Combat Medic Archive
Thread: ***CM Challenge: How High Can You Get Potency?***
Message Edited by PsionicHawk on 07-30-2004 04:34 AM
Potency: 220 (reached the 92% cap with 9 Exp points)
Effect: 159 (last 1 exp point spent here)
Duration: 150
Range: 39
Pack Used: Area Mind C - POTENCY ENHANCED
Potency: 220 (capped at 92% with 9 Exp points)
Effect: 128 (last 1 Exp point spent here)
Duration: 148
Range: 39
Area: 20
Pack Used: Single Target Mind C - STANDARD
Potency: 137
Effect: 333
Duration: 236
Range: 39
Pack Used: Area Mind C - STANDARD
Potency: 137
Effect: 241
Duration: 238
Range: 39
Area: 29
Ragphen Robec
Effect: 510
Duration: 186
Range: 37
The original question here is how much potency should the innoculation have? with 2 or 3 CM's in a group v. group scenario if innoculation works 50% of the time - it is useless. I am either poisoned now or the next time.
With 3 CM's throwing poison, if its 70% on even ratings (3/10) thats 8 seconds and everyone should be 'hit'.
I'd rather keep everyone focussed on being able to cure themselves and train the rest to use team's area cures.
It's the 100% havla, or 100% thakitillo scenario. You either get that exponential 99.9% or its hardly worth it. Looking at the resources, the innoculation packs are going to cost as much as buffs. The area cures look far more viable.
I'd say that in a balanced Innoc v. Poison -> Resist v. Potency, the poison should be effective just under 1/3 of the time. It would make sense to me that equal would be Innoc B v. Area C or Single B and Innoc C v. Single C.
satanis wrote:
The original question here is how much potency should the innoculation have? with 2 or 3 CM's in a group v. group scenario if innoculation works 50% of the time - it is useless. I am either poisoned now or the next time.
Ah, but it gets better! Since I had to experiment my potency up to even get a 50% hit rate, I lost 160 points on each tick. So even if you get hit, you will take about 33% (based on non-loot poisons) less damage per tick.
Not enough for you? Well, the innoculation Cs have a rating called "absorption". This will decrease the damage further when a poison manages to get through the resists.
So now you have been hit by a 33% damage-reduced poison that your innoculation reduces even further. No worries. Your group doctor (you still plan to PvP with a doctor, right?) will hit his area cure C, which will take care of that poison. In fact, his AOE will probably be larger than the poison AOE (since the CM had to sacrifice area for potency).
First area cure wasn't enough becuase you are facing 4 combat medics and you only have 1 doctor? Well, have the doctor eat some havla and spam another couple of cures.
And if that 50% to hit rate is still a problem, there is always the resist food and the resist skill tapes. These were previously pretty ineffective, but this was before you had innoculations.
New crafted items should always be balanced with the assumption that everyone will be using the best possible equipment/resources, because this is what everyone will eventually be doing. Of course, the devs don't understand that (just look at the joke that is composite armor).