Combat Medic Archive

Thread: Critical Bug with new patch: Combat Medicine Effectiveness is a negative value now

WhiteRaven
Thu Aug 14, 2003 12:01 am
#14

ok ill go re craft some more stims but my initial testing was no where close to yours.



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Elenora
Thu Aug 14, 2003 12:11 am
#15

yeah 400-500 would be possible..im using pretty poor resources right now since ahazi hasnt really ahd good CM resource shifts...


this is WAAAAAAAAAAY too much damage for the new pace of combat...i didnt even get hit close to 400 damage by a stopping shot...




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Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
HoTron-rex
Thu Aug 14, 2003 12:30 am
#16

so did the devs mess up or did they not? do NEW medicines use combat medicine use? and if so is it a NEGATIVE modifier?


if thats the case, well...


/emote can be found in a corner crying her eyes out in the fetal position




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Elenora
Thu Aug 14, 2003 12:51 am
#17

AOE works fine...


my packs are all lined to CM med use...


dont know where the negative effectiveness thing is coming from,


but i know they nerfed healing without a droid and a high level med modin general




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Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
Merrin
Thu Aug 14, 2003 12:55 am
#18

Ok this isn't combat medic, but I just crafted a 785 action enhance...and it enhanced for 315. Something is serously wrong here.



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Merrin Nightwind
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Elenora
Thu Aug 14, 2003 12:58 am
#19

post patch pack?


using a med droid? if so how much med rating?


healing has become all screwed up





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Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
Combat-Medic
Thu Aug 14, 2003 1:25 am
#20

Was kind of hard for me to test poisons in pvp on corbantis. I don't know about the other servers but you couldn't get out of the city if you went overt... and the lag was HORRIBLE!!! really really bad. I'd cew poison, bleed... than find myself dizzy and on my ass. Oh yeah Bh's don't need knockdown. They got something better, dizzy + suppression shot. I'm not sure if in a less lag zone it would of been different. I'm amazed I actually won twice. lolol all because of a CM near me healed me. I'm in a quandry on wether our poison damages should be reduced in pvp. Pets, including faction pets and your new little pet do full damage to players. So why shouldn't we have some form of attack do full damage? We sacrifice our "heal" for the time being by using a poison or disease. I do agree we should get an LOS. You can't shoot through a wall, why should you be able to poison/disease or even heal through a wall? You shouldn't. And yes, packs both heal/disease/poison/aoes seem to be better and more effective postpatch, but ones made only postpatch. prepatch packs seem to be the same. I did not have any issues with heals. Aoe heal worked awesome. Real nice for those after battles too. I'm still have range issues. I'm a Master CM and with D's only getting a 40 range, can't heal from farther than that. Does anyone know what raising the charge on bio's do? (not sure on that myself). Also there is still the issue of ranged E's wanting 13 Chems not the 3 like they said they were fixing. Aoe poisons are nice, but don't seem to last as long as the single target nor do they seem to do as much damage. Oh and warning shot +suppression fire kick some serious "beep" in pve. Mobs don't even get close to my face if I'm paying attention ANd i've saved the TK i play with using those when i saw his mind getting low. It's resisted a lot but still works nicely. THAT'S why we have to get that line. It fits nicely with the CM it really does.



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SWGMordrind
Thu Aug 14, 2003 4:51 am
#21

Just a question for everyone that has experienced heals healing less than before patch - I experienced this myself. Anyway did you have a medical droid out at the time?



Cordae Dycen
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Evee_Valcyn
Thu Aug 14, 2003 6:05 am
#22

Not to thread Hijack, but I had the same half healing problem. I was using pre-nerf packs though. I had no difference wether inside or outside a med center. Could be becuase I was using a med module 2 bot.


I found differences in both my stim heals, and my wound pack heals. =( Was it because of my bot?




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Nohup1
Thu Aug 14, 2003 6:23 am
#23

I spent a good while in the med-center last night. (don't ask me why).

Anyway, I didn't notice any reduction in heals(wounds or stims), *ALTHOUGH* people with BF around 1-200 seemed to be a bit harder to heal.

I'd like people to use their new /diagnose to check on those hard-to-heal patients. Maybe the devs made BF have more of an effect.
MycroftTHan
Thu Aug 14, 2003 8:26 am
#24

seems the med module quality actualy effects the healing value now.


problem is, it effects injury and wound treatment, where it only should effect wound treatment.

CilianT
Thu Aug 14, 2003 8:45 am
#25

BF always affected wound treament. You would getting a message something to the effect of "Shock wounds prevented the medicine from taking full effect." To counter this its always a good idea to tell people to goto the cantina first and then heal them. Most people are getting the idea finally.
Elenora
Thu Aug 14, 2003 9:06 am
#26

have u been using prepatch packs? the values on all those are screwy...my post patch stims are working fine, droid or no droid



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Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
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