Combat Medic Archive

Thread: New to crafting (and I suck at it!). Where did I go wrong?

Gunfiter
Tue Jan 18, 2005 10:25 am
#1


OK... so I saved up all of my loot and credits (months worth of effort)... I was able to strike a deal for some bulk resources from one of the largest industrial enterprises on my server (thanks again, Nimhnoid!). I rushed back to a +99 crafting station to craft my first uber poison (so I thought) and went to work.


After a quick detour to grab a rancor bile andtwo spider venoms from my stash, and run a quick crate of the identicalresilience compounds needed, I was ready to roll. I put every experimentation point I could into effectiveness to see just how strong I could make the poison. I had great successes each time. I'm MCM and was hoping for at least 800/tick.


I ended up with a 91 potency, 338 effectiveness poison . I feel like I wasted two spider venoms. This is not exactly the results I was looking for. They were by no means the uber venoms (90 power I think), but I was hoping for something a little higher than 338. In fact, I already have a crate of 130 potency 328 effectiveness non-venom poisons I carry. This basically makes my "uber failure" just one less available spot in my inventory.


I know I probably should have played around with regular components before I jumped right in with the bile/venom, but I was hoping to see just how strong a poison I could make.


  1. Should I have experimented differently?

  2. Should I have saved my $$$ and waited for some extra experimentation points?

  3. Did I somehow cap out on effectiveness and if so, how many points should I have spent on ease of use? (I didn't putany into ease of use because I thought it would only affect the "CM use" requirements and didn't realize potency was a byproduct as well)

  4. Where do you put your experimentation points on your components? Final products?

  5. Should I have bought some of that experimentation food stuff to ensure a higher chance of "amazing success"?

    and most importantly...

  6. Where did I go wrong?

This is my first attempt (ever) at crafting a poison, so any tips from you seasoned crafting MCM's would be greatly appreciated. I want to make sure I have at least some idea what I'm doing before I dive back in and start crankingout products. It would be a pity to flush months worth of work down the drain by not using these resources to the best of my ability.






Gunar & Beeder Downs - Retired as of 11/24/2005 (clicky)
Clearance vendor at 764 -4124 Coronet, Corellia
Pahdbacca
Tue Jan 18, 2005 10:46 am
#2






Gunfiter wrote:


OK... so I saved up all of my loot and credits (months worth of effort)... I was able to strike a deal for some bulk resources from one of the largest industrial enterprises on my server (thanks again, Nimhnoid!). I rushed back to a +99 crafting station to craft my first uber poison (so I thought) and went to work.


After a quick detour to grab a rancor bile andtwo spider venoms from my stash, and run a quick crate of the identicalresilience compounds needed, I was ready to roll. I put every experimentation point I could into effectiveness to see just how strong I could make the poison. I had great successes each time. I'm MCM and was hoping for at least 800/tick.


I ended up with a 91 potency, 338 effectiveness poison . I feel like I wasted two spider venoms. This is not exactly the results I was looking for. They were by no means the uber venoms (90 power I think), but I was hoping for something a little higher than 338. In fact, I already have a crate of 130 potency 328 effectiveness non-venom poisons I carry. This basically makes my "uber failure" just one less available spot in my inventory.


I know I probably should have played around with regular components before I jumped right in with the bile/venom, but I was hoping to see just how strong a poison I could make.


  1. Should I have experimented differently? Yes, see below

  2. Should I have saved my $$$ and waited for some extra experimentation points?

  3. Did I somehow cap out on effectiveness and if so, how many points should I have spent on ease of use? (I didn't putany into ease of use because I thought it would only affect the "CM use" requirements and didn't realize potency was a byproduct as well) You didn't cap if you could still put points in here.

  4. Where do you put your experimentation points on your components? Experimenting on effectiveness on your resiliency compounds will only increse the duration (and have no effect on damage in the final build.) To increase potency, you need to experiment on ease of use......Unless this has changed recently check the schematic!!!! /shiftyeyes!!!!! Final products? If you wanted damage, you did the right thing.

