Combat Medic Archive

Thread: Joint Doc/CM Request: Passive Poison/Disease Resists

Jacore
Fri Oct 03, 2003 8:27 am
#1

I'd like to propose both Docs and CMs getting passive resists to poisons and diseases.


I think this should exist in both the Doc and CM sides as CMs dispense them for a living and Doc spend time curing them. Leaving RTEF out of it for a moment, it's just silly that neither Docs nor CMs have innante resistances to this stuff. Think about this from a combat perspective. The elite ranged (not specialists like commando) get passive resists to either melee/ranged. I think this makes sense. They dish it out they should learn how to defend against it. We should have the same.


I am not suggesting immunity, but resistance. What I would suggest for Docs is either:


A. Staggered passive buff in the speed line (+10 vs poison at speed lvl 1 and 3, +10 vs defense at speed lvls 2 and 4, and +10 to both as master)


B. +5 vs poison at each rank of speed in doc, +5 vs disease at each rank of wound in doc, then +10 to both at master


Total passive buff at master doc is +30. I think 2 things are important here. First if they're all in one line, it's in speed, to encourage a master doc route. Don't put this all in wound treatment. Second the kicker for Master Doc need to as strong as I have listed, if not stronger (% of total bonus). I agree 100% that the benefit of MD should be strong, and that the % of the master doc abilities that can be taken with just a single line or 2 should be lessened (not via nerf but via placement of new abilities).


I would also suggest the same for the Combat Medic line. Again all in speed or staggered wtih speed and distance.


Now, this presents an issue of it stacking for people with templates of MD/MCM (like mine). It is not my intent for this to be seen as powermongering, but I think this is reasonable. Anyone who takes an MD/MCM route is really impared via when it comes to conventional melee/ranged damage/defense. People with this template make a living of dishing out and curing biodamage. It is reasonable to presume that these stack and have high resists to biodamage. They are still very vulnerable to melee or ranged damage, and specials like EyeShot.


Would love to hear your thoughts,


Jacore, MCM (hopefully MD tonight), Tempest

TsunamiKata
Fri Oct 03, 2003 8:31 am
#2

It makes absolutely no difference because I'll just crank up the potency. You're back in the same situation, getting poison/diseased every time.



Tsu




TsunamiKata Hunter
The Dark Messiah
I'm the new evil, F3aR m3!
Jacore
Fri Oct 03, 2003 8:34 am
#3

I disagree here. If my resists force you to crank up potency, then you've had to budget your exp pionts in a different vector, which still leaves me better off.


But also a question. Do you think you could exp potency to 150? If a MD/MCM had +60 def vs poison, do you think you could really exp that away? I'm not sure they could go that high.



Jacore

TsunamiKata
Fri Oct 03, 2003 8:42 am
#4






Jacore wrote:

I disagree here. If my resists force you to crank up potency, then you've had to budget your exp pionts in a different vector, which still leaves me better off.


But also a question. Do you think you could exp potency to 150? If a MD/MCM had +60 def vs poison, do you think you could really exp that away? I'm not sure they could go that high.


Jacore




I don't know what the effect of the Advanced Resilience Component will do the the existing potency of the crafted Poison/Disease packs.


I can safely say that it will easily increase the existing poison/disease packs to the point of that no experiementation needed for Easy of Use while maintain a high level of potency. Given that the same materials are avaiable for all Combat Medics who are actively seeking them, everyone will bebattling on a leveled playing field.


Unless I know what +30 to poison/disease calculates in a more precise, measurable way against the potency of the poison, it's difficult for me to make an assessment.



Tsu




TsunamiKata Hunter
The Dark Messiah
I'm the new evil, F3aR m3!
Kavedawg
Fri Oct 03, 2003 9:14 am
#5

I have a 160 potency Single poison waiting for zarlors cure poison test, effectiveness is in the hole though....we just need a third party to test it on.



________________________________________
The sky hasn't fallen yet but dreams have already been shattered
TsunamiKata
Fri Oct 03, 2003 9:21 am
#6






Kavedawg wrote:
I have a 160 potency Single poison waiting for zarlors cure poison test, effectiveness is in the hole though....we just need a third party to test it on.





