Medic Archive
Thread: Is medic experimenation really that lame??
I've been a crafter since 3 months in beta, and ever since. However I was artisan/weaponsmith.
I've recently switched to start Medic.
I go to extent to get 900+ stat resources that are required for the components I need for Stim B's.
BUT.. Every other experimentation is a Big Failure? After about 5 items turning into "Practice" I was thinking **edit** is this about? I use excellent resources and I keep getting failures??
It's now where maybe 1 out of 5 times I can make something and experiment on it with only 3 points and NOT get a big failure.
My question is.. For all you medics.. is experimenting with 900+ required stats (potential energy, quality) always this lame?? I've never had this many bad success and experimentation before in my whole time of crafting. It's soooo freaking horrible, failure after failure.. it's worthless and makes the final item even worse when I experiment.
So is this how it is for all you other medic crafters? You should know that Artisan and Weaponsmith are NOT like this at all. This is just crap.
Did the dev's nerf experimentation or medics or what? Something HORRIBLE is going on with this.
-T
Docs di get a pretty good experimentation rate.
malliabilty makes a huge difference...im currently using a 993 malliability inert chem with 980 OQ for my packs and i grinded out 150 Cs and 75 Bs last night and i crit failed on experimentation about 6 time total on all those packs....i crit failed on assembly 4 times....
My assemblies haven't been great but I don't have too many critical failures..
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.
My question would be, with the understanding that higher skill = more points to experiment... If when using a 900+ required stat on resources, you STILL have bad results like this, then what exactly is considered on experimentation? So when I have 8 points to experiment, at this rate I'm gonna have 6 bad results and 2 good? I'm aware that the medicine crafting skill is related to the success of Assembly, what determines a good result on experimentation? Cause it sure isn't the resource.
At this point, I can use crappy resources with horrid stats, and pretty much average the same results when experimenting.
all experiments on all crafting professions are turning out small percentages most of the time (someone with 8 experimental points may just be able to max 1 line in an item, instead of 2 and a little more, like they were able to in beta).
This is in the notes for the big patch.
it affects my weaponsmith/DE as much as it affects my medic.
-T
I have a 20 bio-engineering experimentation score, a 50 medical experimentation score, and a 100 general experimentation score. In BE, I get a lot more failures than I do good or great successes (almost never amazing). In Meds, I get more successes than failures and have an adequate good and great success rate with enough awesomes to keep me coming back for more. In general crafting, I get good successes or better over 75% of the time, great successes close to 50% and awesome at least 15% of the time. All that assumes very good ingredients, though, if you use poor ingredients then you'll have a devil of a time producing quality products.
And malleability should not affect medical crafting. If it is, /bug it.
Yes. exactly. I also know that for sure. It's all I know for sure about +experimentation. NOT relative level of success of experimentation.
But regards to the effect on your level of success with experimentation?? What effects that?
Even at Organic Chemistry 3 now.I still get worse results on experimentation 4 out of 5 times. This does NOT seem right at all. So I have no idea what determines your success rate on experimenting. As far as I know it's like gambling. You win some, and lose most.
I'm about to give up on experimenting simply because the GAMBLE on the resulting item usually makes it a lower effectiveness than experimenting at all. And this is at Organic 3? Only thing left is Organic 4 for medic stuff. So where's the improvement supposed to be? My +Medicine Experimentation won't be getting much higher.
im pretty sure experimentation skilland malliablity heavily effect experimentation...
right now i can basically use 7 points at onetime inone stat everytime and get 0% risk...
id use more ben even at 900+ oq and PE i only get 7 boxs to experiment on at a time...but after i run the experiment i will usually have 1 to 2 boxes more i can experiment on.... only get good or great successes and never get anything but crit failures
You are thinking about Medic the wrong way, it is not an advanced or elite profession, it is a beginning one. At OC-3 you still only have a Medicine Assembly and Medicine Experimentation score of +40. Even at Master Medic you will only be at +50. If this were an advanced profession like Bio-engineer, then you would be at +50 already with the third box and would jump to +45 in the fourth, but Medic is designed to set up Doctor, so it tops out at +50 and you pick it up from there. So even at level 3 you are still not even half way up the ladder, the way it has been set up for Medic.
How Medic and Artisan differ is that Artisan has two lines which give experimentation skill. If you are a Master Artisan, you are at +100 in making everything in the Artisan tree. But at Master Medic you are only at +50 in making everything in the Medic tree. That is why a Master Artisan/Master Medic can make 90%+ quality Artisan stuff on a consistent basis but can only make 50-60%+ Medic stuff. The payoff comes in Doctor, however. While a Weaponsmith or Architect has to start completely over with a new experimentation category and only 1 experimentation point, Doctors continue in the same line without losing a beat.
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.