Combat Medic Archive
Thread: Looking for a speedy reponse
Sorry bout this, I'm trying to put together a post and im at work so im unable to get the information from ingame :-
I would like to know what resources are required for (no need to list the sub components):-
C - Poisons - mind/action/health(the full range)..etc. if i recall correctly fungi,....? hehe
Area C - Poisons - (same again for the full range) insect meat, .....?
C - Diseases - (same again for the full range)
Area C Diseases (From wot I've read these are available as of yet?) - (same again for the full range) ??
fungi for all poisons and insect meat for all diseases at C level. cant remeber what the other parts are, although i think the casing have to be non ferrous metal like aluminum or copper. Drawing a blank on the chemical aspect. I want to say liquid petrol fuel for some reason, but i think thats in a sub.
so it would be something like this :-
Poison C
fungi
Non Ferrous
?? chem ??
Area Poison C
fungi
Non Ferrous
?? chem ??
Disease C
Insect Meat
Non Ferrous
?? chem ??
Sorry im lost without my crafting tool and schematics (Given time these resources willcommitted tomemory) =)
disease uses radioactives instead of chemical. I believe, kinda tired and usually just make a crate rather than hand crafting them.
This is what I'd like to post on both forums, Doctor and Combat Med :-
I'm looking for comments, suggestions and corrections (I'm a little hazy on the poisons/disease side), hoping we can get some good response generated so the level of all our crafted components get better
ok, I'm not the font of all knowledge on this, so I look to my peers, I would like to draw on your own experiences and expertise in the field of med crafting.
I would like to know what key stats (Overall Quality, Potential Energy, Decay Resistance ...etc) you look for when crafting the following medical components :-
*im not asking for the stat numbers on the resources you used, as these are dependent on your own stock / resource shifts, only what stats are considered the most important.
Adv Biological Effect Controller
Lokian Wild Wheat
Tatooinian Fiberplast
Adv Liquid Suspension
Dantooine Berry Fruit
Talusian Water Vapor
Adv Chemical Release Duration Mechanism
Herbivore Meat
Class 4 Liquid Petro Fuel
Adv Solid Delivery Shell
Dolovite Iron
Domesticated Oats
Adv Dispersal Mechanism
Class 2 Liquid Petro Fuel
Yavinian Fiberplast
Adv Infection Amplifier
Eleton Reactive Gas
Titanium Aluminum
Adv Resilience Compound (* Note, Problem Schematic, listed for reference only)
Tolium Reactive Gas
Class 1 Radioactive
Ok now for the finished products :-
Action Enhancement Pack D
Organic
Inorganic
Health / Secondaries - Enhancement Pack D's
Avian
Reactive Gas
Poison - C - (Full Range)
Fungi
Non Ferrous
Area Poison - C - (Full Range)
Fungi
Non Ferrous
Disease - C - (Full Range)
Insect Meat
Non Ferrous
Radioactive
Area Disease - C - (* Note, Problem Schematic, listed for reference only)
Insect Meat
Non Ferrous
Thanks for any feed back you can provide
when you craft something, if you look on the lower right corner of the item being crafted in the window, you'll see % ratings which show what resource statistc is relevant to the crafted product.
for example.
stim a -
experimental effectivness - 66% overal quality 33% potential energy
this means that if you want a high effectiveness rating (IE more experimentation points to spend in the effectivness line) you should use organics with a high overall quality rather than a high potential energy.
Example wheat - OQ 1000 PE 500, or wheat OQ 500 PE 1000 the first wheat will yield more effectiveness since that stim says its 66% OQ
Is this what you are referring too? I'm not a math wizard so i cant break down everything in the nitty gritty for ya.
Poisons also require liquid petrochem fuel
Diseases also require radioactive mineral
Higher end ranged stimpacks require aluminum-not just any non-ferrous
Higher end ranged and non-ranged stims need fiberplast specifically as thier inorganic
Stim Es require berries as an organic.
When crafting meds i look for high overal quality and potential energy in my resources. In ranged meds conductivity is a factor in distance and radius, toughness is a factor in charges, and durability is a factor in duration (not as important as the others IMO). I also believe that a good malleability aids in experimentation.
Mraughh, your one active fella,
yeah thats kinda like the stuff I'm looking for, I'm more interested in the stats of items you used to produce say your best component.
Heres an example (although this is a poor example it will give you an idea, hehe, i wish i was at home with the information at hand)
Adv Chemical Release Duration Mechanism
Herbivore Meat - (Tapy) = OQ 900 - PE 600
Class 4 Liquid Petro Fuel - (xxxx) = OQ 990 - PE 500
This produce an Adv CRDM which was 50 power?
*(I cant remeber what would be the expected ouput from this, is it power?)
**I would like all the stats listed for resource if possible
Least for the lesser experienced in crafting med items, could then see what stats are impacting crafting on certain med components.
And I'm thinking it might be best for me to add examples of the components I have been able to craft 1st (will do that when i get home)
Yeah kinda bored and trolling the forums ![]()
ahh, ok i see what you mean now. well thats going to depend on your servers resource allocations. Mine - bad. Alot of low quality resources for a while now. I guess you could figure a perfect resource, which would be 1000 in the relevant trait would net you 100% experimentation potential. The highest that i can think of off hand of making was a 92% effectiveness crdm using 950+ OQ and PE resources. cant remember what the stats were on it since it was on a different server than I play on now. I'm real happy if i can get something in the 70% range at the moment.
I'm thinking here that you want to make a medical guide correct?
check out www.swgmedics.com
theres a couple there to go by, granted I havent read them, but you might be able to find formulas in those.