Combat Medic Archive

Thread: Attn: Crafting Guru's (need help)

Arge_Freefly
Wed Apr 14, 2004 4:17 am
#1



My effectiveness experimentation is capping at 18% for singles and 20% for area poisons/diseases... Imade some60 power advanced infection amplifiers that I use which are at max experimentation percentage. I think it has something to do with either the liquid petro or the non-ferrous metal that I'm using. What stats should I look for when gathering each of these two resources?


As of now my poison C's are at 330 effectiveness, 32 range, 128 potency, 36 charges with a CM use of 60. Not to sound like an over-achiever and/or master griefer and pvp-ender, but I always have extra experimentation points left after capping the effectiveness. Help meh please

Message Edited by Arge_Freefly on 04-14-2004 09:26 PM



||[]Arge[]||SiempreFiel
"Survival isn't based on strength or intelligence, survival is the ability to adapt to change."
-loosely based on Charles Darwin's Theory of Evolutionary Selection.I lose at my own quoted theory
Malonesa
Wed Apr 14, 2004 5:06 am
#2

It's all in your schem for what affects resource attribute affects what. Must be nice to have good adv. comp. Best IA i can make is 54 power.. i have a hard time breaking 300 (which is not bad at all) w/ 900+oq900+pe ingredients.



Malonesa
Arge_Freefly
Wed Apr 14, 2004 5:18 am
#3






Malonesa wrote:
It's all in your schem for what affects resource attribute affects what. Must be nice to have good adv. comp. Best IA i can make is 54 power.. i have a hard time breaking 300 (which is not bad at all) w/ 900+oq900+pe ingredients.





I don't understand when you say it's all in your schem, please explain more. I've used different resources and have gotten different results.. i.e. I replaced 850+ oq 950+ cd copper with 900+oq, 900+cd weakum non-ferrous for the non-ferrous portion of the final product. I get more effectiveness exp with the copper than the "non-ferrous".


That's why I think it's in the resources of the final product



||[]Arge[]||SiempreFiel
"Survival isn't based on strength or intelligence, survival is the ability to adapt to change."
-loosely based on Charles Darwin's Theory of Evolutionary Selection.I lose at my own quoted theory
ProteusLeafdew
Wed Apr 14, 2004 7:12 am
#4

get fungus and lpf with high DR



Ixe Starwind ... see ya folks!!!
Morganite
Wed Apr 14, 2004 10:02 pm
#5






Arge_Freefly wrote:



My effectiveness experimentation is capping at 18% for singles and 20% for area poisons/diseases... Imade some60 power advanced infection amplifiers that I use which are at max experimentation percentage. I think it has something to do with either the liquid petro or the non-ferrous metal that I'm using. What stats should I look for when gathering each of these two resources?


As of now my poison C's are at 330 effectiveness, 32 range, 128 potency, 36 charges with a CM use of 60. Not to sound like an over-achiever and/or master griefer and pvp-ender, but I always have extra experimentation points left after capping the effectiveness. Help meh please


Message Edited by Arge_Freefly on 04-14-2004 09:26 PM





The limiting factor of the max of your effectiveness is your AiA. You have horrible range and charges there, looks like you have bad ADM's or dont even have any... Generally, once you break 300 on a single C, and 250 on a area C, the rest of the points give you diminishing returns. Add charges/range to your med's. Also, isnt the DR on weakem horrible? (I dont remember offhand) find some, err, the phrik that spawned on our server about a month ago, ergato or something like that. What kind of fungus are you using? your liquid pertochem fuel? It is tough to give a full answer only knowing part of the equation Arge.



MMM Industries, found at 2540 -4661 near Mos eisley. Food, weapons, powerups, armor, med's, speeders, repair tools, we have it all..


Offer all auction winnings to the food vendor at said waypoint..
Tymothi
Wed Apr 14, 2004 10:29 pm
#6

The limiting factor is your resources. If you have great resources then you'll be able to use all of your experimentation points and with crappy resources you'll have a lot left over. When you go to make your poisons you'll see a little box on the lower right-hand corner of your crafting window. It has a list of what ingredients you need and also how the stats of your resourceseffect the characteristics of your poisons. Example: Effectiveness is 66% OQ and 33% PE (just an example...). Its not all about OQ and PE when you're crafting poisons!




Tymothi Atreides
TKM
Swordsman 4044
Doc 4004

Arge_Freefly
Thu Apr 15, 2004 4:55 am
#7






Morganite wrote:





Arge_Freefly wrote:



My effectiveness experimentation is capping at 18% for singles and 20% for area poisons/diseases... Imade some60 power advanced infection amplifiers that I use which are at max experimentation percentage. I think it has something to do with either the liquid petro or the non-ferrous metal that I'm using. What stats should I look for when gathering each of these two resources?


