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Combat Medics and their Poisons/diseaseFollow

#1 Jan 05 2004 at 2:10 PM Rating: Decent
I have a question about combat medics. There are somethings maybe someoen can explain what they mean.



There is Potency , Effectiveness, and Range. I understand what the range one is, but What is the potency ? how much damage it does per tick ?

And then what about Effectiveness ? is this make it easier for it to NOT be resisted ? or is it mean something else ?

I can only make type A poisons and disease, and they get resisted alot and dont really do alot of damage. I am not using advanced components yet. Im hoping when I do that these poisons and diseases will be much more effective.

So if you can answer above id appreciate the feedback . thank you
#2 Jan 08 2004 at 4:14 PM Rating: Decent
Well things dont get better until you can make disease and poison B's. A's are hit and miss..mostly miss unless you hit the same target a couple times and then maybe you will disease or poison it. The way I take range is the area around the target when a area poison or disease is used. Potency I still bang around with, I take it as how long the disease or posion will effect the taget. Now effectivness is the problem your having now...there is none, but when you get to the B's & C's look out. I made an area health disease C with a 102% effectiveness, 96% potency and 25 range. I used it at the Tuscan Raider camp on Tat and even after they got me 12 of the raiders died while I healed myself back at the clone area. But this is just my take on how they work, experiment is the only way to know for yourself.

Doghnuut
Master Combat Medic

#3 Jan 09 2004 at 4:23 AM Rating: Decent
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96 posts
Hey there - i use Combat Medic primarily for the ranged/AE heals, but here's my experience so far re: Effectiveness vs Potency.

So far as I can tell, Potency affects damage done, while Effectiveness affects your chance to get the poison/disease to stick.

1st batch of poisons I made I experimented the heck out of the Potency to see if they worked better than the unexperimented onces (1 in 3 success against KREETLES? Sheesh...) No change.
2nd batch of poisons I experimente Ease of Use (which affects the Effectivness stat) and I've had much higher success rates with this approach.
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