Combat Medic Archive
Thread: New to CM, wondering how my meds stack up
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Dmytri
Tue Mar 30, 2004 11:00 am
#1
Hey everyone. I'm anewMasterto the CM field after getting completely fed up with Smuggler. I've crafted a little bit and learned about how experimentation works out, and was just wondering how my stuff stacks up with what you guys and girls are tossing.
My single disease C packsare capping out at around 91 potency, 86 effectiveness. These seem to be mildly worthless in PvE, though. DPS is way low.
My single poison C's are hitting around 276 effectiveness and mid 80's potency. It seems the actual DoT damage is 2x effectiveness. Is this true?
I made some Ranged Stim Es at 949 health/action effectiveness. I was pretty impressed by this number, but I don't really have a frame of reference (I did a limited factory run of them anyway). Is that comparible?
My Area Cs are hitting the mid-to-upper 700s. I want to mess with these more, but I'm running painfully low on resources.
Comments/suggestions would be greatly appreciated. Thanks.
TheGreatOne00
Tue Mar 30, 2004 11:09 am
#2
Dmytri wrote:
Hey everyone. I'm anewMasterto the CM field after getting completely fed up with Smuggler. I've crafted a little bit and learned about how experimentation works out, and was just wondering how my stuff stacks up with what you guys and girls are tossing.
My single disease C packsare capping out at around 91 potency, 86 effectiveness. These seem to be mildly worthless in PvE, though. DPS is way low. This is a fairly good disease pack for just starting. Usually get them to around 100-105 effectiveness then rest into charges(range)
My single poison C's are hitting around 276 effectiveness and mid 80's potency. It seems the actual DoT damage is 2x effectiveness. Is this true? 325 here, 112 potency. I recommend you get potency up to atleast low 90s, if you do not have access to the the resources for the Advanced Resilliance Compound, you can experiment ease of use on the final combine as well as the Resilliance compound to raise it up some.
I made some Ranged Stim Es at 949 health/action effectiveness. I was pretty impressed by this number, but I don't really have a frame of reference (I did a limited factory run of them anyway). Is that comparible? I can raise these up to 1100s easy. No idea if your subcomponents were doc experimented or not, but if they arent, ALS would definately make a difference being so provided your resources were fairly good.
My Area Cs are hitting the mid-to-upper 700s. I want to mess with these more, but I'm running painfully low on resources. Again, always got them to 850-900 range and went rest for charges/range. Same thing as above should help
Comments/suggestions would be greatly appreciated. Thanks. If you just went CM, these are some very nice things for just starting out and creating your own things. Like I said before, you might try getting a doctor to experiment on the medical subcomponents as they have 10 points to your 5. Other than that not much to offer here other than what I stated above.
CMMaster
Tue Mar 30, 2004 11:14 am
#3
Thats pretty good for a starting out combat medic, then again though you came into combat medic on most servers where the best of the best spawns have been happening.
Dmytri
Tue Mar 30, 2004 11:25 am
#4
Most of my subcomponents were provided to me by my PA's resident Doc/CM. They're a few shifts old, but good for me to test the waters with. I made a few of my own ALSs, and you're not kidding about the extra 5 experimentation points... Mine were something like 8 power 7 charges to his 27 power 17 charges (or something, the exact numbers elude memory).
Thanks for the numbers as well - I have something to strive for now, heh.
TheGreatOne, you had mentioned experimenting on Ease of Use to raise the potency? Hmm... Something I'll have to try out. I was completely skipping putting any points into ease, because they were always coming out under my CM Use level. Thank you for the tip.
Gnuut
Tue Mar 30, 2004 12:51 pm
#6
Dmytri wrote:
My single disease C packsare capping out at around 91 potency, 86 effectiveness. These seem to be mildly worthless in PvE, though. DPS is way low.
100 effectiveness seems to be the cap anyway on non-venom disease. Check the DR in the insect meat you use. If you get some meat with good OQ and PE that is good but DR will also help your experimentation into effectiveness from what I have tested.
My single poison C's are hitting around 276 effectiveness and mid 80's potency. It seems the actual DoT damage is 2x effectiveness. Is this true?
Damage bonus is scaled up to double at Master. Again check the DR in the Fungi you are using, it will help you experiment effecteness alot more efficiently. Also make sure you are using copper and not aluminum for the final combine. It will make a big difference for your range, charges and area stats.
I made some Ranged Stim Es at 949 health/action effectiveness. I was pretty impressed by this number, but I don't really have a frame of reference (I did a limited factory run of them anyway). Is that comparible?
Personally I prefer to make my Ranged Es with charges as a priority and then increase the heal base. I can crank out a Ranged E with 72 charges with an 850 base heal. That's about 61k points of damage I can healspread out over 72 uses. Compare that to an average Ranged E with 56 charges and a 1k heal for 56k damage healed. Mine are ultimately more efficient because you also have to keep in mind the heal bonus you get. On top of that most players will be buffed and regenning their HA or they often can heal themselves.