As of now my poison C's are at 330 effectiveness, 32 range, 128 potency, 36 charges with a CM use of 60. Not to sound like an over-achiever and/or master griefer and pvp-ender, but I always have extra experimentation points left after capping the effectiveness. Help meh please


Message Edited by Arge_Freefly on 04-14-2004 09:26 PM





The limiting factor of the max of your effectiveness is your AiA. You have horrible range and charges there, looks like you have bad ADM's or dont even have any... Generally, once you break 300 on a single C, and 250 on a area C, the rest of the points give you diminishing returns. Add charges/range to your med's. Also, isnt the DR on weakem horrible? (I dont remember offhand) find some, err, the phrik that spawned on our server about a month ago, ergato or something like that. What kind of fungus are you using? your liquid pertochem fuel? It is tough to give a full answer only knowing part of the equation Arge.






I use ADM's, with the yavinian fiber and class 2 lpf available on ahazi (I kidabout my server and faction... matter of fact.. I've taken you down a few times morganite , but anyway) give me just enough to make it to where I'm not breaking the 32m range. Only because I know that my poisons are going to be used mostly in PVP, and when I wasn't a CM, I hated whena CM would throw further than what I can shoot.I experimented around today a bit, and was able to make a 47 charge 43m range mind poison C with a 230 effectiveness and a 128 pot, just to see howridiculously cheesyI could get my stuff. I put all +13 CM experimentation into effectiveness, and it has served me well. More than not I have 2 or 3 points of experimentation spare, so I try to put it into ease of use.


I've found that the same titanium aluminum that I use in my AIA's are more than sufficient for the non-ferrous portion of the final product, plus with weakum selling for 40cpu and up these days, I really can't afford to be messin around with it.


Perhaps this whole post was phrazed wrong. Basically, I need to know what resource attributes do what when making poisons and diseases. I know OQ and PE are a must, but what should I look for to get that extra kick in my stuff



||[]Arge[]||SiempreFiel
"Survival isn't based on strength or intelligence, survival is the ability to adapt to change."
-loosely based on Charles Darwin's Theory of Evolutionary Selection.I lose at my own quoted theory
Blastbark
Thu Apr 15, 2004 8:25 am
#8

Here is some information that might be helpful to you when choosing resources. This schematic is from a (area) poison C pack. I just matched up the the resources with the attribute that is listed in their stats. I assume this is how they are calculated when you craft, and i also assume that the oq on all of the resources combined is calculated into each part of the schematic. Or it is possible for only one resource's oq to be factored a certain item in the schematic. For example it might be true that your non-ferrous metal is the only resource used to determine the range of your poison. I havn't tested this yet so i dont know. Anyways here is the information i have gathered so far.



Experimental Charges


Charges


OQ: 66%


UT: 33% Non-Ferrous


Effective Range


CD: 33% Non-Ferrous


OQ: 66%


Experimental Ease of Use


Potency


OQ: 66%


PE: 33% Liquid Petrochem, Fungus


Skill Required


OQ: 66%


PE: 33% Liquid Petrochem, Fungus


Experimental Effectiveness


Area of Effect


CD: 33% Non-Ferrous


OQ: 66%


Duration


DR: 60% Non-Ferrous, Liquid Pertrochem, Fungus


OQ: 40%


Power


OQ: 66%


PE: 33% Liquid Petrochem, Fungus


Morganite
Thu Apr 15, 2004 11:48 am
#9

Yes Arge, and I have taken you down as well, so ...


Anyway, I used to feel exactly like you, >64 meters was cheesy, until on a raid one night, I got hammered bigtime from 84 meters, time and time again. Ya, I'm a master doc as well, but I couldnt keep 10 people cured against 1 CM, so I said the hell with it, and went nuts with range.


How do you get +13 to exp? The cap is +12 isn't it?


I have a ton of extra non ferrous that is great stuff for combat med's, we can work something out man..


Rate your rsource stats in the following order, and you will never go wrong..


1) OQ

2) PE

3) DR

4) CD

5) UT


For non ferrous, rate then OQ/CD/DR/UT and you are set for maximum potential from your combat med's.



MMM Industries, found at 2540 -4661 near Mos eisley. Food, weapons, powerups, armor, med's, speeders, repair tools, we have it all..


Offer all auction winnings to the food vendor at said waypoint..
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