Combat Medic Archive
Thread: Seeking Logical Explaination to why CM crafting is harder than Doc crafting
I am a master doc / cm with my own shop. I've had the shop, which provides both combat med and ordinary meds, for alittle over 2 months. My daily revenue is 500k, so i have alot of traffic, which also means i have to craft alot.
Now, one thing that has always annoyed me was the failure rates on making CM meds. I got a crafting station with 41.06 and 5 tools with 13.77.
When i craft CM meds i always do it in 3x3 and 1x1.
Poison A packs which is complexity 15, i fail about 20% of the times. (This goes for all other CM meds as well, with failure rates from 20-30%)
Now Woundpack E is complexity 35. I fail less than 5% when doing these. I hardly ever fail when doing doctor meds.
Now, some people may say that it should be difficult to make it, becourse it's powerfull stuff. But we are already power for that in increased resource needed.
here it is....are you ready?
the medical crafting and experimentation from medic carries over to doc but not to CM
'the medical crafting and experimentation from medic carries over to doc but not to CM'
......................................................................................um.......hmmmmmmmmmmmm......
ok, I give up.
Why not?
A doc is a medic, true.
But a Combat MEDIC is a medic, too.
Is this an oversight, bug, or deliberate action?
I've encountered a similar problem when I use a 46 crafting station along with a 12.9 tool. And I suspect thatfor CM packs, if you use a high quality station and tool, the values might wrap around. Try using a negative (or near zero) tool, and you'll probably see alot less failures.
Or, at least, my failure rate for CM components seemed to have gone down dramatically when I use a 3.4 tool along with my 46 station.
Hope this helps,
-PBT
HenrikStyrer wrote:
I am a master doc / cm with my own shop. I've had the shop, which provides both combat med and ordinary meds, for alittle over 2 months. My daily revenue is 500k, so i have alot of traffic, which also means i have to craft alot.
Now, one thing that has always annoyed me was the failure rates on making CM meds. I got a crafting station with 41.06 and 5 tools with 13.77.
When i craft CM meds i always do it in 3x3 and 1x1.
Poison A packs which is complexity 15, i fail about 20% of the times. (This goes for all other CM meds as well, with failure rates from 20-30%)
Now Woundpack E is complexity 35. I fail less than 5% when doing these. I hardly ever fail when doing doctor meds.
Now, some people may say that it should be difficult to make it, becourse it's powerfull stuff. But we are already power for that in increased resource needed.
Man, i have over 50% failures on my buff packs, but any complexity diseases and area poisons requires just one, maybe twoattempts to get all great successes, and around 15 to have oneamazing and all other great. So this is random, you see ![]()
PS. Also consider using materials with better Mal, it helps experimenting.
Im just curious... but why dont you use a factory?
Even if you had 5 failures before getting a good one, and you did a factory run of 100 on that schematic, you would be below 5% on your failure / lost resource rate.
Even if you do a factory run of 10 items on your success, you have multiplied the value of your one success.
Am I missing something?
I have 8 factories...all are busy doing doctor stuff all the time, so i have to make the poisons/diseases by hand