Brawler Archive

Thread: Bleeding

DamianThorn
Wed Jul 30, 2003 7:55 am
#1

I would like to get some feedback on bleeding.


How come us doctors don't have a better skill than a First Aid 2 medic to stop bleeding ?


Would be logical for us to have a master doctor skill to help stop bleeding faster, heck, add a medicine pack for it .. ie: bleeding pack.


The fact of having this improved first aid skill at master doctor would motivate people to finish the profession and not only go up in the treatment line to get the resucitate skill.


Feedback appreciated.



EwokMuffin
Wed Jul 30, 2003 8:07 am
#2

I've thought this quite a few times. Actually, every time I stop bleeding on myself or someone else. Takes an average of 3 trys to make it stop.

We should have "Critical Aid" or someting like that.



Visit FoFF Industries on (Chilastra) Tattooine South west of Bestine. -1814, -4614 for Stims, weapon powerups, harvesters, and resources.
wynlyndd
Wed Jul 30, 2003 8:13 am
#3

I was thinking about that a couple of nights ago. A guildmate had two novice doctors trying to stop his bleeding. Two of them. These are the same doctors that can heal wounds for 250+ a shot.






Nashara Navaboda
Master Doctor - Healer of Hangnails
Master Combat Medic - M.A.S.H
("You Know You Want Me on Your Side")
Lowca - Naboo - Inside of BABELON (near 0,0)
--------------------------------------------
DoD - Dealers of Death
Elenora
Wed Jul 30, 2003 9:53 am
#4

first aid definately needs to be linked to the injury effectiveness stat...


and should basically max out at master medic...


no reason a master medic shouldnt be able to stop bleeding effectively...


dont think it really needs to scale more to doctors or CMs tho...


CM and doctors are specializing in other stuff and linking /firstaid to a medic and a doctor skill would be a bit tricky, so just max out /firstaid at master medic.




--------------------------------------------------------------------------
Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
Viccard
Wed Jul 30, 2003 9:57 am
#5

completely agree
We have different grades of poison and disease packs, can revive corpses but CANNOT stop bleeding any better than a newbie medic.

We need a one shot stop-bleeding skill for Docs! This will also help with the excessive use of bleeding shots by pistoleers.
ogreb42
Wed Jul 30, 2003 10:15 am
#6

Maybe im missing something, but the /firstaid command DOES get better with skill. It used to only heal 25 points of bleed in the beginning, which went to 50 at fa3, 74 at fa4, and 100 by master medic. I'm not 100% certain about those numbers and skill levels (about 90% on the numbers, maybe 50% on the skills), but i know that it did become more effective as skill increased.


Perhaps a new bleed-type healing skill should be granted to both docs and combat medics that is a little more potent than /firstaid, but requires medicine. I'd say put it as a doc skill, as they specialize in curing stat ailments and wounds, but I'd think that bleeding would be something that a combat medic would have to be used to...so they should be able to fix it as well.

Archon007
Wed Jul 30, 2003 10:22 am
#7

Ok here's the truth about bleeding...


1) what you heal is damage not a percentage


so at Master Medic you heal 100 points of bleed, if you at the Tusken Fort and get a bleed shot from the Tusken King he does about 500 -700 bleed damage, which means a Master Medic has to use FA 5 to 7 times.


My thoughts;


Doctors should get a better treatment of bleeding and there Wound Speed line should effect how fast they can use FA, as it stands we don't in either case.


I'm posting this also in Doctor concerns post for our Team Lead




- Mason Storm
ONE
Secretary of PvP War
(Ahazi)
Zarlor
Wed Jul 30, 2003 10:30 am
#8

Got it, but I'm not any kind of Team Lead or anything. I'm just a correspondent which is nothing more than an information gatherer culling through all of these posts and seeing what folks are tlaking about the most to make a Top 5 List for the Dev team. That's it. It's not like they Devs actually talk to me or anything, they just picked me to help distill some information for them. So I don't lead anything. I'm just a glorified Pro-Bono Data Entry Clerk, in a way.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Elenora
Wed Jul 30, 2003 10:38 am
#9

I disagree about linking bleeding to doctor line...


i think it should max out at master medic...and at master medic u should be able to stop any bleed in one use...if this is over powering to combat classes, make it linked to a pack called "Bandaid" that medics get at master medic and requires master medic med use.


Honestly if anyone should be getting more effective bleed stoppage it would be the CM class. Considering a large number of the doctors skills are linking to needing a med droid or a med center/camp, and bleeding is most definately a combat effect, you make more sense to give it to CMs. but thats beyond the point..


my recommendation would be that master medics can stop any one bleed. Multiple bleed would need more applications...max it out on master medic since linking /firstaid to injury treatment and then to a CM or Doc line (since doctors nor CM get anymore injury treatment bonuses in their lines) would be rather difficult to implement...if its overpowering link it to a med packs to retain balance...


but it is ridiculous that bleeding is as hard to stop as it currently is...





--------------------------------------------------------------------------
Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
Snooze821
Wed Jul 30, 2003 11:05 am
#10

The bleeding effect caps out at 1000. If your going to fight a uber mob like a tusken king it should pose a little risk to you. The medic should never be a subsitute for tactics. Bleeding is always a constant lvl of hp loss the amount of bleeding points just determines time. The force of the initial blast that created the bleeding is what determines the rate at which you loose hp.

if you get hit for 400hp and you start to bleed you lose 10% every few sec. That's bad wound but most mobs will only hit for 200-300 most of the time.

Also if your so worried you can buy clothes that are bleeding resistant.



Iw-Ip MD - Doaba, Eclipse

Smuggler's Alliance Ace Pilot - Availible on EPA channel for help

Please hold and you'll be ignored in the order which you were received.
Elenora
Wed Jul 30, 2003 11:08 am
#11

im more worried about PvP bleeds...they are more annying than anything else..



--------------------------------------------------------------------------
Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
DamianThorn
Wed Jul 30, 2003 11:20 am
#12

Medics are fine the way they are, they can use Stim D and I already think it's overpower for the time involved in getting the title.


I like the name Critical Aid for doctors and putting it in the Speed line with Poison and Disease skills, makes total sense.


Maybe put it at Speed 4 ?

Zarlor
Wed Jul 30, 2003 11:24 am
#13

I'm with Elenora on this. If we can heal bleeds too quickly then the market starts to dry up a little for bleed-reduction clothing and armor. And I think this really does belong to Combat Medic anyway, not to Doctors.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
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