Combat Medic Archive

Thread: 10 point combat medicine crafter versus 12 point combat medicine crafter -> differences?

MelikyeKobine
Mon Jul 14, 2003 2:52 am
#1

This is probably a newb question so I aplogize for my ignorance in advance, but my understanding is you get an extra exp point at +10. Am I wrong? If not, then what is the advantage of being a +12 anything crafter as I see so much on the boards (auction). And, is +12 the max?


Thanks in advance for any feedback







Colonel OssKazz Whooparse Rebel Army
Master Rifleman - Master Swordsman - Master Brawler




MelikyeKobine
Wed Jul 14, 2004 2:52 pm
#2

This is probably a newb question so I aplogize for my ignorance in advance, but my understanding is you get an extra exp point at +10. Am I wrong? If not, then what is the advantage of being a +12 anything crafter as I see so much on the boards (auction). And, is +12 the max?


Thanks in advance for any feedback







Colonel OssKazz Whooparse Rebel Army
Master Rifleman - Master Swordsman - Master Brawler




Menoetius
Wed Jul 14, 2004 3:02 pm
#3

The maximum is 125 experimentation or 12 experimentation points.


Themajor difference is in the sub components created by a 12 pt CM over 10 pt CM.


In the final combine a 12 pt CM can max out the effectiveness line and still have 2-4 pts remaining to use in either of the other 2 lines over a 10 pt CM.



Menoetius / Eryn (12 pt MD/MCM)
Doctor and Combat Medic Supplies
Vendors: 3560 x -5460 - New Hope, Lok (Lowca)
MelikyeKobine
Wed Jul 14, 2004 3:16 pm
#4

Wow, thanks for the detailed and quick response man! I really appreciate it! I guess it makes sense to get 12 exp points after all. Thanks again.







Colonel OssKazz Whooparse Rebel Army
Master Rifleman - Master Swordsman - Master Brawler




Pahdbacca
Wed Jul 14, 2004 4:08 pm
#5

12 points of experimentation are much more important now that CM range has been reduced......



-----------------------------------------
Pip Tazo = Master Doc / Swordsman - Always the CM at heart
Zhose U'nare = Master Smuggler / Pistoleer - resource hound

Former CM correspondent - Member of Team Black Bar
" If you're dependant on venom to be effective than you're doing something wrong." - Obata
jkray8472
Wed Jul 14, 2004 4:12 pm
#6

2/3 of the subcomponents have multiple stats to experiment in, and then the final combination has 3 viable stats to experiment in. I saw a drastic increase in my poisons and diseases after I got 12 points.



--------------------------------------------------------------------------------
"Never piss off a healer. They know how you're put together...they can just as easily take you apart."
Kiarda Kismet
Master (in order) - Medic, Doctor, Teras Kasi, Smuggler, Carbinier, Marksman, Artisan, Architect, Combat Medic, Pistoleer, Scout, Squad Leader, Image Designer, Entertainer, Dancer, Brawler, Fencer, Merchant, Pikeman, Swordsman, Creature Handler, Rifleman, Ranger, Bounty Hunter, Commando, Musician. Droid Engineer.
Unlocked 6/5/04
Happymob
Wed Jul 14, 2004 6:30 pm
#7

A bit more duration (from the ARC), a bit more area (from the ADM), and a bit more charges and range from the final assembly.


If you are a CM who resells, the other difference is the ability to create some really nice CM use 75 area C's to sell to CM dabblers.


It's not a huge deal in any case, but it's nice.



Imadoh and Ikiecobi
Quality Resources and the Corellia Butcher - NoCo
NoCo Trade Center, Corellia (just northeast of Coronet) 796, -3076


jfang
Wed Jul 14, 2004 7:01 pm
#8


The advantage of 12 experimentation points can best be seen in area stims. A 12 point combat medic will see a fairly significant increase in range and area of effector effectiveness. Something like 4m more and 2 area, or 80 effectiveness. (I'm not sure about those numbers, I forgot real formula formula.)
MelikyeKobine
Wed Jul 14, 2004 7:24 pm
#9

Again, thanks for the knowledge. Glad I posted my question here!







Colonel OssKazz Whooparse Rebel Army
Master Rifleman - Master Swordsman - Master Brawler




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