Combat Medic Archive

Thread: What stats do CMs like best for their poisons?

Oerivo
Mon Nov 15, 2004 11:26 am
#1

Fellow CMs:


I am trying to get into the sales business. I have been collecting resources for a while and have assembled a +21 experimentation suit, so I am at 12 points and making some decent stuff. What I want to know is what product stats would you as a CM want to see most and be most likely to purchase? Given the same resources, I have produced the following prototypes, please let me know which one is most appealing to you. (All are Mind Area Poisons -Cfor the sake of this survey)


Protoype A - Experimented Heavily for Potency:

Uses: 44

Potency: 207

Effectiveness: 157

Duration: 223

Range: 40

Area Effect: 24

Required CM Skill: 69


Prototype B - Experimented Heavily for Effectiveness:

Uses: 44

Potency: 139

Effectiveness: 244

Duration: 223

Range: 40

Area Effect: 28

Required CM Skill: 88


Prototype C - Experimented Evenly for Potency and Effectiveness:

Uses: 44

Potency: 165

Effectiveness: 202

Duration: 223

Range: 40

Area Effect: 27

Required CM Skill: 80


I appreciate the feedback....





Oerivo
Mon Nov 15, 2004 11:28 am
#2

You could rank them too from what you like most to least, that would be helpful.




Brainplay
Tue Nov 16, 2004 11:16 am
#3

The potency on the latter 2 are way too low. You need to get the potency to at least 180 if you want to have a chance of breaking through the resists with ease. Just remember to take you Pyrollian cake and Bespin Port when you play around with that stuff.


Having some high effectiveness low potency stuff might still sell as well as a number of noob CM's to this day have yet to run into a person with good resists or possibly for PvE.





Keorythe

h Combat Medic h


/Forcing Counterstrike PvPers to PvE since 2003 \






A Combat Medic Alpha tester who never got the chance to alpha test

alucard82
Wed Nov 17, 2004 1:00 am
#4

If you wanna crafting tip, dont know if you know it or not, but ill give it a go.


Put your EXP points in one or two at a time. Dont fill up the whole line with say 7 pts. Why? The game rounds stuff so if you get it to round up more frequently you will achieve the max possible with the least possible points. This allows you to max out one thing (effectiveness) and have 2-3 pts for other things.


I made a 151% potency with 345 effectiveness using the method depicted above. Using the classic "put all your points into it at one time" I get the following:


141% potency 340 effectiveness OR 131% potency 343 effectiveness



[ Vix Acworth ][ Rays Hope ][ Famine ]
My_Pride,_My_Power,_Your_Peril
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...and (Colonel) Sanders too!


donkei
Wed Nov 17, 2004 1:06 am
#5






alucard82 wrote:

If you wanna crafting tip, dont know if you know it or not, but ill give it a go.


Put your EXP points in one or two at a time. Dont fill up the whole line with say 7 pts. Why? The game rounds stuff so if you get it to round up more frequently you will achieve the max possible with the least possible points. This allows you to max out one thing (effectiveness) and have 2-3 pts for other things.


I made a 151% potency with 345 effectiveness using the method depicted above. Using the classic "put all your points into it at one time" I get the following:


141% potency 340 effectiveness OR 131% potency 343 effectiveness





That's a great tip, only problem is the potency you're getting is really low. I'd much rather have a poison that sticks with 1-2 tosses then one have to chuck 3-5 times just to get it to stick. Maybe that's just personal preference but then again, it's part of the art of CM crafting.



As for the original question, I much prefer my funk to have high potency, easier to keep the docs busy and dont have to waste the charges.










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Brainplay
Wed Nov 17, 2004 3:58 am
#6






donkei wrote:



I'd much rather have a poison that sticks with 1-2 tosses then one have to chuck 3-5 times just to get it to stick. Maybe that's just personal preference but then again, it's part of the art of CM crafting



Its also survival tactics. 3-5 tosses = 12 - 20 seconds of being completely rooted. Thats also 12-20 headhit1's from a TK or headshot3's from a rifleman. I got better things to do than spend that much time tossing packs....including shooting back.






Keorythe

h Combat Medic h


/Forcing Counterstrike PvPers to PvE since 2003 \






A Combat Medic Alpha tester who never got the chance to alpha test

Oerivo
Wed Nov 17, 2004 8:43 am
#7

Currently I seem to be at the mercy of the resources on my server. We have not had any spawns of most of the advanced component resources in a while. I have bought some of the best of every resource out there, and the best adv infection amp I have been able to produce has potecy of 56, so that is part of my issue I think. Those of you replying, how are you experimenting your dispersal mechs and resilience compounds for best results?


Thanks for the feedback thus far.


Maybe this info will help too... resist buffs on Kettemoor seem to be about 215-230 for 50 minutes. Is this pretty standard on the other servers? And how do the above poisons fare against those resists?




jeffrah
Wed Nov 17, 2004 3:07 pm
#8

Yeah resources are a pain, specifically Eleton Reactive and Titanium Alum.

Best I have made on a AIA is 57






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PsionicHawk
Wed Nov 17, 2004 3:53 pm
#9

AIAs top off at around 60 or so. 56 Isn't bad.



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FCM CorrespondentE
Alt: a TitanHawk a
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ZanthosBlastshield
Wed Nov 17, 2004 4:23 pm
#10

It really depends on the resources that your server has, or is spawning. Specifically for the Poison Buffs. If there are bad spawns, you don't have to necessarily experiment on potency as much. Ultimately it comes down to experience. If you find that it takes upwards of 3-5 times to get it to stick on most players, you probably want something with higher potency. If not, go for effectiveness.



- Zanthos

"And I looked, and behold a pale Spat: and his name that sat on him was Zanthos, and HELL followed with him. And power was given unto the Burninators over the fourth part of the galaxy, to kill with Burnination, and with hunger, and with death, and DLTDHYITAOTWO."
alucard82
Wed Nov 17, 2004 9:06 pm
#11

Yeah, i just prefer it to hit harder when it does hit. If I see they got resist buffs (which the average on WH i have seen is 230) i dont mess with them and just DOT em up with mind fire weapons. I guess I take my fighting strategy over into crafting for myself, and in turn crafting for my business. I do sell high potency poisons on my vendors, but they dont really sell (less you name them somethin cool like "Anti-Doc MP-C" lol



[ Vix Acworth ][ Rays Hope ][ Famine ]
My_Pride,_My_Power,_Your_Peril
N Roughneck Warriors N
RW GENERAL

...and (Colonel) Sanders too!


jericho277
Thu Nov 18, 2004 10:31 pm
#12


For my PvP poison's, I go 2 routes. If, for example I know they have resist buffs (a lot of times easy to tell when they see me coming as they will say it lol) I will use nothing less than my 220+ potency poisons (which when used with spider venom can still easily be 300+ effectiveness). If not, then you can chance the other, but it is dicey with it not landing on the first try or two. For PvE, whatever you can toss together is good. lol So for any lower potency items, save em for PvE if the effectiveness isn't 300+ at least.


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