Kavedawg,


I can safely assume your 160 Potency Single poison is made with Advanced Resilience Compound. What's the quality of the material that went into this creation. What are the other stats on your poison, IE: Range, Effectiveness. What are the stats of your subcomponents? What are the stats for the material for your subcomponents?

I would like to know those information. Thanks.



Tsu




TsunamiKata Hunter
The Dark Messiah
I'm the new evil, F3aR m3!
Jacore
Fri Oct 03, 2003 10:17 am
#7

Well, I stand corrected then Kave and a bit surprised. i guess to the good side.


I do still wonder thought on general feedback of passive resists to these for docs and CMs. I think it's a lot more intuitive that we have passive resists to these instead of range or melee.


Heck +60 defense might actually give a reason to experiment that high...though like you said effectiveness is in the hole.



Jac

TsunamiKata
Fri Oct 03, 2003 10:45 am
#8






Jacore wrote:

Well, I stand corrected then Kave and a bit surprised. i guess to the good side.


I do still wonder thought on general feedback of passive resists to these for docs and CMs. I think it's a lot more intuitive that we have passive resists to these instead of range or melee.


Heck +60 defense might actually give a reason to experiment that high...though like you said effectiveness is in the hole.


Jac




Jac,


I still don't have a definite statistic of what your +30/60 defense equates to in the sense of bonus provided to the individual. Would +30 give 30%reduction to the damage or +X amount of points when calculating potency vs resistance?


Against, not knowing the exact formula how potency is calculated against a player and NPC/critters, I don't know +30/60 defense is a valid value in either overpowering or not so effective.



Tsu




TsunamiKata Hunter
The Dark Messiah
I'm the new evil, F3aR m3!
Kavedawg
Fri Oct 03, 2003 10:52 am
#9






TsunamiKata wrote:





Kavedawg wrote:
I have a 160 potency Single poison waiting for zarlors cure poison test, effectiveness is in the hole though....we just need a third party to test it on.





Kavedawg,


I can safely assume your 160 Potency Single poison is made with Advanced Resilience Compound. What's the quality of the material that went into this creation. What are the other stats on your poison, IE: Range, Effectiveness. What are the stats of your subcomponents? What are the stats for the material for your subcomponents?

I would like to know those information. Thanks.



Tsu






sorry folks, I was dreaming logged into TC just before it came down, my poison only has 137 potency, but it was made with standard components. I will actually play around a bit and see just what I can get with an advanced component or two.



________________________________________
The sky hasn't fallen yet but dreams have already been shattered
Jacore
Fri Oct 03, 2003 10:54 am
#10

I'm thinking a +x to resist the poison/disease in the first place...not resistance against power given that it has stuck.


I believe, but woudl be happyt o be wrong, that this is how the defense vs melee and others work. they reduce the probability to make an attack land...not the damage it does given the attack is successful.



Jac

Pulpp
Fri Oct 03, 2003 9:23 pm
#11

I agree with your concept, if not your numbers.



I've always thought classes should be Noticeably less effective against members of their own class. TKA vs TKA, CM vs. CM, Pistoleer vs. Pistoleer, etc., etc.



Intricate knowledge of one's profession should grant the ability to defend against it.



I woulda suggested this as an addition to the CM "list", but I see it more as a "All classes" issue....



Passive defense mods don't work anyway, so no rush.

TsunamiKata
Sat Oct 04, 2003 12:55 am
#12






Jacore wrote:

I'm thinking a +x to resist the poison/disease in the first place...not resistance against power given that it has stuck.


I believe, but woudl be happyt o be wrong, that this is how the defense vs melee and others work. they reduce the probability to make an attack land...not the damage it does given the attack is successful.


Jac




Yes, I understand that, but I was impling if the +x was to resist or to damage reduction, now that you've explained that question, but still we have nothing to base on.



Tsu




TsunamiKata Hunter
The Dark Messiah
I'm the new evil, F3aR m3!
Mraughh
Sat Oct 04, 2003 1:24 am
#13

well i certainly wouldnt say no to resistnaces in both the doc and cm line since i'm both =)



If some "L33T D00D" got incapped from a cook slapping him in the face with a mackerel, he would come to the boards and scream "Nerf the Fish!" - DangFiero




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