Combat Medic Archive

Thread: Poison Effectiveness Bug?

Zarlor
Sun Nov 23, 2003 11:50 am
#1

I just cafted a few poisons today (the last time was probably last week, but possibly the week before) and I'm using some really high-end resources and advanced components. I just noticed that when I mand a Health C I got a base Effectiveness rating of 188. So far so good. But I notice that if I spendany pointson experimentation for it a Great Success actually lowers the base to 111 (well that was with 1 EP.) SO the best I could get it up to was around 168 or so. A full 20 points worse than what I started with. Basically giving me a top tick of less than 300 using components and resources that should be putting me in the 500s.


Maybe it's an Eclipse only thing or just me.


Could someone else make a poison or two and see what you come up with? I forgot to check on Disease, but I'll try to look at that later as well.


[Edit: Accidently wrote Potency when I meant Effectiveness.]

Message Edited by Zarlor on 11-23-2003 12:51 PM



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
ogreb42
Sun Nov 23, 2003 11:55 am
#2

I didnt have any trouble with the poisons i crafted yesterday using advanced infection amps and advanced dispersal mechs. I was able to get the effectiveness up to ~250, which is pretty good since my aluminum is roughly 600 quality, my fungus averages out to about 700, and my petrochems are around 800 on average. I didnt use the newly fixed resilliance compound, but it doesnt affect the effectiveness, so I'm not sure if that matters.


I also play on eclipse, btw.

WildWildMaN
Sun Nov 23, 2003 12:18 pm
#3

Hmm, did a pack to test it - 315 as usual, nothing wrong.



Prett
Member of Dantooine Scouts Guild.
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RhenGordon
Sun Nov 23, 2003 12:27 pm
#4

Zarlor,


I noticed something like this, it made so little sense that I dismissed it to me misreading the first number or something I will check it again to make sure now that you bring it up.




>~~~~~~~ Rhen Gordon Master Combat Medic / Master Doctor ~~~~~~~
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CPTMidnite
Sun Nov 23, 2003 12:38 pm
#5

i have had that hapen. i bet what you didnt notice was that one o the other stats shot way up. when i had an amazing success only to watch my effectiveness drop like the Titanic, i noticed another stat went up like Apollo 11.



Ood Zarnell
Combat Medical Specialist
Zarlor
Sun Nov 23, 2003 2:01 pm
#6

Could be, T. BUt I seemed to be getting it consistently. I'll have to get back in a bit later and do some more testing with it.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Pahdbacca
Sun Nov 23, 2003 3:56 pm
#7

Cs are working ok for me...I can't use ARCs because there is no class 1 on flurry though. Let me know how it goes.





-----------------------------------------
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
TheGreatOne00
Sun Nov 23, 2003 4:06 pm
#8

Havent had anything like what you explained happen to me.



Ovonn Ig'A
Master Doctor
Master Fencer
Kavedawg
Sun Nov 23, 2003 4:20 pm
#9

yep yep yep


I had this happen to me quite a bit on TC and it is the reason I put it in the SoP before I left. A moderate success or plain ol regular success in one of the attributes ( effectivenss, charges, potency, etc) will cause a crit fail drop in a different attribute. I was thinking if they were to break down and seperate the experimental properties of poisons and diseases, the bugs would work themselves out.




________________________________________
The sky hasn't fallen yet but dreams have already been shattered
Kavedawg
Sun Nov 23, 2003 5:25 pm
#10

Zarlor, I know you said the effectivness was lowering on a great success, but it is possible that they made an inadvertant " adjustment " to the crafting system and you are seeing the end product. My point is that there are problems with how CM crafting is handled and have been for some time now. My first /bug report of this happening was over3 months ago and it seems they make an adjustment in one attribute only to cause the screwyness to happen to another attribute. The CM crafting system needs a complete through passand possible breakdown for experimental attributes to get the darn thing working in a proper fashion.



________________________________________
The sky hasn't fallen yet but dreams have already been shattered
Zarlor
Sun Nov 23, 2003 5:32 pm
#11

This was on a great success, but actually I figured out the problem. I was exerimenting Potency, not Effectiveness, first off, shich is why the numbers were kind alow despite the resources and components I was using, and second the current font they are using combined with the fact that I'm playing on a 64" widescreen HDTV (awesome picture but not he fines clarity on small text) made a 0 look like and 8. So what I though was 188 was actually 108.


So I was seeing increases. Sorry for the confusion and false alarm, as it were.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Kavedawg
Sun Nov 23, 2003 6:12 pm
#12

ehh, OK zarlor but please do keep an eye on the numbers durning a moderate success and a plain success these would still cause a crit fail drop in a different attribute last time i crafted on TC.



________________________________________
The sky hasn't fallen yet but dreams have already been shattered
Zarlor
Sun Nov 23, 2003 8:06 pm
#13

Yeah, I will keep an eye on those. I don't get them too often as I tend to get superb resources with great Mal when I can, but I'll watch out for them anyways.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
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