Combat Medic Archive
Thread: Poisons Tips... need help from the experts...
- I should be using a home Chem/Food crafting station, and not my droid / portable chem station, is their any truth to that, and why is it better to use a home crafting station?
- I was told that a "Research City" would be better for me... why is that, and what exactly does it do?
- I experimented last night with attempting to craft/experiment within a research city, and I noticed nothing different than if I were standing in the middle of a desert. If a "Research City" is indeed better, do I need to be a member of it, or living in the community?
- Stacking... In terms of stacking, thus far since a few of my buddies and myself go hunting, i've noticed that I can throw both an Area Health C, and an Area Health B, and they both seem to take effect. Could I also throw single versions of both the C and B, and get 4 ticks going at once?
I'm not using mind, because as of yet my two buddies are not capable of targeting a specific pool, so its in the best interest of everybody to get Health bleeds going. - Diseases... I'm told they are fairly useless, at least in PvM combat... dunno about PvP, still working on getting Master Rifleman, and proficient at crafting poisons and meds before I step into the world of player vs player combat. Can anyone shed the light on the usefullness and/or uselessness of Diseases in PvM and/or PvP combat?
One thing you need to check is the DR on your Fungus and Liquid Petro 2. This doesn't affect the overall effectiveness. It actually affects the way you use your experimentation in the effectiveness.
To get the most charges and range out of a pack you want to use an ADM that is max experimented for charges. However during final combine you want to use a non-ferrous metal that is not only high in OQ but in CD as well. Typically copper is best, but if you find a non ferrous or aluminum with high stats in OQ and CD, don't hesitate from using them either.
The reason you are only getting 260ish damage is more than likely because you are using a regular infection amplifier. They top out at about 20-25 power with really good resources. Unless your server doesn't have any Eleton Reactive or Titanium Aluminum available then you should make Advanced Infection Amplifiers. Power on these can range from 30-65ish.
Or you can camp the Fire Breathing Spider in the Geo caves to get some powerful substitutes. Look around on the boards for more info on this if need be.
- AIA - 45
- ADM - 26x21x11
- ARC - 77x96
- Ecoite (LP2) - 950ish OQ,860ish PE,600ish DR
- Abiwep (Copper) - 977 OQ, 800ish UT, 800ish DR, 960ish CD
- Imerc - 965 OQ, 940 PE, 250ish DR
- Wela - 900ish OQ, 850ish PE, 650ish DR
Don't know what the formula is, but I think there is a difference. I am fortunate enough to still have some 954/914/904 OQ/PE/DR fungus to play around with...it is entirely possible that I am biased, but I think that I get a boost from the high DR.
I will run some experiments later on...I am running back up to master CM but only have crafting II at the moment and am working off of old meds stashed in the bank until I get master again.
Message Edited by Pahdbacca on 05-18-2004 05:24 PM
So what is the deal with Research Cities? Can you merely just be in one, or do you actually have to be a citizen of the city to get the benefit of its "Research Capabilities"?
Also... home crafting station... is it worth my while to invest in one of these, or will my advanced r2 unit and a chem/food crafting box work? What difference could I expect to see with either?
Thanks
GrendalP, fundamentally, there are two ways to improve your items:
1) Get better resources. This increases the base stats of your item, and raises the maximum you can experiment a stat to.
2) Get more experimentation points. This lets you experiment an item more, and thus increase more stats. This is done by increasing your crafting skill points (through tapes or through skill boxes, *not* through foods or other modifiers, every +10 is one experimenationpoint, maximum of 12 crafting points at +20 skill tape)
All the better crafting stations, better tools, assembly and experimentation foods, and city specialization only increases the chance of getting a good result, rather than actually making the final product better, No matter what tool you use or modifiers you have, a "great" success is the same. In theory, an (exceptionally) lucky crafter using a -15 tool and a -45 crafting station can make the same items as a person with a +15 tool and a +45 crafting station eating food in a research center.
The only reason why a better tool, food, and city specialization are used is that they increase the chances of getting great andamazing successes. However, assuming you have infinite time and resources (which you do not), they will not actually improve your meds, they just make any given attempt at making a good med more likely to succeed.
As for "is it worth getting better tools", short answer is yes. You can get a +14 or better crafting tool for a few thousand (if not a few hundred) credits, and you can likely get a +30 or better crafting station for a few tens of thousands credits. As for how much more a better tool is worth to you after that, that is a matter of personal preference. Unless you are a perfectionist, are crafting with loot drops, or crafting hundreds of schematics, it likely isn't worth it...
(Oh, and research cities? I don't know, as I've never used them. I believe you just need to be in the city, but am not completely sure.)