Combat Medic Archive
Thread: What do the stats mean. trying to figure how to craft good meds
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jacensolo2100
Tue Apr 20, 2004 11:02 pm
#1
I have decided to finally start crafting my own meds. i am not sure how to do it. i have been using all advance components and its time to do the final step of actually crafting it together. not sure what cause the tick and how that is determined. any help would be appreciated
Jacen Terns
MCM Scylla
Jacen Terns
MCM Scylla
jacensolo2100
Tue Apr 20, 2004 11:05 pm
#2
if you could also tell me what to look for in the compents to make a better ovell pack. like what there part is in the whole thing
jfang
Wed Apr 21, 2004 7:46 am
#3
What each stat means:
charges: the number of uses in a poison
potency: the chance for a poison to stick (if you are above 100, you are probably okay)
effectiveness: the amount of damage per tick
range: the number of meters you can throw the poison
duration: the number of seconds the poison will last
area of effect: the area of effect an area poison has (I believe that this is a diameter, not a radius, but am not sure)
combat medic use: How easy it is to use the poison (needs to be equal or less than the combat medic use of the person using the poison to be usable)
The range of your poison is:
(Written effectiveness) * ((100 + (User's injury range skill)) / 100)
The damage per tick on your poison is:
(Written effectiveness) * ((100 + (User's combat medic effectiveness skill))/100)
Note there is a hard cap of 100 on combat medic effectiveness, which skill tapes (and other items) can not increase, so a master combat medic gains no benefit from these items.
A general rule to crafting is "get the potency to be above 100, and then dump the rest of your experimentation into effectiveness". This is just a blanket rule, and your client (likely yourself) may want something different.
As for which components to use to craft, simply use what has the highest rating for what you want to craft (attribute to strength breakdown written on the draft schematic). In general, potential energy (for effectiveness) is preferable to decay resistance (duration of the poison). And of your subcomponents, the advanced injection amplifier (which is the one which affects effectiveness of the final combine) is probably the single most important one, although getting a good range and charges (or area effect) from the dispersal mechanism and a good potency from the resilience compound are very important too and can not be neglected.
Pretty much though, play around with it a little. After you craft a few, it will make sense how it all works, and you'll figure out a combination you like.
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