Medic Archive

Thread: Is medic experimenation really that lame??

Scorus
Thu Aug 07, 2003 2:05 pm
#14

Sorry, last reply but I just thought of something else: The quality of your crafting tools were always supposed to have an effect on the quality of your crafting and with the patch on test we finally get to see it. On test, your crafting tools tell you what kind of bonus they give to your crafting ability. Crafting tools that you start with have a 0% bonus. When I created a Food and Chemical Crafting Tool on test using poor resources and no experimentation, I ended up with a -10% crafting tool.

A Master Artisan can craft you a set of tools with a 95+% experimental effectiveness. My tools are 96%, I'm curious to see what that translates into as far as bonus after the next patch.



Scorus
TwilightScout
Thu Aug 07, 2003 8:31 pm
#15

"And, needless to say, it is the Combat Medics that are completely screwed. They are stuck at +50 in their beginning profession AND they have to start all over in a new experimentation line. "

It doesn't help master medics either. This makes it sound like master medic is similar in design to artisan- people have to take it to get to an advanced crafting profession.

But as far as crafting goes, master medic was a whole lot better in beta.

I guess the people that take master medic will usually also proceed to the advanced medical professions. Personally, I'd like MM to be worthwhile on it's own too, instead of just a stepping stone to doctor/cm.
shatterstarix
Thu Aug 07, 2003 9:11 pm
#16

going from master medic to novice doctor and int doctors med crafting (2 skill blocks) i noticed a MASSIVE change in the amounts of failures and good/great successes. if you have the skill points and want to experiment more, definately go up the doctor line.



JoJo (intrepid) CH/EX-Carbiner/Medic/Pistoleer (cause i HAD to)


There he goes.. one of God's own prototypes.
A high powered mutant of some kind never
even considered for mass production.
Too weird to live and too rare to die.
Elenora
Thu Aug 07, 2003 11:37 pm
#17

right now there really isnt any reason for someone not going on to CM or Doc to master medic...pretyt much u can get away with fa IV and pharm IV and buy lower use stim Ds...




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Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
Elenora
Fri Aug 08, 2003 12:04 am
#18








Deef wrote:


What I am getting, with regards to experimentation is way way too many Moderate Failure, or at best Moderate success.. and lots of Big Failures.. on experimentation. I appreciate I only have 3 or 4 points to use, but when more often the final result is worse than if I hadn't experimented at all. It just seems the ratio for experimentation is off. I have more BAD results than I do good.





Strange i no longer get any failures except crit failures and either good or great or amazing successes..



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Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
Deef
Fri Aug 08, 2003 12:12 am
#19

Your assuming that your +experimentation skill is related tomore than just giving you more points. I.E. We all know that +experimentation = more points to experiment.Are you assuming it's related to the success of those experiments? Do you know this for sure? Cause I've not known this to be true.


I've been crafting since about 3 months before beta ended, from since experimentation was even possible. Through artisan, AND Weaponsmith and now I'm going Medic.In all this experience, I was not a grinder. I always sought out the best resources based on the schematic requirements.


In both Artisan and Weaponsmith, at low levels with 1 experimentation point.. I've gottengreat success or amazing successes. So the logic of +experimentation = Points and Success of experimentation doesn't appear tobe true for those professions.I never had such horrid experimentation success with any other crafting until I started Medic.


I'm aware that your +Assembly skill = Type of Success related to Assembly. I've seengreat successes with crap resources producing low end results. I've seengreatsuccesses using very good resources producinggreat results. Your level of success related to Assembly is unrelated to +experimentation (of course) OR even the stats of the resources you use.


I've seen great experimentation successes on items not make any difference. I've also seen moderate failures make no difference. So at least they're equally messed up. I hope that THIS bug is being fixed in the next patch.


I would LOVE to see some hard evidence as to what effects what with crafting. I'm tired of feeling like I'm still in Beta having to figure everything out for myself.


Anyone have any links from SOE or a member of the Dev team with regards to how these numbers are supposed to effect crafting?


What directly effects the success level of experimentation? Don't say +experimentation, cause only thing I know for sure is that it gives you more points. I've NOT seen it effect the success level of experimentation. I also don't think that the stats of the resources matter either since I see lots of moderate failures and big failures on the most simple items using ideal resources.


Would be great if the game manual was more useful.


Elenora
Fri Aug 08, 2003 12:14 am
#20

it also could be that when i experiment, my risk is always at 0%....





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Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
Scorus
Fri Aug 08, 2003 12:17 am
#21

Like I said, I have found that the higher my experimentation and assembly scores, the more successful my experiments. My results have scaled pretty well at the various levels I have had in three different areas of experimentation, from +10 to +100. Could my results be coincidental? Possibly, but at this juncture I believe that the better you get at experimentation, the more successful your experiments.



Scorus
Traigus
Fri Aug 08, 2003 12:18 am
#22

I still get failures that raise the stats...
never been a post with numbers.. the crafting thingie they put up a few weeks ago was very vague.

-T



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"We've got a blind date with destiny -- and it looks like she ordered the lobster."

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Elenora
Fri Aug 08, 2003 12:20 am
#23

i used to get failures that raised stats....havent seen that for a while tho




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Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
Deef
Fri Aug 08, 2003 12:43 am
#24

I still get failures that raise stats from time to time.


I'd love to know for sure that +Experimentation = Experimentation points AND level of success per run.. but I can't say thatI've seen that to be true in either Artisan or Weaponsmith.

Elenora
Fri Aug 08, 2003 12:49 am
#25

im positive +10 experiment = 1 experiment point...


CMs get +20 experiment a box and end up with 10 experiment points at master CM crafting (novice CM give us +20 experiment and master gives nothing to experiment just like master doc)




--------------------------------------------------------------------------
Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
Deef
Fri Aug 08, 2003 8:09 am
#26

I've been using factories since beta. heh So again.. my observation is based on plenty of experience and understanding. Yes, I always make schematics from those "lucky" experiments.


Is anyone here into Combat Medic yet?


It uses a LOT of points, with a Master Medic requirement... doesn't leave many points left for much else. So I'm wondering if it's even worth it.


Anyone know if Combat Medic is worth all the points? Think they'll be that much of a value?

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