Combat Medic Archive

Thread: What determines the distance

Taeldan
Wed Oct 01, 2003 2:15 pm
#1

I am making ranged stim-c's and wondering what determines the distance of them. I would also like to know for poisons if different and what determines the power of the poisons.
Gnuut
Wed Oct 01, 2003 2:34 pm
#2

Distance is determined by charges ie Aluminum


As far as power goes, there are 2 sides of the coin there:


Potency and Effectiveness


Potency determines the resist rate and how effective a Doctor's cure will need to be to cure it in one or multiple applications.


Effectiveness determines the overall Base Damage


My recommendation is to experiment the potency to 85+ then build up the effectiveness.




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....

Gnuut
Wed Oct 01, 2003 2:36 pm
#3

One thing I will add as far as range on poisons goes, Dispersal Mechanisms also increase range depending on their quality.



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....

TsunamiKata
Wed Oct 01, 2003 2:50 pm
#4






Gnuut wrote:

Potency determines the resist rate and how effective a Doctor's cure will need to be to cure it in one or multiple applications.




I have to make a quick correct to that two part statement. It is true that Potency determines the resist rate, but it has no bearing on Doctor's Cure.


Each Cure poison or Cure Disease has an effectiveness associated with it. That number becomeshidden once the stim is completed, therefore I often change the name of the completeditem with it's effective rating on it. But during the experiementation stage of creating the Cure Poison/Disease stimpacks, you can add experiment points to the Effectiveness catagory and thus increasing the overall amount of damage it can cure per application. This effectiveness is based on the Power Rating of your Liquid Storage Component, and by using Adv. Liquid Storage, you can increase the effectiveness of your Cure pack.


Hope that helps clarify things.



Tsu






TsunamiKata Hunter
The Dark Messiah
I'm the new evil, F3aR m3!
Gnuut
Wed Oct 01, 2003 3:28 pm
#5






TsunamiKata wrote:





Gnuut wrote:

Potency determines the resist rate and how effective a Doctor's cure will need to be to cure it in one or multiple applications.





I have to make a quick correct to that two part statement. It is true that Potency determines the resist rate, but it has no bearing on Doctor's Cure.




I've tried both sides of the spectrum with a few Docs I know. They experimented Effectiveness using advanced components, experimented Charges, and no experimentation at all. All these were class C cures made by a Master Doc with Advanced resources/Advanced components with an average of 600 OQ or higher resources.


Cure A - Max Effectiveness


Cure B - Max Charges


Cure C - no experimentation



I in turn made 3 batches of mind poison. One with no experimentation whatsoever, one with Potency experimented and last one had Effectiveness experimented. The poisons I made are all C class 600OQ on average resources with no Advanced Components:


Poison A - 70 effectiveness/60 Potency/21 charge


Poison B - 70 effectiveness/115 Potency/21 charge


Poison C - 248 effectiveness/60 potency/21 charge



Poison A was cured in one shot every time with all 3 cures.


Poison B was cured by Cure A on the first try 100% of the time. Cure B took 2 tries on average and Cure C also took2 tries on average (one time it did take 3). On Cures B and C I got messages akin to "the poisons severity has decreased". The poison damage decreased but it was still there.


Poison C was cured in one shot by all 3 cures on the first try.



While not the most scientific method I still have to lean towards the experimented effectiveness of a cure, while not a visible value on the final combine, does play a part into the cures ability to cure in one shot. I have no hard data for diseases but I can only assume its the same. That being said, I now experiment my poison and disease cures to max effectiveness with advanced components and have yet to need more than a single application for a cure.


You have any proof to back up your claim Tsu? Maybe you'd like to run your own tests...




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....

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