My Area Cs are hitting the mid-to-upper 700s. I want to mess with these more, but I'm running painfully low on resources.
Again I go for charges over base heal on AE stims as well. I usually keep my AE stim Cs at a base of 700ish heal with around 60-65 charges.With a fully buffed group you will more often than not just be topping them off.
Morganite
Tue Mar 30, 2004 2:48 pm
#7
Dmytri wrote:
Hey everyone. I'm anewMasterto the CM field after getting completely fed up with Smuggler. I've crafted a little bit and learned about how experimentation works out, and was just wondering how my stuff stacks up with what you guys and girls are tossing.
My single disease C packsare capping out at around 91 potency, 86 effectiveness. These seem to be mildly worthless in PvE, though. DPS is way low.Single target disease packs are worthless except to make mind disease for helping entertainers out. Disease itself does a low dps, dont bother to be honest. Make area disease packs so you can get the poison+disease incap in pvp if you do that. If you are only interested in pve, no need for disease at all really..
My single poison C's are hitting around 276 effectiveness and mid 80's potency. It seems the actual DoT damage is 2x effectiveness. Is this true? The dot is effectiveness*2 at master yes. I use higher potency stuff, duration is basically a waste to experiment on for pvp packs, 5 ticks of anything is plenty for pvp. Put all your points into potency until you crack at least 50 in your ARC's. As far as the non-ferrous metal you use in the final combine, I did a little test. Copper was 834OQ 950 CD 600 DR (best copper to spawn on ahazi with those 3 stats in months. Aluminum was 922 OQ 750 CD 784 DR. For single target stuff, copper had longer duration (4-8 points higher) and aluminum had higher potency, and effectiveness. In AoE stuff, putting 4 points into range, rest into effectiveness, alum came out 49 charge, 124 pot, 205 effect, 263 dur, 42 range, 26 aoe. The copper came out 49 charge, 123 potency, 206 effect. 263 dur 42 range 27 Aoe. All the materials used to make them were the same other then the non ferrous, same exp points placed in the same matter(4 charges, 7 effectiveness), all great sucessess. putting 8 into range (for max range) and 3 into effectiveness, both area mind poisons came out identicial except for potency. 55 charge, 123 pot for copper, 124 for alum, 153 effectiveness 201 duration, 47 meter range, 22 Aoe. All that tells me is there isnt a huge difference between higher oq/dr and good CD, then high CD, good oq/dr.
I made some Ranged Stim Es at 949 health/action effectiveness. I was pretty impressed by this number, but I don't really have a frame of reference (I did a limited factory run of them anyway). Is that comparible? G hit it, once you break 900 heal, put points into charges for range and uses. Use doctor experimentated components, and use high oq/dr non ferrous.
My Area Cs are hitting the mid-to-upper 700s. I want to mess with these more, but I'm running painfully low on resources. I dont push my heal on these past 600-640, I put the rest into range. I made some 822 Area-c's already, but they had horrible range. I actually exp on charges first, to get 30 meter range, then put the rest into effectiveness/AoE. I look at area stims as just booster-heals. It still beats their stim b abilities, and they can keep attacking while it hits a few people at once.
Comments/suggestions would be greatly appreciated. Thanks.
Morganite
Tue Mar 30, 2004 2:55 pm
#8
Dmytri wrote:
Gnuut wrote:
Personally I prefer to make my Ranged Es with charges as a priority and then increase the heal base. I can crank out a Ranged E with 72 charges with an 850 base heal. That's about 61k points of damage I can healspread out over 72 uses. Compare that to an average Ranged E with 56 charges and a 1k heal for 56k damage healed. Mine are ultimately more efficient because you also have to keep in mind the heal bonus you get. On top of that most players will be buffed and regenning their HA or they often can heal themselves.
Ah, that's a good idea. Never really thought of it that way. Thanks for sharing that info.
All depends where you use the stims to be honest. I made a special batch of ranged E's for krayt hunting. My CH buddy has 14k ham pets, I want to hit them for 3k some heals. I got 58 charges with 1185 base heal. Sure, they only have 30 meter range, but their main use is to be used on pets. I also carry ranged E's made exactly how G makes them, for only player healing. Determine how you are going to use your med's, then experiment them to do what YOU want them to do. Larger heals=less range but higher AOE in area stims. The real difference in range between an area C experimented for effectiveness/AOE is only a few meters shorter then an Area C done for charges once you figure the AoE into play. The real question is how close do you want to be to your target?
