Combat Medic Archive

Thread: Combat Medic Skilltapes--test results

jkray8472
Tue Jun 22, 2004 10:11 am
#14

Actually Griggs, the poison was a 310 effectiveness, with a range of 46m. It helps being a 12-point CM. That coupled with awesome resources for OQ, and the copper I used had very high Conductivity as well. I think the base range on my packs is 41-42m, and with 2-3 points into charges, that increases it to 46m without losing anything to the effectiveness.


As far as experimenting with area stims...I was HIGHLY disappointed. I put 6 points into charges on my Ranged Stimpack Es, to get the range on the packs up to 32m. I was expecting that to be thrown at 64m (so a master can throw at double--just like poisons and diseases). However, like with the Area Stims, a 32m Stim can only be thrown at 50m...


They told us earlier that they capped the stim throw range at 64m...but it might actually be a 50m max. That would certainly require fixing.


And Griggs--they are working on fixing the range for poisons and diseases. It's a known bug, and one that many people complain about. Hopefully soon we'll have a 64m cap on poisons and diseases (and have it work better than the hard cap for Stims!!!)





--------------------------------------------------------------------------------
"Never piss off a healer. They know how you're put together...they can just as easily take you apart."
Kiarda Kismet
Master (in order) - Medic, Doctor, Teras Kasi, Smuggler, Carbinier, Marksman, Artisan, Architect, Combat Medic, Pistoleer, Scout, Squad Leader, Image Designer, Entertainer, Dancer, Brawler, Fencer, Merchant, Pikeman, Swordsman, Creature Handler, Rifleman, Ranger, Bounty Hunter, Commando, Musician. Droid Engineer.
Unlocked 6/5/04
Zurck
Tue Jun 22, 2004 10:31 am
#15

Nice work... By the way what size do you wear? I would like to try and squeez my Mon Cal body into that crafting suit



Sall M'on
AoD
Black Sands, Tatooine
Mmaxx
Tue Jun 22, 2004 10:47 am
#16

Conclusion - The CM Effectiveness tapes do not offer any bonus at Master CM. I have heard reports that non-masters do get a bonus, but apparently there is a hard cap of +100 for these.






With that being tested, does any MCM on Flurry want to part with +25 Effectiveness tapes or clothes?


I'll never be a MCM so I can sure use your bonuses that are going to waste. I'll take nice range and speed too but effectiveness is the one that hits the hardest.


Give me a shout if any Flurrians are interested



Jo'ran

DoctorGriggs
Tue Jun 22, 2004 10:48 am
#17



jkray8472 wrote:
Actually Griggs, the poison was a 310 effectiveness, with a range of 46m. It helps being a 12-point CM. That coupled with awesome resources for OQ, and the copper I used had very high Conductivity as well. I think the base range on my packs is 41-42m, and with 2-3 points into charges, that increases it to 46m without losing anything to the effectiveness.
As far as experimenting with area stims...I was HIGHLY disappointed. I put 6 points into charges on my Ranged Stimpack Es, to get the range on the packs up to 32m. I was expecting that to be thrown at 64m (so a master can throw at double--just like poisons and diseases). However, like with the Area Stims, a 32m Stim can only be thrown at 50m...
They told us earlier that they capped the stim throw range at 64m...but it might actually be a 50m max. That would certainly require fixing.
And Griggs--they are working on fixing the range for poisons and diseases. It's a known bug, and one that many people complain about. Hopefully soon we'll have a 64m cap on poisons and diseases (and have it work better than the hard cap for Stims!!!)





When you are on later send me a /tell I want to show you a pack that is downright wrong lol



Griggs - Undead Priest
Co-Leader of the Unholy Legion - Kalecgos

Morganite
Tue Jun 22, 2004 10:51 am
#18






jfang wrote:






jkray8472 wrote:

Actually Griggs, the poison was a 310 effectiveness, with a range of 46m. It helps being a 12-point CM. That coupled with awesome resources for OQ, and the copper I used had very high Conductivity as well. I think the base range on my packs is 41-42m, and with 2-3 points into charges, that increases it to 46m without losing anything to the effectiveness.


