Combat Medic Archive
Thread: Need some help crafting offensive items. would like the experimentation explained a little
Ok here is my problem, i can understand the % part that deals with what each resource does, but my question is for the experimentation.
Charges is pretty straight forward
Effectiveness and Ease of use, im thinking i dont fully understand what these do at the moment.
Effectivness = makes the poisons better? (more damage?) does this also raise the difficulty and lower range?
Ease of use = lowers the cm requirement, does it also lower my effectiveness or affect other parts of my med?
anything else i should be considering? just tried the difference between C and B......jesus, why did they even put A and B into the game talk about useless. by the time your master combat medic, your already past the point of killing chuba's so why do they give us a weapon that is a newby product and wont help us at all with a elite enemy. people that talk about nerfing poison have no idea how hard it is to gather all these darn resources and then produce.
on top of that you have to run up and kiss the enemy before using.
then take a throw and hope its not resisted, if it is waitforever before attempting to throw another, it's are only weapon, we definatley shouldnt have to wait this long. I can see maybe the area affect poisons, but single use you should be able to throw as fast as you throw the ranged heals. most of the time, if im lucky enough to get one off on a target, by the time i get to throw another im already kd'd and getting bent over by the local imperial bad boys.
Experimenting on charges will increase range also.
Experimenting on ease of use will also raise the potency, which affects the resist rate. I try to get a potency of at least 95.
Experimenting on effectiveness will increase the power, or damage per tick.
Same goes for experimenting on the sub components