Combat Medic Archive

Thread: New MCM Needing Crafting Help

SilentSoul201
Thu Aug 19, 2004 2:01 pm
#1

Hey,

I recently mastered CM and i need some help making good poisons and diseases. I have a 14.79 tool and a 44.something station, so that's all fine. I also have +4 in experimentation tapes so far, and hopefully i will get the other +6 soon to get another point.


First off, i'm not quite sure how good the stats on resources need to be to make good components. Is 900+ OQ and around 700+ DR good enough? Should it be better than that? these are the stats i am looking for right now.


Where should i put my experimentation points for each of the 3 components? (dispersal mechanism, infection amplifier, resilience compound) Should i settle for nothing less than Amazing Success when i make my manufacturing schematic? I seem to be able to get amazing success on the components but in about 100 tries i have never gotten amazing success when experimentingon the actual poison itself. The best i can do is Great Success my way through effectiveness (it stops at about 65%) and then i have 1 point left for Potency. Should i be using all of the experimentation points at once or finishing the Effectiveness line first and then using any remaining points on Potency?


Pretty much, i would just like a summary or explanation of how to craft good poisons. Thank you very much.





Soul Tilak-----Dark Jedi Force Wielder
Trixx Firefly----Master Bounty Hunter

B l a c k S u n A g e n t s R e p r e s e n t
Gnuut
Thu Aug 19, 2004 3:01 pm
#2

FAQ didn't have what you were looking for?





SilentSoul201 wrote:



Hey,

I recently mastered CM and i need some help making good poisons and diseases. I have a 14.79 tool and a 44.something station, so that's all fine. I also have +4 in experimentation tapes so far, and hopefully i will get the other +6 soon to get another point. That will net you another experimentation point once you get the +6. Once you get +20 total then you will have the coveted extra 2 points.



First off, i'm not quite sure how good the stats on resources need to be to make good components. Is 900+ OQ and around 700+ DR good enough? Should it be better than that? these are the stats i am looking for right now.You want high stats in OQ PE and DR for everything. For the metals you also want high UT and CD.


Where should i put my experimentation points for each of the 3 components? (dispersal mechanism Personally I dump everything into charges to max out the range and charges then I put the rest into AE. If you put all your points into AE first then your range and charges will obviously suffer.


infection amplifier Only one option here, POWER!!


resilience compound) I'd go for ease of use to increase the potency then put rest into duration. Just to give you a rough idea, a 75 potency on your ARC will yeild a base potency from 105-125 on your pack before experimentation. That figure is average and is dependant on the Fungi and Petro you use for the final combine.


Should i settle for nothing less than Amazing Success when i make my manufacturing schematic? You'll be waiting a long time to get constant amazing successes. There has been no proof that higher assembly gives you a higher success rate. Do the best you can and cross your fingers there.


I seem to be able to get amazing success on the components but in about 100 tries i have never gotten amazing success when experimentingon the actual poison itself. The best i can do is Great Success my way through effectiveness (it stops at about 65%) and then i have 1 point left for Potency. Should i be using all of the experimentation points at once or finishing the Effectiveness line first and then using any remaining points on Potency? Depending on your base stat you may want to put some points in potency first, considering the effectiveness of poison resist buffs nowadays. Many players feel putting points in one at a time will increase the overall results. Other players feel like dumping everything into one line and hoping for an Amazing Succcess. It pretty much all depends on how you want to gamble. Do you want to be sure of your winnings or would you rather say "fkk it" and Let it Ride?


Pretty much, i would just like a summary or explanation of how to craft good poisons. Thank you very much. You might find some better information in the FAQ or if you do a search on these forums, but I hope my paltry response has helped.



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....

SolSpur
Thu Aug 19, 2004 3:57 pm
#3


When making sub components the two stats you look for are OQ and DR. The schematics tell you how much the product is effected by these stats. When assembling the poison itself you look for OQ, PE, DR, and Conductivity. The only source of conductivity would be from the metal casing and that determines your base range. You'll want to use the best resources available on your server. You can tell the quality of your meds by the base percentage before experimentation. A 30% base is perfect for that stat.


As to where you put your points its up to you, the artist. Do you want longer range or greater area of effect, long lasting or higher potency, its all up to you.



12 point AS, FS crafter, RIS Certified - active
12 point CM and FS crafter- retired
Obata
Fri Aug 20, 2004 6:37 am
#4

When experimenting on dispersal mechanisms, consider what type of poison/disease packs they will go into. I have high charges/range batches that I use for single poisons/diseases and others with higher AOE that I use for area packs. With the change to range, there is less beneifit to hitting that 48m crafted range now, so the AOE plays a bigger role. On resilience compounds, I go with potency (especially with innoculations now in play) and through whatever points are left into duration. If you're making packs for PVE (krayts and the like), then you'll want more duration. I have different factory batches of both those components so I can pick the stats that are most important given the intended use of the finished packs.



Obata Lightingflier (Deceased): Master Doctor, Master Combat Medic - Wanderhome
Opos Odet (Deceased): Master Artisan, Master Merchant, Master Musician - Wanderhome
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