Combat Medic Archive
Thread: Crafting Guide?
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.
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,
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.
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! ![]()