As far as experimenting with area stims...I was HIGHLY disappointed. I put 6 points into charges on my Ranged Stimpack Es, to get the range on the packs up to 32m. I was expecting that to be thrown at 64m (so a master can throw at double--just like poisons and diseases). However, like with the Area Stims, a 32m Stim can only be thrown at 50m...


They told us earlier that they capped the stim throw range at 64m...but it might actually be a 50m max. That would certainly require fixing.


And Griggs--they are working on fixing the range for poisons and diseases. It's a known bug, and one that many people complain about. Hopefully soon we'll have a 64m cap on poisons and diseases (and have it work better than the hard cap for Stims!!!)








Wow, the stuff you use must be much better than mine. I start with a 36m base range...


Ugh, more hard caps? They hard cap skills (although the display doesn't show it) when dabbling with classes, they hard cap effect of skill tapes, they (very) hard cap combat medic skills, they hard cap ranges...


I *really* hope the combat revamp also goes into askills revamp,and imposes some kind of exponential decay on effect of skills andeliminates these hard caps. These hard caps really makes me feel like they are forcing people to create specific, optimal templates (which were not intentionally designed)rather than letting people play what they want to play. And they very much feel like stopgag measures than really well thought out and balanced system.


I don't mind half as much about soft caps, and if my 101-110th point of effectiveness is only half as effective as my 100th point, just let me have the freedom to make the character I want to.






The stuff me and my partner make starts at 40 meters. I used to love making 47m range, 290 effectiveness, 28 meter AoE mind poison. Match that with a 47m, 90 effectiveness 30 AoE mind disease, and you could kite the newb's using venom with ease like they were a tkm... 36 m base range means you need better class2/yav fiberplast. Also, ADM's is the only place it matters before the final combine being a 10, 11 or 12 point crafter in the CM profession.



MMM Industries, found at 2540 -4661 near Mos eisley. Food, weapons, powerups, armor, med's, speeders, repair tools, we have it all..


Offer all auction winnings to the food vendor at said waypoint..
jfang
Tue Jun 22, 2004 11:23 am
#19






Morganite wrote:


36 m base range means you need better class2/yav fiberplast. Also, ADM's is the only place it matters before the final combine being a 10, 11 or 12 point crafter in the CM profession.






I know that I should get better class 2 and yavian fiberplast. However, 36m base range is still higher than the 65m theoretical cap (which I try to follow whenever possible), so no real reason for me to get anything better.


More importantly,I've hit the point where my poisons and diseases are "good enough for me", and surveying has become much more a chore than fun... so I just stopped(checking swgcraft, surveying, etc.).


And it was very much worth it. My in game stress levels have dropped considerably, and I have a lot more time to do other things now. The way I figure, the extra 5% or 10% effectiveness of my poisons and diseases just isn't worth my time or effort anymore...



Incidentally, I snuck in anextra two or three meterssince getting 12 experimentation points, so it's not quite as bad as it sounds... I was referring to my stock of 2 month old poisons I'm slowly using up.
jfang
Tue Jun 22, 2004 9:43 pm
#20


I just bit the bullet, dropped master combat medic, and ran some tests. The results I found out are kind of... disturbing:


As a MCM, I could throw 6 poisons in 25 seconds (meaning the throw speed reset time is more like 5 secondsthan the commonly accepted4 seconds). As a 75 ranged healing speed modifier, I could throw 6 poisons in 25 seconds. At 75+9 ranged healing speed, I could throw 6 poisons in 25 seconds. From what I could tell, a ranged healing speed modifier does not affect poisons throwing speed at all... (I threw 8 poisons in 32 seconds, so it might really be between 4.5 and 5 seconds...)


At CM 75+1 combat medic effectiveness, my 329 effectiveness ranked poison ticked for 575 damage per tick (329*1.75), not the expected 579 (329*1.76). Combat medic effectiveness skill tapes do not seem to have a hard cap of 100, they appear to be genuinely broken.


At 75+6 healing distance, I could throw 36m ranked poison 63m (36*1.75), not the expected 65m (36*1.81). Healing ranged skill tapes do not seem to have a hard cap of 100, they appear to be genuinely broken.