  5. Should I have bought some of that experimentation food stuff to ensure a higher chance of "amazing success"?

    and most importantly... No

  6. Where did I go wrong? What are the stats on your fungus, metal and liquid petrochem....you will be wasting venom if you don't have good stats on these items...

This is my first attempt (ever) at crafting a poison, so any tips from you seasoned crafting MCM's would be greatly appreciated. I want to make sure I have at least some idea what I'm doing before I dive back in and start crankingout products. It would be a pity to flush months worth of work down the drain by not using these resources to the best of my ability.








Message Edited by Pahdbacca on 01-18-2005 12:50 PM



-----------------------------------------
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
Gunfiter
Tue Jan 18, 2005 11:55 am
#3






Pahdbacca wrote:




What are the stats on your fungus, metal and liquid petrochem....you will be wasting venom if you don't have good stats on these items...



Message Edited by Pahdbacca on 01-18-2005 12:50 PM





Fungi: OQ 960, DR 595, PE 972

Metal: OQ 908, DR 144, Cond 370

Class2 Petro: OQ 924, DR 144, PE 387


Thank you for the info regarding the duration. I just looked and you're right, the duration on the poison is 285. Looks like I experimented on the wrong stat. I guess I have myself a nice hunting poison.






Gunar & Beeder Downs - Retired as of 11/24/2005 (clicky)
Clearance vendor at 764 -4124 Coronet, Corellia
Marrow1
Tue Jan 18, 2005 12:03 pm
#4






Gunfiter wrote:


OK... so I saved up all of my loot and credits (months worth of effort)... I was able to strike a deal for some bulk resources from one of the largest industrial enterprises on my server (thanks again, Nimhnoid!). I rushed back to a +99 crafting station to craft my first uber poison (so I thought) and went to work.


After a quick detour to grab a rancor bile andtwo spider venoms from my stash, and run a quick crate of the identicalresilience compounds needed, I was ready to roll. I put every experimentation point I could into effectiveness to see just how strong I could make the poison. I had great successes each time. I'm MCM and was hoping for at least 800/tick.


I ended up with a 91 potency, 338 effectiveness poison . I feel like I wasted two spider venoms. This is not exactly the results I was looking for. They were by no means the uber venoms (90 power I think), but I was hoping for something a little higher than 338. In fact, I already have a crate of 130 potency 328 effectiveness non-venom poisons I carry. This basically makes my "uber failure" just one less available spot in my inventory.


I know I probably should have played around with regular components before I jumped right in with the bile/venom, but I was hoping to see just how strong a poison I could make.


  1. Should I have experimented differently?

  2. Should I have saved my $$$ and waited for some extra experimentation points?

  3. Did I somehow cap out on effectiveness and if so, how many points should I have spent on ease of use? (I didn't putany into ease of use because I thought it would only affect the "CM use" requirements and didn't realize potency was a byproduct as well)

  4. Where do you put your experimentation points on your components? Final products?

  5. Should I have bought some of that experimentation food stuff to ensure a higher chance of "amazing success"?

    and most importantly...

  6. Where did I go wrong?

This is my first attempt (ever) at crafting a poison, so any tips from you seasoned crafting MCM's would be greatly appreciated. I want to make sure I have at least some idea what I'm doing before I dive back in and start crankingout products. It would be a pity to flush months worth of work down the drain by not using these resources to the best of my ability.







A few comments:


1. 90 power venom is not all that much better than what you can craft. I do not have great resouces but I make 55's. So the added eff on the final product will only be 35 more points. I suspect that since the delta between your all crafted poison and your venom poison is only 10 poins that your crafted IA is higher my 55 and that is why the delta is small. You gain a bit back from using bile instead of crafted DM since crafted ones done have power but bile does. However,in the end, don't expect crazy high ticks from using 90 power venom.


