Combat Medic Archive
Thread: What determines the distance
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.
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 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...