Combat Medic Archive
Thread: Poison Effectiveness Bug?
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
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.
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.
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.
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.
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.