Combat Medic Archive

Thread: Crafting Guide?

Rorar
Tue Mar 30, 2004 7:33 am
#1

Hey I have been looking for a couple of days and I can't seem to find one. Does anyone know where to find a pretty good crafting guide for combat medic? I'm new to the crafting business and have limited resources and time. I would really appreciate it.


Thank you,



Sared - Jedi Knight
Ges - Imperial Corporal
HazuyaMune
Tue Mar 30, 2004 8:00 am
#2

You wont find one of any real use. I've searched high and low. The best you can do is search this forum and glean tidbits here and there. Another thing I have done is on my advanced items crafted extremes on either end (effectivness vs. charges) and then one in the middle. Make a crate so you make a couple and experiment. I also found that on final assembly the liq. petro seems to help alot when it is very good in additon to the fungus.


The bottom line is use the very best resources you can find. I have taken up Artisan because of the lack of vendor's selling what I need and it has helped alot. It is expensive at first but I'm sure when all the electon and other specific needed resources are gone from the general market you can command a high price.


Also, Potency is how well it sticks to the target. Anything over 100 is a waste of points.


Effectivness is how much damage it takes.


Charges is quanity.


The above also effects range and area but I don't remember which.


It also seems to me that if you multiply by 2 on the crafted range and the effectivness gives you what it will do. Hence 235 effect. will take 470 a tick. and 32 range will throw 64m.At least this proves true for me.


Hope this helps.



HAZUYA MUNE
WEAPONS & ARMOR
BESTINE TATOOINE
-2427 -3684
Rorar
Tue Mar 30, 2004 9:05 am
#3

It helps a lot thank you. I'm on my 3rd batch of poisons and I'm not getting anywhere fast. I have decent stuff but I know I must be messing up my subcomponents.


Thank you,





Sared - Jedi Knight
Ges - Imperial Corporal
HazuyaMune
Tue Mar 30, 2004 10:26 am
#4

Please do not let the above post discourage you in playing and enjoying the game.



HAZUYA MUNE
WEAPONS & ARMOR
BESTINE TATOOINE
-2427 -3684
HazuyaMune
Tue Mar 30, 2004 10:53 am
#5

Disregard the above post. The unhelpful post was removed. Thank you whomever you are!



HAZUYA MUNE
WEAPONS & ARMOR
BESTINE TATOOINE
-2427 -3684
Pahdbacca
Tue Mar 30, 2004 3:03 pm
#6






HazuyaMune wrote:

You wont find one of any real use. I've searched high and low. The best you can do is search this forum and glean tidbits here and there. Another thing I have done is on my advanced items crafted extremes on either end (effectivness vs. charges) and then one in the middle. Make a crate so you make a couple and experiment. I also found that on final assembly the liq. petro seems to help alot when it is very good in additon to the fungus.


Very true. I keep meaning to make one but never get around to it.


It also seems to me that if you multiply by 2 on the crafted range and the effectivness gives you what it will do. Hence 235 effect. will take 470 a tick. and 32 range will throw 64m.At least this proves true for me.


It is true for masters. Damage for medical dots is effectivness rating times (1+(CM effectiveness skill rating/100). I 'think' that the effectiveness is capped at 100. Range is also calculated the same way, being double the stim rating at master.


Hope this helps.









-----------------------------------------
Pip Tazo = Master Doc / Swordsman - Always the CM at heart
Zhose U'nare = Master Smuggler / Pistoleer - resource hound

Former CM correspondent - Member of Team Black Bar
" If you're dependant on venom to be effective than you're doing something wrong." - Obata
Tymothi
Tue Mar 30, 2004 10:44 pm
#7

Ok, when experimenting on your poisons here's what each bar effects:


Experimental Effectiveness: Putting an experiment point in here will increase ( hopefully ) effectiveness and duration.


Experimental Ease of Use : Putting an experiment point in here will increase ( hopefully ) potency and required use.


Experimental Charges: Putting an experiment point in here will increase ( hopefully ) range and uses.



You will want to try and get your poisons to have a potency of about 100, or close to it. It is a percentage but can go over 100% just in case the person your poisoning has resistance mods. After you get your potency close to 100 put all your points into effectiveness. Experimenting on charges is a waste of points, unless your potency is high and you've maxed out effectiveness. When you experiment on charges the range only increases by 1 which is like 2m when you're master cm. A lot of people like to get their range over 32 so they can chuck their poisons further than people can shoot, I don't really think thats very fair so I don't. It isn't really your fault, though, when it comes out with a higher range already. Hope this helps!






Tymothi Atreides
TKM
Swordsman 4044
Doc 4004

Morganite
Wed Mar 31, 2004 12:26 am
#8

Here is some basic notes....


Subcomponents:


Bad avanced once are better then good normal ones..


Advanced dispersion mech: You want to shoot for 20/15/9 at a minimum. This is the only place you can affect the charges/range/Area of effect of your med, place your points where you prefer.


Advanced infection amplifier: only place to upgrade your effectiveness before the final combine, the higher the rating, the better..


Advanced resilency Compound: Here is where you work on potency and duration, I generally shoot for a minimum of 50 for potency, and whatever else into duration. I am of the opinion it isnt a waste to put extra points into potency here, I have used 73/58 stuff already. I shoot for a higher potency rating then most. *shrug*. For PvP, duration is a complete waste of exp points, 5 ticks is plenty enough to mess up anyone.



the combine:


Look for components that have high oq/pe/dr for organics. I try to not use anything here under 800 oq/pe and 650 drfor insect meat, 900 oq/pe 700 dr for hte fungi. The same with the radioactive and liquid petrochem fuel. If you dont have all top shefl stuff, learn to balance out your numbers thru the percentages for each quality for what you want out of your meds. I generally shoot for at least 76 meter range to help offset the dumb throwing animation that occurs after I made the throw..


An experiment on the final product for me usually goes like this:


Put points into range to get that where I want it, then put everything else into effectiveness. do not fall into the lure of higher effectiveness at the sacrifice of range. you will be the guy who lives to talk about it if you have 85 effectiveness disease, and 90 meter range over the guy with 400 effectiveness disease, and 60 meters. I rely on my range to allow me to outdamage my opponent, not my effectiveness.. Make your CM meds to support your character template. If you are a CM/rifleman, you want longer range, less effectiveness, so you can lob your meds from long range, then nail them with the rifle when they come to you. Carbineer's/pistoleers want more damage, less range, as their best ranges to fight are closer.


Hope this helps



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..
Rorar
Wed Mar 31, 2004 7:04 am
#9

Thanks a lot everyone. This will help me greatly and was exactly what I am looking for.



Sared - Jedi Knight
Ges - Imperial Corporal
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