2. The extra exp point from being a 12 point CM would have just resulted in more pot. I suspect that with your 10 exp points you maxed out the eff line. On my server it is not to expensive to get the added CM exp points. Infact you can buy the entire outfit for what many pay for high end venom. The added pot is worth getting, IMO.


3. My advice is to take a close look at your resouces for the final product and see if you can make improvements. This will be the biggest bang for the buck. YOu only need small mounts of the "good stuff" to be used for venom crafting and there are many many choices.


4. You may want to ask a 12 point CM to do the final crafting for you but, then again, this is just a game and it is kinda fun to do the crafting yourself.








__________[Marrow]__________
____[*aka Fringing, Babwe, Hurtz *]____

__/\_/\___/\_____[last of the known Doctor Correspondents]/\___/\_/\__
Marrow1
Tue Jan 18, 2005 12:08 pm
#5






Gunfiter wrote:





Pahdbacca wrote:




What are the stats on your fungus, metal and liquid petrochem....you will be wasting venom if you don't have good stats on these items...



Message Edited by Pahdbacca on 01-18-2005 12:50 PM





Fungi: OQ 960, DR 595, PE 972

Metal: OQ 908, DR 144, Cond 370

Class2 Petro: OQ 924, DR 144, PE 387


Thank you for the info regarding the duration. I just looked and you're right, the duration on the poison is 285. Looks like I experimented on the wrong stat. I guess I have myself a nice hunting poison.







Find better petro. Remember that in the final product you can use any petro, not just class2.

Also, find better metal. remember you dont need to use alum. Copper tends to be better and I suspect your server has seen much better than what you are using.


Rember that even if you pay 50 cpu the cost of these resouces is trivial to the cost of the loot components. However, the impact the resouces make is just as large if not larger than the venom.




__________[Marrow]__________
____[*aka Fringing, Babwe, Hurtz *]____

__/\_/\___/\_____[last of the known Doctor Correspondents]/\___/\_/\__
Obata
Tue Jan 18, 2005 12:18 pm
#6






Gunfiter wrote:





Pahdbacca wrote:




What are the stats on your fungus, metal and liquid petrochem....you will be wasting venom if you don't have good stats on these items...



Message Edited by Pahdbacca on 01-18-2005 12:50 PM





Fungi: OQ 960, DR 595, PE 972

Metal: OQ 908, DR 144, Cond 370

Class2 Petro: OQ 924, DR 144, PE 387


Thank you for the info regarding the duration. I just looked and you're right, the duration on the poison is 285. Looks like I experimented on the wrong stat. I guess I have myself a nice hunting poison.









The PE on your petro is very low, a higher PE will get better effectiveness. Higher OQ on the metal would help too. The conductivity on your metal is also very low (I'm guessing that it's aluminum instead of copper).If you can find metal with higher conductivity, it will greatly improve your range (if you're using rancor bile, you'll need all the help you can get on range).Your DRs are obviously low, but they only factor into duration, which is rarely critical.


In short, it's your resources. If you can't put any more points into effectiveness, you've reached the cap for your resources. Getting more experimentation points won't help you get more damage in that case. The only component that adds to effectiveness is the infection amp. Since you're using spider venom, that's not an issue.My advice is to look for better liquid petro (use that class 2 for dispersal mechs) and nonferrous metal.

Message Edited by Obata on 01-18-2005 06:45 PM



Obata Lightingflier (Deceased): Master Doctor, Master Combat Medic - Wanderhome
Opos Odet (Deceased): Master Artisan, Master Merchant, Master Musician - Wanderhome
bLink1971
Tue Jan 18, 2005 12:20 pm
#7






Pahdbacca wrote:






Gunfiter wrote:



I know I probably should have played around with regular components before I jumped right in with the bile/venom, but I was hoping to see just how strong a poison I could make. (Definitely. You learn more about how each component affects the output. But you're here, so hopefully you can get some good advice. )


