Combat Medic Archive
Thread: What poisons can I use without mastering CM?
Page 1 of 1
Pahdbacca
Mon Mar 01, 2004 12:42 am
#1
Part 1- the disclaimers...All poisons were made using 14+crafting tools at a 42+ crafting station. All poisons were made with all 3 advanced components except the area C poisons, which had no advanced resiliency compond (there have only been 2 spawns of class 1 radio on Flurry since release). All experimentations were of great success or higher.
Materials used in crafting OQ PE DR UT CON
Advanced infection amplifier
-titanium aluminum 968 15 (absolutely crap titanium aluminum on Flurry)
-eleton gas 715 260
Advanced resiliency compound
-Class 1 radio 767 445
-tolium gas 965 381
Adv dispersal mechanism
-Yavin fiberplast689 749
-Class 2 liquid petro 898 246
Fungus 954 914 905
Copper 951 561733925
Liquid Petrochem 981 778299
Component stats: ADM..22 charges, 18 range, 9 area; AIA.. 51 power; ARC 74 potency, 54 duration
Part 2 CM skills and what they mean:
CM damage (effectiveness)and rangefor medical dots is based on an equation that gives a multiplier. That multiplier is thenappliedto the base stats of the poison or disease stim to determine the final value. The equation is.....
final stat = base stat * (1+ (skill/100))...In the information below, the multiplier given will = (1+(skill/100))
CM skill level CM effectiveness (damage) CM range CM med use
Novice 5 5 5
1 box 20 20 20
2 boxes35 35 35
3 boxes 5050 50
4 boxes 75 75 75
Master100 100100
For example, final damage per tick of a poison used by a master = base stim value * (1+(100/100)) or base value *2.
Final damage per tick of a poison used by anovice = base stim value * (1+(5/100)) or base value *1.05.
There are 4 lines in CM...The first gives effectiveness and range skills. The second is speed, the third crafting and the forth med use and terrain negotiation. As an aside, poisons are usable at novice, diseases at box 2 of the first line, and mind heal at box 4 of the speed line.
Pahdbacca
Mon Mar 01, 2004 12:46 am
#2
Part 3...The nitty gritty. Base stats of the poison will be listed, thendamage and range will be shown by a CM of each level.
1. Area poison C................Potency 100.................Effectiveness 198..............range 33...............med use 83
Pease note that with a med use of 83, this area C poison will not be usable by CM not at the CM level. Med use can be lowered through experimentation to below 76, but the resulting poison will do less damage than an area B poison.
CM level damage done range med use needed
Master 396 66 master
2. Area poison B................Potency 119.................Effectiveness 144..............range 38...............med use 68
CM level damage done range med use needed
Master288 76 N/A
4 boxes252 67box 4
3 boxes 216 57 box 4
2 boxes 194 51 box 4
1 box 173 46 box 4
novice15140box 4
3. Area poison B................Potency 119.................Effectiveness 85..............range 48...............med use 68
CM level damage done range med use needed
Master17096 n/a
4 boxes14984 box 4
3 boxes12872 box 4
2 boxes11565 box 4
1 box10258 box 4
novice 8950box 4
Pahdbacca
Mon Mar 01, 2004 12:50 am
#3
4. Area poison A................Potency 105.................Effectiveness 98..............range 35...............med use 44
CM level damage done range med use needed
Master19670 n/a
4 boxes17261box 3
3 boxes14753 box 3
2 boxes13247 box 3
1 box11842 box 3
novice10337box 3
5. Area poison A................Potency 118.................Effectiveness 79..............range 35...............med use 34
CM level damage done range med use needed
Master15870 n/a
4 boxes13861box 2
3 boxes11953 box 2
2 boxes10747 box 2
1 box 9542 box 2
novice 8337box 2
6.Single poison C................Potency 132.................Effectiveness 329..............range 38...............med use 59
CM level damage done range med use needed
Master65876 n/a
4 boxes57667box 3
3 boxes49457 box 3
2 boxes44451 box 3
1 box39546 box 3
novice34540box 3
Pahdbacca
Mon Mar 01, 2004 12:55 am
#4
7.Single poison C................Potency 132.................Effectiveness 139..............range 48...............med use 59
CM level damage done range med use needed
Master27896 n/a
4 boxes24384 box 3
3 boxes20972 box 3
2 boxes18865 box 3
1 box16758 box 3
novice14650box 3
