Combat Medic Archive

Thread: Bio Clothing Issue regarding Healing Efficiency

JackSparrrow
Tue May 17, 2005 7:23 pm
#1


I had my giuld BE make me some Bio clothes. Well total it bumps my HE from +65 to +137 (4000 CM). However, I tested healing to see if healing would be better with the clothes. It is not. Bacta Shot heals for 250. Toss 350. Spray 250. With the bio clothing on or off my heals are the same.


Is this an issue, or is this intended? Or am I mistaking Healing Effiencies purpose?



##########################################
##########################################
##########################################
##########################################
##########################################
##########################################
##########################################
##########################################
Jaged / Joriff Veteran Bounty Hunter
Pappi
Tue May 17, 2005 7:56 pm
#2

well, first thing's first: all mod bonuses from clothing cap at +25. if you start at +65, then the actual bonus you're getting is +90.

other than that, the mod should work.




stupid_people_happen . .
Pappi Inc Tailoring (home of the black tax) - Odi's meds and chef tissues - closed
- I support literacy, common sense, and apostrophes
OhBuggah
Tue May 17, 2005 9:18 pm
#3

It would seem that the Healing Efficiency mod follows the "diminishing returns" formula that is used in calculating weapons damage. I experimented with bacta toss using the following mods:

+110 HE heals for about 500
+155 HE heals for about 700
+225 HE heals for about 730

It appears that there's a sweet spot around +150 Healing Efficiency. Anything above that just marginally increases the amount you heal.
ArthurDentOnBria
Tue May 17, 2005 10:53 pm
#4

My testing results



ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


PsionicHawk
Tue May 17, 2005 11:52 pm
#5

Thanks ADoB

Message Edited by PsionicHawk on 05-18-2005 02:52 AM



a Snodewejowoji a
FCM CorrespondentE
Alt: a TitanHawk a
Naritus

Phaylen
Thu May 19, 2005 12:07 am
#6


Has anyone tested if HE affects the 60 sec stim d's?
MataHairy
Thu May 19, 2005 5:52 am
#7






ArthurDentOnBria wrote:
My testing results





Very nice test. I ran one test on a Master Doc using +17. The heals only increased by 4%, so I think there are diminishing returns at the higher levels. Someday, I'll actually take the time to finish the tests and post the results.


Hint - try the test again with your droid. It made a significant difference.





Matta
Healer's Haven, Corellia (2120,4300)
Proprietor of Matta's Meds --- Ahazi's Finest Meds
One of the first Master Combat Medics, and the very last Medic Correspondent
Phaylen
Thu May 19, 2005 7:21 am
#8


Just tested this last night. BE healing clothes do nothing to increase the healing ability of stim d's.
Radoris
Thu May 19, 2005 1:38 pm
#9






Pappi wrote:
well, first thing's first: all mod bonuses from clothing cap at +25. if you start at +65, then the actual bonus you're getting is +90.

other than that, the mod should work.



IF this is the case, it needs to be fixed. I was under the impression that the clothes would still have an effect, but there would be diminishing returns. This is all fine and dandy, if there were more options for skill mods to be put into bio clothes, so I have more of a selection other than 200 melee/ranged defense clothing items, and about 5 healing items.

Pappi
Thu May 19, 2005 2:04 pm
#10



Radoris wrote:


Pappi wrote:
well, first thing's first: all mod bonuses from clothing cap at +25. if you start at +65, then the actual bonus you're getting is +90.

other than that, the mod should work.

IF this is the case, it needs to be fixed. I was under the impression that the clothes would still have an effect, but there would be diminishing returns. This is all fine and dandy, if there were more options for skill mods to be put into bio clothes, so I have more of a selection other than 200 melee/ranged defense clothing items, and about 5 healing items.



uh... this isn't a bug. clothing mod cap has been +25 since the beginning.




stupid_people_happen . .
Pappi Inc Tailoring (home of the black tax) - Odi's meds and chef tissues - closed
- I support literacy, common sense, and apostrophes
ArthurDentOnBria
Thu May 19, 2005 2:13 pm
#11







Pappi wrote:





Radoris wrote:





Pappi wrote:
well, first thing's first: all mod bonuses from clothing cap at +25. if you start at +65, then the actual bonus you're getting is +90.

other than that, the mod should work.



IF this is the case, it needs to be fixed. I was under the impression that the clothes would still have an effect, but there would be diminishing returns. This is all fine and dandy, if there were more options for skill mods to be put into bio clothes, so I have more of a selection other than 200 melee/ranged defense clothing items, and about 5 healing items.






uh... this isn't a bug. clothing mod cap has been +25 since the beginning.






Well, I think the big problem that has been uncovered here is that the "diminishing returns" thing has made bio-clothing that much more undesirable. What my tests showed was that for my "cm dabbler" he gets a ton of benefit from one article of bio-clothing, but very little from 2 and none from three. And if what others are saying is true, then for someone witha lot more doc/med skills, there may be little to no benefit from having even 1 article of clothing. That's very bad news for tailors. Really bad.

Message Edited by ArthurDentOnBria on 05-19-2005 02:14 PM



ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


annatova
Fri May 20, 2005 12:03 am
#12

Hi,



Wondering -- Doesn't Healing Efficiency also Effect the Re-Timer for Healing cool-down? Perhaps your higher healing efficiency is allowing you to heal more frequently. Has anyone Tested this?



Thanks!





--------------------------------------------------------------------------------

Shop smart shop S-MART, South of Dantooine Mining Outpost.
KAURI

Masters of Armor, Weapons, Shipwrighting, Architecture, and Foods
MataHairy
Fri May 20, 2005 5:40 am
#13






ArthurDentOnBria wrote:







Pappi wrote:





Radoris wrote:





Pappi wrote:
well, first thing's first: all mod bonuses from clothing cap at +25. if you start at +65, then the actual bonus you're getting is +90.

other than that, the mod should work.



IF this is the case, it needs to be fixed. I was under the impression that the clothes would still have an effect, but there would be diminishing returns. This is all fine and dandy, if there were more options for skill mods to be put into bio clothes, so I have more of a selection other than 200 melee/ranged defense clothing items, and about 5 healing items.






uh... this isn't a bug. clothing mod cap has been +25 since the beginning.






Well, I think the big problem that has been uncovered here is that the "diminishing returns" thing has made bio-clothing that much more undesirable. What my tests showed was that for my "cm dabbler" he gets a ton of benefit from one article of bio-clothing, but very little from 2 and none from three. And if what others are saying is true, then for someone witha lot more doc/med skills, there may be little to no benefit from having even 1 article of clothing. That's very bad news for tailors. Really bad.

Message Edited by ArthurDentOnBria on 05-19-2005 02:14 PM





It's bad news to the medical community too, as it devaluates the Master Doctor or Master Combat Medic. When a dabbler with mods can heal for almost as much as a master, why bother with the extra skill points to master?






Matta
Healer's Haven, Corellia (2120,4300)
Proprietor of Matta's Meds --- Ahazi's Finest Meds
One of the first Master Combat Medics, and the very last Medic Correspondent
Page 1 of 2
Previous Next