Combat Medic Archive
Thread: RESISTANCE BUFF EFFECTIVENESS PUBLISH 10 VS. 9.3
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MataHairy
Tue Aug 31, 2004 5:30 pm
#1
I just finished testing some resistance buffs post-publish 10. I tried as close as I could to replicate my earlier post 9.3 test results. Here is the data:
POST 9.3 (old data):
Inncoulation Resist Strength = 162
Trial #1 - 119 potency poison hit 16/44 = 36%
Trial #2 - 164 potency poison hit 16/43 = 37%
Trial #3 - 206 potency poison hit 21/43 = 49%
Trial #4 - 232 potency poison hit 25/42 = 60%
POST 10 (new data):
Innoculation Resist Strength = 160
Trial #1 - 119 potency poison hit 11/44 = 25%
Trial #2 - 163 potency poison hit 20/44 = 45%
Trial #3 - 208 potency poison hit 28/44 = 64%
Trial #4 - 230 potency poison hit 30/45 = 67%
So as you can see, a wider range but not really that much of a difference. The biggest difference I am seeing is in the area cures. They now have about 75% of the previous area effect (on newly crafted items only), and cure a poison of equal tick (not 2xstrength as previously).
Ternque01
Tue Aug 31, 2004 7:17 pm
#3
Wow! Nice work! I appreciate the time and care you put into your testing Mata
Thanks 
It's great to see some real data for damn sure.
rhaspede
Tue Aug 31, 2004 9:19 pm
#4
Sweet! So let me make sure I understand this:
Area cures now cure poison based on the tick. So, a cure of 100 power would need two applications to cure a poison that ticks for 200? If that's the case, that's exactly what I was hoping for.
Now as for the innoculations; seems that lower resist rates on the innoculations don't have as good an effect on higher potency poisons. If that's the case, then again, exactly what I was hoping for!
Thanks for the tests Matta!
Neofiliac
Tue Aug 31, 2004 10:06 pm
#5
so have you tried testing the good buffs that are 280+ resist?
MedWise
Tue Aug 31, 2004 10:11 pm
#6
Your lucky you have the resources on tempist to make 280+ inocs.
MataHairy
Wed Sep 01, 2004 3:03 am
#7
rhaspede wrote:
Sweet! So let me make sure I understand this:
Area cures now cure poison based on the tick. So, a cure of 100 power would need two applications to cure a poison that ticks for 200? If that's the case, that's exactly what I was hoping for.
Now as for the innoculations; seems that lower resist rates on the innoculations don't have as good an effect on higher potency poisons. If that's the case, then again, exactly what I was hoping for!
Thanks for the tests Matta!
You are correct. For example it tookthree shots of a 302 CurePoison Area B to cure a 330eff HealthPoison (ticking at 660), but only two shots of a 333 strength Cure Poison. Single poison cures are still working at 2xstrength. I wasn't wearing wound treatment clothes at the time, but these should increase the effective cure poison strength as well.
BTW all of the test were Master Doc and Master CM. I'm not going to speculate how it might vary for Doc Med 90 or CM 75.
Message Edited by MataHairy on 09-01-2004 03:04 AM
Mmaxx
Wed Sep 01, 2004 5:47 am
#9
Yes, great job. Good to hear they got toned down. This is the adjustment I was looking for..... I wonder why it wasn't mentioned in the patch notes.....
Thanks for doing these tests and posting your results.
StoneyX
Wed Sep 01, 2004 12:28 pm
#10
Just wonder . .
I made some Poison C, but the potency are around 90 - 100.
How high of potency can Poison C gets up?
I heard the lower level the poison packs is the higher the potency will it be. Is it true?
What kind of resource do you use to make such high potency poison?
Pahdbacca
Wed Sep 01, 2004 12:49 pm
#11
What kind of resource do you use to make such high potency poison?
You need to use advanced resiliency compounds (ARCs) in your poisons. These use class 1 radioactive and tolium reactive gas, where the oq and DR stats are important. To get max potency on the ARCs, experiment on ease of use NOT effectiveness. Experimenting on effectiveness on ARCs will only increase duration...any I've never seen the need to increase duration in my poisons.
I heard the lower level the poison packs is the higher the potency will it be. Is it true?
On the final build, you can increase potency by experimenting on ease of use, which will also lower the CM med use requirement....so yes, that is true.
Edit: If you are talking about the schematics, C level schematics have the highest potency, Bs are a little lower, while the potency of level A schematics are much lower.
How high of potency can Poison C gets up?
My poison Cs have a potency of 130ish without spending any points on ease of use. A poison C fully experimented for ease of use can max out on potency somewhere in the mid 220s to maybe 230. I've hit 228 myself. This really lowers the damage though. Matta has the highest potency at 232 that I have seen without using a loot drop.
Message Edited by Pahdbacca on 09-01-2004 09:32 AM
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