Combat Medic Archive
Thread: Discussion Topic: Poisons
Effectiveness (+ modifiers for skill) = total damage done
Duration = the time it will take to do all that damage
Succesful experimentation on duration *decreases* how long the poison will last, but therefor increases the damage per "tick".
"ticks" should happen every second.
Allow poisons to incap again doing all the remaining damage of the effectiveness (therefor increasing the incapacitation time).
Remove experimentation for range. Novice CMs throw poison for 14m and gain +10m at each level Distance and Speed tree (and master).
Remove spider venom from the game.
Remove all products made with spider venom from the game.
Master CM box should boost damage (I would suggest the equivilant of 300 effectiveness, which would come out to double what we do now) to create incentive for holding the masterbox besides crafting, and to boost usefullness of poisons in PvE. This boost should come only in the master box and not be granted slowly throughout the skill tree now, like the current effectiveness mod is.
Give all DoT attacks 75% damage reduction. This, with #3 factored in would be the equivlant of a 50% damage reduction with what we do now (at master), or base poison pack damage at master on player characters. Should include poison, disease, (cm and looted weapon) as well as fire (although I don't know how the commando fire dot works, im more talking about mind fire pikes and such).
These changes are presented in the hope that the healing abilities of Combat Medic will be boosted and we will no longer need to be placed into the job of gas man in PvP. If Combat Medic is not boosted as a medic, these changes will simply be a nerf.
Commando grenades do area damage, everything within radius can get hit. Grenade is thrown, it explodes, people and animals get hit. Even the player himself if he is close enough.
I see CM area "grenades" of poison/disease the same way, they should affect friend and foe within detonation range with equal chance of hitting them. This would make players think more before they use an area attack. Keep stacking of different poisons/diseases, but make area attacks "true area".
CMs are the ones to deliver disease/poison, Doctors to prevent and cure. I like that balance. If you want both, then pick both professions, just like some Weaponsmiths are Carbineers also.
- Poisons would no longer have a timer and would be permenate untill cured by a doctor or death
- Poisons would be made to target the special pool(s) instead of primary HAM
- Poisons would either do direct "tick" damage against the special pool(s) or encumber the overall available pool by x% dependent on poison level
- poisons would no longer stack
And if I were the same dev that did the doctor stuff I would then
- Change poison cures to do a "cure tick" against a poison's effectivness
- give poison cures a duration timer
- allow the BF of the target and effectivness of the cure to determine the "tick" intervals
- allow the cure target to be immune to a reapplication of a poison for the duration of the cure
- prevent cures from stacking
- prevent timers to be reset unless a higher effectivness cure was applied
- remove AE cures (not needed with immunity timers and resist buffs)
I know this won't allow poisons to do any damage to the target(s) in PvP, but it would prevent them from using specials against you and your party. I doubt the suggested changes would go over well for PvE unless all creatures in game were changed to use a "specials" bar like player characters. It is my view that cures should be changed no matter how poisons turn out to be in the future. Cure should be a counter to poison and should follow the same mechanics as a poison. Just as poisons tick against a target's HAM, cures should follow the same rules and tick against the poison's effectivness.
Message Edited by Kavedawg on 10-14-2004 11:57 PM
Agreed, doesn't make sense thata CM can know so much about poisons and diseases and not know how to cure them.
I.E (Health , Constitution, Strength)
I dont know if this would be overpowering or not, but It would help in PVE.
- Takai
Inkanissen wrote:
Commando grenades do area damage, everything within radius can get hit. Grenade is thrown, it explodes, people and animals get hit. Even the player himself if he is close enough.
I see CM area "grenades" of poison/disease the same way, they should affect friend and foe within detonation range with equal chance of hitting them. This would make players think more before they use an area attack. Keep stacking of different poisons/diseases, but make area attacks "true area". If you did it like that then it would also apply to our area heals. The chance to area heal your allies AND your opponents puts a serious damper on the viability of the profession. Applying friendly fire to the game would change it entirely and not necessarily for the better. Commando grenade issues are constantly complained about and I wouldn't doubt that its going to be fixed in the revamp.
CMs are the ones to deliver disease/poison, Doctors to prevent and cure. I like that balance. If you want both, then pick both professions, just like some Weaponsmiths are Carbineers also. Your example is way off and a carbineer and weaponsmith have nothing in common other than one has the weapon the other crafted. I dont like the so called "balance" because there is no "balance" anywhere else in the game to compare to. We are the only medical profession who has half of its template completely negated by another profession. True balance would be the spread of various abilities throughout various professions in various degree's. Not the monopoly of one ability by another.
never used second ham stats poisen on pve, but i would give it a try if you would explain me why to waste such poisens on pve?
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Mainly. I would leave the damage modifier alone for PvP but say give a X4 (give or take) modifier for PvE. A cm going up against a 20000 ham NS doing only like 700 damage every ten seonds (assuming they are using an average C poison without venom and/or stacking) doesn't really fare to well. -
Being that the word 'combat' is in their title, and that they have to have marksman in their template, i think maybe a mitigation I or II would be nice. Kinda like smuggler having ranged and melee mitigation -
The ability to inflict fire on opponents, BUT make it like 1/2 as powerful as diseases so that having a 50 eff mind fire would tick out for 100 wounds. I dunno, i just think that fire would be nice. Make the duration very short as well, or make it so that instead of a duration it has a specific number of ticks. Example: Action Fire Deliveruy Unit C - 140% potency, 50 effectiveness, 40 range, Duration 45. That way its not overpowered, and any player can get rid of it if they are near water, and it doesnt give too many wounds since it takes diseases 40 seconds to give about 200 wounds. -
The ability to rezz. Make it like the /healMind. So that it would inflict nasty wounds and damage to a CM. The CM could not do it as efficiently as a doctor, maybe even make it give the rezzed player wounds, but on the field of combat I think a CM really needs this ability -
Give the CM the ability to inflict states. Have a ranged 'state tosser' that has a potency and duration for whichever state that was desired to be inflicted. Example: Area Intimidation State Pack C - 140% potency, 60 duration, 40 range, 35 area effect -
My friend Khaydin came up with an idea. It was basically a reverse poison. Rather than doing damage overtime, it would heal over time;a HOT if you will. You could toss area HOTs on your group to keep them healed. Say you when into battle and one of your buddies was kinda weak and you tossed a HOT on him. Well every ten seconds (or 40 seconds I guess) he would get a heal from the HOT. Maybe even make this into a buff that CMs can give. Maybe not make it too strong i guess.
I figure if one of these ideas stick it would do something to counter that crushing blow dealt to us by the resist buffs & area cures