Combat Medic Archive

Thread: How much better will poisons get with the next patch?

hemi-man
Mon Nov 03, 2003 4:56 pm
#1

Just curious? With the proposed fix of the advance resi compound, how much better will this make our poisons if any? I know some say it is fixed on TC and should be patched for us soon...I hope. Will it be possible to see a 500-1000 damage tick..........lol.



WESLEE DEBRULE
MASTER BOUNTY HUNTER
MASTER CARBINEER/PISTOLEER 0/0/0/3

RETIRED... Master CM/Master Doc
TheGreatOne00
Mon Nov 03, 2003 6:35 pm
#2

It wont affect damage as far as I know, however I think it will raise the potency WAY up making it getting resisted almost never(without experimentation)



Ovonn Ig'A
Master Doctor
Master Fencer
Kavedawg
Tue Nov 04, 2003 12:47 am
#3

It helps a little with range as well



________________________________________
The sky hasn't fallen yet but dreams have already been shattered
RottaBetito
Tue Nov 04, 2003 4:13 am
#4

I am glad they will fix the adv resilience comp as I cant find any eleton reactive gas on Starsider. Also, do you guys use adv comp. for all sub components ?




Rotta Betito
MASTER DOCTOR/SHARPSHOOTER

Happymob
Tue Nov 04, 2003 5:28 am
#5

There are 3 major changes to CM crafting -


1) The ARC will now be craftable. This could be huge on potency and range. I wouldn't be surprised if you no longer need to spend any experimentation points on potency.


2) Many of the schematics will now use decay resistance (instead of conductivity and others where the required resources don't have that stat). This should give us some gain in poisons in all stats.


3) General crafting changes making it so a "great success" does less with bad resources than with good. The effect of this change appears to be that you will no longer be able to max out one column and still have experimentation points leftover for another column. This is a general nerf to all crafting (and since it is to all crafting, there is no real balance problem here) and should result in somewhat weaker poisons (and weapons and stims...).


They should be better after the patch, but #3 is a bit of a wildcard right now.




Imadoh and Ikiecobi
Quality Resources and the Corellia Butcher - NoCo
NoCo Trade Center, Corellia (just northeast of Coronet) 796, -3076


Sleksheea
Tue Nov 04, 2003 12:46 pm
#6

Don't forget the CM's effectivness rating is going from 90 to 100 points... right? That makes our poisons and disease 10% more powerfull right there... (Though it doesn't reall matter, as a poison kills in 2 ticks or 3 ticks and 10% to one of the other won't make any difference as a tick is a tick regardless if the damgea is slightly higher or lower.)



I TOLD them they should have made our spherical space station out of the same magnetically shielded walls as the garbage compactor! -Sleksheea
Gnuut
Tue Nov 04, 2003 12:52 pm
#7

The best regular RCs I have made are potency 23 duration 12. I would hope to see at least double or triple that on an Advanced RC. So hopefully you wouldn't have to spend any points to increase the base potency if it will already start at 80+.



Grau'din
Elder Combat Medic
Magnumus Mysterium MYST
I am not a support class.
I am a chemical warfare expert.
I am a bio-warrior.
I am a zerg-stopper.
I am a Master CM. Run for your life....

Page 1 of 1
Previous Next