Combat Medic Archive

Thread: Combat Medic, best experiment process

selaton
Wed May 05, 2004 5:16 am
#1

I just recently mastere CM and im looking to make some really good poisons and diseases(like im the only one)

my question though is this, ive been trying to figure out how to find the best balance when experimenting on the subcomponents and the poison/diseases themselves, i care more about effectiveness and potency then duration and the others, however i wanted to know what i should stop my potency at so that im not overkilling on it, currently i try to get the potency to 127 and effectiveness ends up around 224 on poisons and 100 on disease,

can anyone let me know

A)if these are good to keep

B)if i should keep my potency at this high a lvl

C)whenexp on each sub component what that effect is on the final products are(i.e. exp on charges over eff, or potency over duration) and about how high i should get each stat on a sub to get the most effective disease/poison

if anyone can let me know or provide a link with the answer id be very greatful
Newgurus
Wed May 05, 2004 7:40 am
#2

Well there is no such thing as too much effectiveness so put all your pts into that to start off with. Then with whatever left over points you have I go with the potency and range mods. I'm still learning the trade myself though so you might want to see how the others are doing theirs but I can't see why you wouldnt want your effectiveness maxed as much as possible as well as range. I think once you get your potency over 120 or so I would spend the points elsewhere. I personally don't worry about charges as I only make my poisons for myself (not to sell) and I can do as many as I need so no sense spending points there personally. My poisons are all at least 38 meters for the range on them which is plenty for me at least.

Actually I just hopped in game here are how mine turn out for Mind C's:

43 Charges
122 Potency
334 Effectiveness
258 Duration
38 Range
56 Use

These aren't spider venom or anything crazy...just made with the best stuff I can locate on the server. Considering I just got MCM about a week ago I think they are pretty good.



___________________
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GrendalP
Wed May 05, 2004 8:20 am
#3

I'd be interested in hearing about what type resources you are using to make ones of such quality?


I to hit Master Combat Medic but a week ago, and although I am still in the resource gathering phase of my quest to make good poisons and the like, I am getting nearer and nearer each day to being ready to produce my first batch of poisons.


I've currently gathered some good quality fungus and dant berries, and have some good quality steel to use as well.


Some of my other resources are a bit lacking...


- Mish
selaton
Thu May 06, 2004 4:53 am
#4

bump
Bamboozle
Thu May 06, 2004 5:41 am
#5

Here's what I usually do:


- If potency is below 100, I experiment on it. If it's already above 100, I don't care about it. You won't need more.

- Max out effect.

- Rest of the points into range and charges.





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Rikilii
Thu May 06, 2004 10:43 am
#6

Try to get all the potency you need out of your resilience compounds, because duration doesn't matter much.


Infection amplifiers are easy....only one stat.


The dispersal mechanism is the first place where you have to make some choices between range and AOE size. Obviously, the higher the range, the lower the AOE. There's no easy answer, and it doesn't hurt to have sets of poisons with different combos of stats.


Finally, the final combine.Here the choice is between effectiveness and range. My packs that are maxed for effectiveness have about 39m range (78m for a master). I also have sets of single and area packs with 48m range. This comes at a serious cost to the effectiveness and AOE, but again, it's always good to have a combination of packs for tactical reasons.


The tricky part, and one I haven't tried to figure out is optimizing the mixture of stats on the DM and the Final to get the best bang for the buck on the different packs.


Depending on how you feel about certain tactics, I would do the following:


Sniper Packs: Make a set of ADMs with range maxed. Use these to make a set of "sniper" packs with the highest possible range, and obviously use these in all of your single packs where AOE is not an issue.


Power Packs: Use the max range ADMs for another set of packs where you maximize effectivenesson the final combine. This will give you a good combination of range and AOE. You could also try balancing the AOE and Range on the ADMs to get the best combination of Range, Eff, and AOE on the final combine.


Suicide Bombs: I haven't tried this out, and I'm not sure about the max AOE, but you could make a set of max AOE ADMS, and use them to make a set of effectiveness maxed area poisons. The range won't be good, but it'll have great effectiveness and AOE for suicide runs.



---------------------------------------------------

Ahazi: Tekhap Ybrae--Former CM and Homeless Nublar Extraordinaire.

TC: Avaro Tribec--Co-founder of the TC-GCW, and Self Proclaimed Leader of the Imperial Legions
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