  1. Should I have experimented differently? Yes, see below( /agree)

  2. Should I have saved my $$$ and waited for some extra experimentation points?

  3. Did I somehow cap out on effectiveness and if so, how many points should I have spent on ease of use? (I didn't putany into ease of use because I thought it would only affect the "CM use" requirements and didn't realize potency was a byproduct as well) You didn't cap if you could still put points in here. (After experimenting for a while, I have discovered, based on which type of poison I'm going to make, how many points to allocate to each line (with 12points). For High Potency, I will put about 5 points in Ease of Use and 4 in Effectiveness. /experiment. Then 1 point in Ease of Use and the remaining 3 in Effectiveness. This will generally place the poison (with ARC:89/92, AIA: 59, ADM: 24,15,10 plus resources) at around 216 potency and 225 Effectivenees,CMuse of 37on a single. For High Effectiveness,I put 7 points in Effectiveness and 1 in Ease of Use. /experiment Then, two more in Effectiveness and 1 more in Ease of Use. /experiment With one point left, I have usually maxed Effectiveness and place the last point in Ease of Use. Final product comes around 165 potency, 325 Effectiveness with CMuse of 51. NOTE: If plann to do some serious crafting, get the 2 extra points to cap experimentation. It makes a difference. Also, always use your points if possible.)

  4. Where do you put your experimentation points on your components? Experimenting on effectiveness on your resiliency compounds will only increse the duration (and have no effect on damage in the final build.) To increase potency, you need to experiment on ease of use......Unless this has changed recently check the schematic!!!! /shiftyeyes!!!!! Final products? If you wanted damage, you did the right thing. (Yes, experiment in Ease of Use on ARCs to increase your potency. Effectiveness increases duration)

  5. Should I have bought some of that experimentation food stuff to ensure a higher chance of "amazing success"?

    and most importantly... No (If you want better crafting Assembly, find a manufacturing city. For better experimentation, find a research city. I personally use pyrollian for assembly and bespin port for experimentation. The choice is yours...some say it does not work, others say it does)

  6. Where did I go wrong? What are the stats on your fungus, metal and liquid petrochem....you will be wasting venom if you don't have good stats on these items... (/agree. Poor quality resources only hurt your output)

This is my first attempt (ever) at crafting a poison, so any tips from you seasoned crafting MCM's would be greatly appreciated. I want to make sure I have at least some idea what I'm doing before I dive back in and start crankingout products. It would be a pity to flush months worth of work down the drain by not using these resources to the best of my ability.







Message Edited by Pahdbacca on 01-18-2005 12:50 PM



I hope this helps shed some light on wait you were hoping to find. If you need any further help, this is the place to go. Lots of good people here wit hgood advice.





b'Link Ai'idan | elder jedi padawan
Chrris'tena Kamill | trader | artisan | merchant
vendors | mirage, tatooine | phoenix industries -2059, 4163

Gunfiter
Wed Jan 19, 2005 1:35 am
#8






Marrow1 wrote:


then again, this is just a game and it is kinda fun to do the crafting yourself.







Yes! With the exception of time, it's less expensive too. Don't get me wrong, I love being able to hop over to a vendor and pick up a crate of meds real quick to make it to [insert favorite hunting spot here]. Nevertheless, I'm interested in the crafting to a) customize my meds to my personal needs (PvP vs. PvE vs. hunting vs. healing vs. etc. etc.) and b) hopefully (eventually) turn a profit.


I guess the one thing I've learned from my episode last night (OK OK... I actually stayed up until 5AM to get this done and missed out on loads of sleep) is practice, practice, practice. The know-how demonstrated by the replies to my posts can only come from actually sitting down at the crafting station and cranking out items and schematics.


I should be getting attacked by some sith tonight, and after I make my first trip to the FS village, I'll probably take some time to sit down and try out some different items. I'll be sure to let everyone know how it goes and try to post up some of my "lessons learned" so other n00bs have a shot at being das uber crafter as well.


Thanks to everyone who replied. Your information and instructions are most helpful.





Gunar & Beeder Downs - Retired as of 11/24/2005 (clicky)
Clearance vendor at 764 -4124 Coronet, Corellia
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