Gnuut
Tue Mar 30, 2004 2:58 pm
#9
Morganite wrote:
The dot is effectiveness*2 at master yes. I use higher potency stuff, duration is basically a waste to experiment on for pvp packs, 5 ticks of anything is plenty for pvp. Put all your points into potency until you crack at least 50 in your ARC's. As far as the non-ferrous metal you use in the final combine, I did a little test. Copper was 834OQ 950 CD 600 DR (best copper to spawn on ahazi with those 3 stats in months. Aluminum was 922 OQ 750 CD 784 DR. For single target stuff, copper had longer duration (4-8 points higher) and aluminum had higher potency, and effectiveness. In AoE stuff, putting 4 points into range, rest into effectiveness, alum came out 49 charge, 124 pot, 205 effect, 263 dur, 42 range, 26 aoe. The copper came out 49 charge, 123 potency, 206 effect. 263 dur 42 range 27 Aoe. All the materials used to make them were the same other then the non ferrous, same exp points placed in the same matter(4 charges, 7 effectiveness), all great sucessess. putting 8 into range (for max range) and 3 into effectiveness, both area mind poisons came out identicial except for potency. 55 charge, 123 pot for copper, 124 for alum, 153 effectiveness 201 duration, 47 meter range, 22 Aoe. All that tells me is there isnt a huge difference between higher oq/dr and good CD, then high CD, good oq/dr.
The only problem here Morgan is that copper is normally high CD whereas obtaining Aluminum with high CD is like trying to find any Eleton gas on Kauri, near impossible. I actually obtained about 100k of Aluminum with high OQ and CD but I am reserving this specifically for Ranged Cs, Ds and Es since they specifically require Aluminum. Again from what I have seen on most servers, high CD Aluminum is a rarity.
Pahdbacca
Tue Mar 30, 2004 2:59 pm
#10
Dmytri wrote:
It seems the actual DoT damage is 2x effectiveness. Is this true? 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.
Comments/suggestions would be greatly appreciated. Thanks.
Welcome...and Congrats. Hope you enjoy CM.
Morganite
Wed Mar 31, 2004 12:03 am
#11
Gnuut wrote:
Morganite wrote:
The dot is effectiveness*2 at master yes. I use higher potency stuff, duration is basically a waste to experiment on for pvp packs, 5 ticks of anything is plenty for pvp. Put all your points into potency until you crack at least 50 in your ARC's. As far as the non-ferrous metal you use in the final combine, I did a little test. Copper was 834OQ 950 CD 600 DR (best copper to spawn on ahazi with those 3 stats in months. Aluminum was 922 OQ 750 CD 784 DR. For single target stuff, copper had longer duration (4-8 points higher) and aluminum had higher potency, and effectiveness. In AoE stuff, putting 4 points into range, rest into effectiveness, alum came out 49 charge, 124 pot, 205 effect, 263 dur, 42 range, 26 aoe. The copper came out 49 charge, 123 potency, 206 effect. 263 dur 42 range 27 Aoe. All the materials used to make them were the same other then the non ferrous, same exp points placed in the same matter(4 charges, 7 effectiveness), all great sucessess. putting 8 into range (for max range) and 3 into effectiveness, both area mind poisons came out identicial except for potency. 55 charge, 123 pot for copper, 124 for alum, 153 effectiveness 201 duration, 47 meter range, 22 Aoe. All that tells me is there isnt a huge difference between higher oq/dr and good CD, then high CD, good oq/dr.
The only problem here Morgan is that copper is normally high CD whereas obtaining Aluminum with high CD is like trying to find any Eleton gas on Kauri, near impossible. I actually obtained about 100k of Aluminum with high OQ and CD but I am reserving this specifically for Ranged Cs, Ds and Es since they specifically require Aluminum. Again from what I have seen on most servers, high CD Aluminum is a rarity.
Heh, ahazi is the opposite, I can give you boatloads of >900 oq eleton gas, but the copper and alum i noted were the best to spawn in over 4 months.. We generally almost always have a phrik alum with >750 oq and cd, hell, I could give you 100k of a alum with >800 oq and cd, but the dr is horrible like 350 or so... Our polysteel copper is the only one with consistently high cd, but it has horrible oq <500. Planite had an awesome spawn about 5 months ago, it is total crap lately..
everything varies server to server for resources, use what has the best avg of oq/dr/cd is the best advice anyone could give..
/bow
Dmytri
Wed Mar 31, 2004 1:47 am
#12
Gnuut wrote:
Personally I prefer to make my Ranged Es with charges as a priority and then increase the heal base. I can crank out a Ranged E with 72 charges with an 850 base heal. That's about 61k points of damage I can healspread out over 72 uses. Compare that to an average Ranged E with 56 charges and a 1k heal for 56k damage healed. Mine are ultimately more efficient because you also have to keep in mind the heal bonus you get. On top of that most players will be buffed and regenning their HA or they often can heal themselves.
Ah, that's a good idea. Never really thought of it that way. Thanks for sharing that info.
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