Combat Medic Archive
Thread: Consistant Failures with crafting.
Well currently (pre-Publish 7 which is currently on Test Center and since they are already doing partial pushes to live might come live this week) Critical Failures (whcih can occure during assembly or experimentation) have a flat 5% chance of occuring. Not matter your level, no matter your tool or station ratings. It's 5% no matter what. So that will certainly mess up things to some extent. That will be changing and it will only start at 5% reducing slightly as you move up towards master. Not sure where the final percentage will be, but at least your chances of avoiding it will improve.
Now outside of that 5% is two primary skills. Assembly and Experimentation. Assembly skill modifies you success chances and rates on the initial combine of the item you are crafting. Experimentation modifies you success rates on the experimentation part. Presumably skill tapes, high rated stations, high rated tools,the OQand Maleability rating of your resourcesand city modifiers can modify those success rates to further improve your chances of getting great & amazing successes while reducing yoru chances of getting the standard (non-critical) failure results. Just remember that the Crit Fail result is, effectively, independent of those modifiers so it kinds skews the numbers.
Most often, in my experience,folks who think they are seeing an inordinate amount of crafting or experimentation failures that they had not seen before are usually using a newer resource in their crafting that has a lower Maleability (and/r Overall Quality) than the resources they were using before. So you might want to look at that.
now when you say do one experiment at a time, do you mean one "kind of experiment", say, quality or number of charges, or using one "block" of experimentation at at time.
Muttons
Yah, our city is a research city, so there is another 10% bonus as well...totally forgot about that. Yah, all the resources are of high to mid-high for OQ, the maleability might be lower then that. CMs need so many resources, its difficult to find many of good quality that dont completely break your bank. Im still fairly new to CM (0/0/2/3), but have been a medic since i started the game way back at the beginning. Do you have any tips for crafting? What have you found to work best? Oh, and what is this talk about venoms...today is the first I have heard about using vemon in poisens.
Muttons
Lavendryll wrote:
Sniff...I am a girl....blows nose, everyone thinks I am a guy.
Doh! Sorry about that. Bad assumption since the percentage of males to females in these games tends to say that when you are unsure you are safer assuming male. I do apologize (and the name certainly has a more femanine bent to it, even, and I still got it wrong.
)
As for the crafting tips, getting back on topic, the FAQ thread stickied at the top of this very forum will lead you to Agents's excellent website for the medical professions with some great tips and everything, especially on the crafting side.