Medic Archive
Thread: Is medic experimenation really that lame??
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.
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.
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...
Strange i no longer get any failures except crit failures and either good or great or amazing successes..
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.
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.
it also could be that when i experiment, my risk is always at 0%....
never been a post with numbers.. the crafting thingie they put up a few weeks ago was very vague.
-T
i used to get failures that raised stats....havent seen that for a while tho
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.
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)
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?