Combat Medic Archive
Thread: How do you counter resist buffs?
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uforiainc
Wed Mar 16, 2005 12:46 pm
#1
I had made some pretty descent poisons and diseases but when my buddy resisted everytime I knew I had a problem...what gives? Is my potentcy not high enough...or rather what stat governs the average of wether or not it will stick?
Wasgij Koob
nikko11
Wed Mar 16, 2005 2:25 pm
#3
Potency is the stat that affects whether a poison/disease is resisted.
There are some things which can give poison/disease resistances (Aaukaun Robes, skill tapes, etc), and of course, Doctor Poison/Disease resists.
Most of my poisons/diseases have potencies around 230-240 (all adv components) and even with someone having poison/disease resists applied, they still stick 1/3 or 1/4 of the time.
If you are using non-advanced components, I would imagine your potency is too low for your poisons/diseases to stick effectively.
There will always be a 5% chance of both resists and application on every toss though, no matter someone's mods.
There are some things which can give poison/disease resistances (Aaukaun Robes, skill tapes, etc), and of course, Doctor Poison/Disease resists.
Most of my poisons/diseases have potencies around 230-240 (all adv components) and even with someone having poison/disease resists applied, they still stick 1/3 or 1/4 of the time.
If you are using non-advanced components, I would imagine your potency is too low for your poisons/diseases to stick effectively.
There will always be a 5% chance of both resists and application on every toss though, no matter someone's mods.
uforiainc
Wed Mar 16, 2005 4:10 pm
#4
Ok guys thanks for the info so far...
My potency is around 130-150...so that is definatley the problem...So my next question is what drives that number higher? I have been using 127 power venom( which is pretty good) my other componenets are descent as well...all my stuff has good OQ and mediocre DR...would I be better off crafting my own infection amplifiers? I did notice that the dispersal mechanisms I crafted give me a much better range than the Bile but far less charges...This is crazy...how come SOE doesn't offer training for this stuff? LOL
Thanks again
uforiainc
Wed Mar 16, 2005 4:12 pm
#5
OH forgot to mention...other than the venom I only use advanced components...I am still waiting on some good Eleton so I can make my own Infection Amplifiers...I am starting to think that's the way to go if all I have is base venom...
F-T-W
Thu Mar 17, 2005 5:50 pm
#6
uforiainc wrote:
OH forgot to mention...other than the venom I only use advanced components...I am still waiting on some good Eleton so I can make my own Infection Amplifiers...I am starting to think that's the way to go if all I have is base venom...
Venom typically doesn't give you good potency, unless you get some god-like venom that allows you to experiment purely on the potency. If you see someone w/ resist buffs and you're using 150 or lower pot psns, my advice is throw an area on him and try to catch some of his friends who aren't innoculated
Thyrd
Thu Mar 17, 2005 11:36 pm
#7
Your ARCs, Resilience Compunds, are what handle your potency/duration. You should be able to get them up to 82ish Potency and 90ish Duration. Other than that, pump them up woith your experiment points. 2In my experiences 230 is a little high, I find 200-210 is plenty, really depends on your servers resists. Anyway, pump yer potency and you'l get around those nasty innocculations.
Brainplay
Fri Mar 18, 2005 2:04 am
#8
uforiainc wrote:
...So my next question is what drives that number higher?
Max your ARC's and then after combine its all in the "ease of use" category.
From what I can tell, once you break through a resist it no longer works against other poisons. Have a maxed potency poison ready to go then fire off your max damage right after it. I usually carry a 190-220 potency areaC as my resist breaker than drop the venom enhanced stuff on top of it. Haven't had a bounce yet doing that. The max potency poison's are extremely weak but serve its purposes.
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