It appears that all the combat medic skill tapes appear to do nothing except for the experimentation tapes (and possibly assembly). The ranged healing speed skill appears broken entirely...


Can somebody please corroborate these results? I am hoping I made a mistake...



Seeing how the 19 answers were delayed another week, I'm sure that TH hasn't started working our question. I would very much prefer to change our question to be "are combat medic skill tapes, and skills in general working correctly?" I think this question is much more relevent and important than the disease-incapping issue...
jkray8472
Tue Jun 22, 2004 9:47 pm
#21

I will get up some app xp, bite the bullet, and run my own tests on this jfang. Thanks for your initial input.


As far as our question goes...the poison/disease incap affects us mostly b/c it is the sole way that CMs can take out a target without having some other combat based skill. However, it is more often screamed at us by nerf-criers...


I think that skilltapes would be an excellent thing to have a question on. If not this time, then definitely the next one. I am quite sad to find out that my suit that I have painstakingly assembled over the past few months is worthless....


/sigh





--------------------------------------------------------------------------------
"Never piss off a healer. They know how you're put together...they can just as easily take you apart."
Kiarda Kismet
Master (in order) - Medic, Doctor, Teras Kasi, Smuggler, Carbinier, Marksman, Artisan, Architect, Combat Medic, Pistoleer, Scout, Squad Leader, Image Designer, Entertainer, Dancer, Brawler, Fencer, Merchant, Pikeman, Swordsman, Creature Handler, Rifleman, Ranger, Bounty Hunter, Commando, Musician. Droid Engineer.
Unlocked 6/5/04
TsunamiKata
Wed Jun 23, 2004 1:35 pm
#22

Please do no bother with additional tests. I can assure you that healing speed, range and effectiveness are broken through tapes. They've been hard capped for "balance" reason.


The only thing that'll provide the enhancement to CM is Halva which is and will be adjusted I'm sure of.



I don't even know why I bother to get on this forum anymore. The only thing I read are nerf cryers.





TsunamiKata Hunter
The Dark Messiah
I'm the new evil, F3aR m3!
jfang
Wed Jun 23, 2004 2:06 pm
#23


So in the same post you criticise testing and posting of meaningful information and complain that the only posts you find on the combat medic boards are nerf related? I can not speak for your experiences, but I find that there is a great deal of meaningful information being passed around the boards, especially in the past few months with nerf cry posts being aggressively locked down.


You also might want to adjust the tone and content of what you are saying. Telling people "get doctor and deal with it" is not a very positive message, and I would actually argue is trolling. If you do not find meaningful information on the boards, you are welcome to not use them. Nobody forces you to check them.


We are here to discuss combat medics, share information,current issues, and ideas for improvement. Not to tell people that running tests is meaningless or to insult others.

vortexala
Wed Jun 23, 2004 7:13 pm
#24

Hm... let me see what I can do on TC with this, since it's much easier for me to drop/relearn skills then you folks.


Just need to get the devs to give me some skilltapes if possible.



~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...
bouncingb
Mon Jul 12, 2004 3:19 am
#25

if they fix the "range bug" they should give cm's something in return. maybe some ranged defense/malee defense or something. actually the ability to cure the poison they create would be good too.



any imp that dont wanna get killed .... better step on out the back



ffutffut/tufftuff
jfang
Mon Jul 12, 2004 6:26 am
#26



As stated before, the range bug was a bug to be fixed. It is unreasonable to give something in return for removing something we weren't supposed to have in the first place.


Further, to propose that makes theimplicit assumption that we were balanced before the change. Popular opinion is that throwing for more than 65m was not balanced, and as such, it does not seem opportune to empower combat medics in some way at this time.


If in a month it is shown that combat medics are now "worthless", and will be post-combat revamp (very important to note this second point), I'm sure the devs will re-examine the combat medic balance, and tweak skills.


Edit: Please do not start a thread regarding creature handlers, or any other class which was "nerfed to oblivion". The "will be post-combat revamp" clause is an important one to note...

Message Edited by jfang on 07-12-2004 09:27 AM

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