Architect Archive

Thread: Next question?

jfang
Thu Jun 10, 2004 9:09 am
#27

Another question is how poison cures work. If you are hit with a 200 tick poison which lasts 60 seconds, and cure 199 points of it, will the remaining tick last 60 seconds or more or less?


We can answer that ourselves though, so it's probably not worth it.
PsionicHawk
Thu Jun 10, 2004 10:18 am
#28

All poisons will stack as long as they are differant "types". A janta knife with mind poison will stack with our poison. Only one disease per pool can be put on a person at any time (strongest will take effect).


Now with weapon stacking, here is how I THINK it works.


If you take the average janta knife (60% potency, 150 effectiveness I believe) no one else can stack a poison from an average janta knife. It would have to be a differant type. The game doesn't care about serial numbers. It seems to care about "schematics". So as long as each of those weapons had a DIFFERANT mind poison they should all stack. I don't believe diseases stack at all, apart from being placed on all pools.


Thats the way I believe it works anyway.



a Snodewejowoji a
FCM CorrespondentE
Alt: a TitanHawk a
Naritus

jfang
Mon Jun 14, 2004 9:02 am
#29






Zurck wrote:


Not sure what you are asking for Jfang but if you are looking for the formula's used to determine this then TH has already stated that "I will never reveal formulas or report on numbers,".He said this in last weeks 19 questions post in response to the Tailors question. If you are not looking for the formula maybe you could elaborate on your question. At any rate we do need to come up with our next question. Since we seem to be getting a good response from these questions maybe we start asking some of the questions from our Top 5 list.







My question basically is "what poisons and what diseases stack on top of each other". I'm not necessarily asking how they stack (although that would be nice information to have), but what does and doesn't stack. Acknowledgement that it is as designed or a bug would be nice too. We already know how combat medic items stack, I'm curious as to how weapon poisons play into it. The "is this a bug or not" would be good to know, but not that important.


As for asking questions from out top5 list, I took a look through it and none of them seem appropriate to me. Most of them are on the order of "when would this be fixed" (which will be answered by "soon"), rather than "real" questions. There were a few ones which would be potentially interesting to ask, most have already been answered:


1) Crafting interdependacy: based on the latest DE question, all professions will hopefully have more interdependecy soon so hopefully that will help us


5) Faction points: based on the latest medic question, medics are out of luck. *cough* I mean there are many alternative ways to get faction points besides killing others (like what, TH? ).


Asking about (4) mindheal, especially in the context of the combat revamp might be interesting. However, because it is very combat revamp related, it is dangerous to ask.


I would also be interesting in asking "are poisons and diseases working as intended? Please subdivide the answer in terms PvP and PvE, pre-combat rebalanceand post-combat rebalance." This is also very combat revamp related, so is also dangerous to ask.



Texxie, I haven't seen an official thread about the 19 answers. Is there something going on (or not going on as the case may be) that we should know about?

vortexala
Mon Jun 14, 2004 10:55 am
#30

Sorry folks. Been busy testing, writing up a report on CMs, and the usual RL chaos.

What's going on with this weeks question is mainly that I was considering throwing the Poison+Disease=Incap question at the devs.

Instead of going with the more robust, open ended, 'vision' type questions I thought it'd be best to settle back down to the nitty gritty.

Most of our other Top 5 have either been answered in one form or another by other Profession questions, or will get a 'Combat Rebalance' answer.

The incap dance question would, most likely, get a definitive answer with a definitive outcome. Either we get Dev blessing to continue using it or we get Dev confirmation that it's a bug. Little in the way of 'in-between' answers they can give.

If no one has an issue with this, I'll write up the question when I get home.



~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
jfang
Mon Jun 14, 2004 11:05 am
#31


My issue with the poison-disease incap question is that it will almost certainly be changed in the combat revamp. As I personally envision it (note: no official word on this, purely personal speculation), poisons will continue to affect primary stats as they do now, where as diseases will affect the "special attacks" bar they are most likely introducing. You can affect the total special moves bar, the recovery rate of them, or the cost of using special attacks. As a result, since diseases don't affect primary HAM anymore, the poison-disease incap bug just goes away. This is just speculation though, so the poison-disease incap might be worthwhile asking about.


I'd personally be more interested in if poison stacking was intentional, and if devs consider poisons and diseases to be working as designed in PvP and PvE (PvE being the more important, as in theory NPCs are post-combat revamp and combat medics are more or less working well, and thus PvE combat likely not change significantly post-revamp).
vortexala
Mon Jun 14, 2004 11:43 am
#32

Substats would still control regen rate of the main pool, so diseases would still be viable for those.

As for the 'specials' bar, I'm not sure the devs will even make that targetable as that would simply bring us back to the current issues we face with the Mind Pool. It's a 'specials' bar, so to speak, but it is targetable. However, it isn't healable(I believe the new 'specials' bar won't be healable either).

Best thing to do, in regards to the specials bar, is to simply make it untargetable and unhealable. Allow a player to 'buff' it, perhaps, using foods. But otherwise leave it untouchable.

No need to repeat the Mind Pool mistake.



~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
SolSpur
Mon Jun 14, 2004 1:05 pm
#33






vortexala wrote:
The incap dance question would, most likely, get a definitive answer with a definitive outcome. Either we get Dev blessing to continue using it or we get Dev confirmation that it's a bug. Little in the way of 'in-between' answers they can give.





I see it as a game mechanic that either wasnt properly tested or simply missed. Poisons do straight damage while diseases and fired do both damage and wounds and thats where I see the problem. Heres an example.


Say you have 200/1000 health and you get his with a 200 point disease or fire. The first tick leaves your stat at 0/800. If the devs can change disease and fire wounds to only effect your total pool your stat would be 200/800 after the first tick technicly removing the incap dance.



12 point AS, FS crafter, RIS Certified - active
12 point CM and FS crafter- retired
Bamboozle
Mon Jun 14, 2004 1:24 pm
#34

I think we should ask about havla; if the devs plan on removing it or changing it so that it doesn't work with poisons and diseases.



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