8.Single poison C................Potency 161.................Effectiveness 271..............range 38...............med use 50
CM level damage done range med use needed
Master54176 n/a
4 boxes47467box 2
3 boxes40757 box 2
2 boxes36651 box 2
1 box32546 box 2
novice28540box 2
9.Single poison B................Potency 119.................Effectiveness 191..............range 38...............med use 34
CM level damage done range med use needed
Master38276 n/a
4 boxes33467box 2
3 boxes28757 box 2
2 boxes25851 box 2
1 box22946 box 2
novice20140box 2
10.Single poison A................Potency 119.................Effectiveness 98..............range 35...............med use 5
CM level damage done range med use needed
Master19670 n/a
4 boxes17261novice
3 boxes14753 novice
2 boxes13247 novice
1 box11842 novice
novice10337novice
To use these tables....determine what level CM med use you will get...then find the poisons you can use. For CM level, find the number of boxes in the range line (first line)...that will show you what range and damage you would expect for your template.Please keep in mind that these are poisons made with advanced components (translation:they will cost you lots money IF the resources are available to make them) by a CM that has finished the crafting line (a master if you want to make area C poisons.) Some vendors will have better poisons out there then the ones listed above, some will not.
Points of interest....
- you will need to be a master to use area C poisons
- you will only be able to use single a poisons until you reach CM x/x/x/2
- maximum range rating on stims is 48 (which I barely was able to make with the resources I had for the 2 long range stims)...please note that the stims fully experimented for range only do around half the damage of the stims fully experimented on damage.
Have fun planning your template 
Asbalon
Mon Mar 01, 2004 5:39 am
#5
Loonytic I don't think thats an error... If you look cloesly the Single C number 6 has what I would say normal effectivnes with 329. The Single C number 7 has 10m more base rage (thus 48 instead of 38). Soo I would say in number 7 he experimented in range and not effec. in the number you are quoting.
Loonytic
Mon Mar 01, 2004 1:38 pm
#7
Pahdbacca wrote:
7.Single poison C................Potency 132.................Effectiveness 139..............range 48...............med use 59
Please tell me thats an error on the effectiveness for a single poison C 
Message Edited by Loonytic on 03-01-2004 12:39 AM
Pahdbacca
Mon Mar 01, 2004 4:15 pm
#8
Asbalon wrote:
Loonytic I don't think thats an error... If you look cloesly the Single C number 6 has what I would say normal effectivnes with 329. The Single C number 7 has 10m more base rage (thus 48 instead of 38). Soo I would say in number 7 he experimented in range and not effec. in the number you are quoting.
Yeppers, what he said
Wea-sel
Sat Jan 08, 2005 8:32 pm
#9
Great guide, but to help us new to CM crafting, on each of the components what should we experiment on first?
To get low 75 CMU on area C poisons and singles. Using all Advanced components. And quality resources.
I'm looking to supply the Non-master PvP players wishing to use area C mind poison. Any suggestions as what to experiment on to achive this?
thanks
To get low 75 CMU on area C poisons and singles. Using all Advanced components. And quality resources.
I'm looking to supply the Non-master PvP players wishing to use area C mind poison. Any suggestions as what to experiment on to achive this?
thanks
PsionicHawk
Sun Jan 09, 2005 9:44 am
#11
Having high Overall Quality and Potencial Energy resources in the final combine helps too.
Wea-sel
Sun Jan 09, 2005 4:20 pm
#12
Alright, but as far as each component does it matter on what I experiment for those? One of them, can't remember which right now, has Ease of Use and effectiveness properties, I'd want to experiment on Ease of Use for a final Low CMU right?
Pahdbacca
Sun Jan 09, 2005 8:49 pm
#13
No...experimenting on the components will not help lower med use. Read the attributes under each experimentation line and that will tell you what it changes. For example... Experimenting on the ease of use line when making resiliency compounds won't lower ease of use, it will raise potency.
(I didn't design the darned system, I just try to amke stuff with it)
Page 1 of 1