
Examine schematics carefully. Poisons and other meds have alot of stats, so they are grouped. Ease of use is grouped with potency,charges grouped with range, effectiveness grouped with area effect and duration.
well dang... don't I feel like a nube now
. lol. Well in my own defense as a tailor I've never had to look to close at the schematics, nothing matters beyond having the resources you need
.
This info will certainly benefit my armorcrafting as well tho heh, up until now I've trial and error'd my way to understanding which experimentation bars effect what.
*note to self: pay more attention*
thanks for the info ![]()