Medic Archive
Thread: Is medic experimenation really that lame??
Okay well I'm done.
I've got the most points I'll get in Medic +experimentation and it's completely harmful to experiment. No I'm not talking about using a factory, sure when you get that LUCKY good success you can just use the factory to pump them out...
BUT the experimentation for Medic is just way off. I've no clue what the mindset is, or why it's this bad. Maybe I'm just used to the success rate I get with Artisan and Weaponsmith, but the success rate on Medic Experimentation is insanely bad.
Way tooo many times experimentation is NOT helping and not making the item better, but making it worse. I can appreciate it happening once in awhile, but this isas good asyou will get with medic and it's horrible.
I certainly hope that the Dev's realize the feedback on Medic Experimentation. Making stims is much too frustrating wasting resources on failures over and over. Moderate successes...etc. They need to change the math to be comparable to the rates you get as Artisan or even Weaponsmith.
you wanna talk about frustation...try beinga CM we start with a whole new tree and out packs suckkkkkkkk....worst part is we will never get better components without doc crafting...so a few failures here and there at masteris nothing compared to the crap the CM class faces
Just to clarify, I went up CM mostly in beta therefore had the mm medicine assembly and experimentation for a long time until I got some doctor skills towards the end.
There is no reason for master medics to fail 4 out 5 experimentation attempts while master docs succeed 9 out of 10 attempts. I admit I'm guessing at numbers, and I've not been a master doctor (I'm assuming docs fail rarely). Doctors already get benefits for progressing up the doc crafting line, they get more experimentation points (and more assembly too). I'm pretty sure this is how it used to be in beta.
Might be the bug Traig is talking about though. I haven't looked through all the notes yet.
A completely different profession cannot be an excuse for another. Medic is not doctor, a doctor isn't a combat medic.. and vice versa. So to say that experimentation is crappy with medic because it would negate the ability of the doctor is bunk, and I don't buy that. Makes no sense to anyone except probably a doctor.
When a master medic, gets more moderate failures and critical failures on experimentation than even a Good success.. it's crap. The odds on the gamble are crap. I'm sick of experimenting point after point ruining the stuff I'm making after all the gathering of the greatest resources available. It just doesn't make sense, doesn't feel rewarding, and doesn'tgive me hope for Doctor OR Combat Medic.
I'm so thankful I hadn't sold my Artisan or Weaponsmith skills.
Of course it's just my opinion, and all in all is just another person not going to play this profession unless it gets an overhaul.
actually u forget that unlike most the other classes,
doctor is a direct extension of medic...
so in reality, doctor is an advanced medic....
1/2 the trees in doctor stem directly from the medic tree
so in essence what you are saying would be like a pistol specialist complaining he couldnt hit for as much damage as a pistoleer...
fact is that there is zero need for a ne1 not planning to go into a advanced medical profession to become a master medic...
currently pharm 4 and PA 4 can do pretty much the same as a master medic...if u buy quality packs...
despite what ur feeling maybe about if this is right or wrong (I would feel thatits wrong but) doctor in many ways is the extension of medic more like pistol specialist is to pistoleer then say artisan is to advanced crafting classes
I don't think its a bad thing, it makes sense, the higher you are the better you should be. If you really want to get good results get doctor, if you don't have the skill points maybe its best to just buy them.
MorvenDee wrote:
This happens at low levels of Medic,whereasMaster Doctor hasgreat successes most of the time.
I have to disagree with this statement. There is a BUG in place at the moment that significantly increases failures on medical crafting.
I had LESS failures in my starting days as a starting out novice medic then I do now as a Master Medic. So the initial poster has a good point I think.
Kivech
I know this thread, is old, but I've figured out the Zen of experimentation, and wanted to share it:
1) First, more experimentation skill not only gives you more experiment points to mess with, it also decreases the risk. I just noticed this weaponsmithing. I made a sword, and experimenting w/ 5 points was a 38% risk. then I picked up another skill box of experimentation skill. Making the same sword with the same ingredients but experimenting with 6 points, was a 18-28% risk. (Okay, it might have been the assemby vs. the experimentation skill that lowered the risk. But they both go up together when you get more skill boxes).
2) Malleability always affects experimentation risk. However, when making medicines, if you go for really high quality ingredients (high OQ and PE) then you will end up with ingredients with ZERO malleability.
Instead of using Berries and Petro Fuel in your medicine, try using Hides and Copper. The effectiveness of the medicine will be reduced, but experimentation will be much lower risk.