Combat Medic Archive
Thread: 1hp point or is it ?
"I have an idea - how about we change your smuggler shots so that you can't KILL people - you can do damage (about 150 a sec to match our poison DPS), but your last shot does not kill them."
Sounds good. Soon as I get AE ranged heals and all my shots can be used at 80 meters, I can lay dots on all 3 ham bars with 3 shots, and then disease on all 9 stats... then you can do that.
Otherwise **edit**
> In PvE use the action. In pvp, use both mind and action.
My concern is about PvP.
Your "solution" is for CM to spend 4 seconds in the begining of the battle to throw 2 poisons and then HOPE to not miss? And you think its a good solution? Why even bother with poisons then? As carbiner I can outdamage those 2 poisons by far in 4 seconds with 2 crippling shots.
Do you not realise that you have taken ability to KILL from CM class?
> I'm not sure where your numbers are coming from though -
> I've never studied it that much, but why would 350 health damage (or
> action, can't remember which one) cause 35 mind damage?
Default attack distribution is 80% to targeted pool and 10% each to two other pools. It has been verified several times, check out combat profession forums or earlier posts on this forum on the subject.
It is definatly 1hp I tried it out against a friend of mine, and it knocked his mind down to 1hp then regen bumped him up till the next tick knocked him back down to 1hp.
--I hate this patch--
You bleed something in real life it doesn't just stop all of a sudden with out any first aid
poison doesn't just stop working when you are just before death, it just kills you.
I have no troubles killing people using specials, but any Master CM without advanced spec in carbine/pistol/rifle will have problems KILLING people.
You obviously did not have the trouble, neither do I, but when the change was introduced - it was said that a shot from any weapon will finish opponent with 1 shot - and I am showing that that's not the case.
MichaelF77 wrote:
Detchi, you missing a point.
I have no troubles killing people using specials, but any Master CM without advanced spec in carbine/pistol/rifle will have problems KILLING people.
You obviously did not have the trouble, neither do I, but when the change was introduced - it was said that a shot from any weapon will finish opponent with 1 shot - and I am showing that that's not the case.
You showed that was not the case in PvE, then claimed it transferred over to pvp which is pure assumption. Whether or not you can 1shot an NPC after its poisoned down to near nothing is a completely different issue than if you can against a PC.
> then claimed it transferred over to pvp which is pure assumption.
Its not assumption - players have 75% weapon damage reduction (something mobs don't have) and the situation it is much worse in PvP then in PvE - to the point where CM can't kill without using some kind of special or help of other players.
I showed numbers and examples prooving it.
Your "arguments" here are equal to my "arguments" asking for smuggler nerf in another thread - just as correct and factual based, except I was being sarcastic and you are dead serious it seems.
"Your "arguments" here are equal to my "arguments" asking for smuggler nerf in another thread - just as correct and factual based, except I was being sarcastic and you are dead serious it seems."
They're not equal and if you think they are you're a moron. And I am not asking for CM to be nerfed. I am simply defending the change that was put in. I'll say it one last time. If it doesn't sink in this time I give up... if you give smugglers AE heals, ability to disease all 9 stats, and dot all 3 pools from 80 meters away then you can make it so they can't kill people with their shots.
The fact is in many cases a CM could drop an AE mind poison on a group and they would all incap way before a doc had a chance to respond. Then CM could then come DB them. I witnessed it, and I read countless posts on the subject. When you can post a valid example of a smuggler taking out a group of 10+ people solo then you can claim your argument to nerf them is equal.
The change that was put in is NOT the change that we were told would be put in. Check discussions earlier on the forum, you will see that we were told that 1 shot from any weapon will finish the target - which is NOT the case.
> The fact is in many cases a CM could drop an AE mind poison on a group
> and they would all incap way before a doc had a chance to respond.
BS. Check discussions earlier on the forum, you will see that doctor poison cure was equal to CM single line poison (which is harder to heal then AOE) - so it's not "the fact".
> They're not equal and if you think they are you're a moron.
How are they not equal ?
You think CM was overpowered, I "think" smuggler is overpowered.
You continuely post incorrect information based on second-hand and rumors (2sec tick, doc can't outheal CM poison are just 2 most outrageous examples) so I put one incorrect pieces in my "proposal".
I saw smuggler kill 10 people easily before (he was novice smuggler + several lines commando
The ony difference is - I don't actually go to the other profession boards and post BS to have them nerfed or to defend bugs in game - which is what you are doing here.
"You continuely post incorrect information based on second-hand and rumors"
No I am posting based on First hand knowledge, from witnessing the events myself. But this discussion is worthless because you have no clue what logic is, and are completely 100% biased so an objective discussion is impossible.
Every class has its "i think i should pwn everyone, that's the only way its fair" advocates. The overpowered classes get the most because those types of people flock to the class.
It happened in DAOC when archers could take out groups of reds, and it happened here in all the classes that got nerfed before CM (including smuggler). Smuggler at one point was very overpowered. And they got nerfed way before CM. Did I complain? no. Did the illogical whiners that wanted to own everyone in pvp (or those with no real tactics or skill who had to depend on overpowered moves to simply keep on par with others). Yes they complained all to hell.
A fact is something you can prove. YOu need to actually test this in pvp before you assume what happens in pve carries over to pvp. If its not bringing them down to 1hp then that should be addressed. But for now, do like the other CMs are doing and use disease + poison. It kills in pve and incaps in pvp.
> events myself.
You said:
> Because when I get piosoned its for 520 a tic and i last about 3 seconds.
You also said:
http://forums.station.sony.com/swg/board/message?board.id=combat_medic&message.id=13427&page=10
> 550 mind poison per tic (that was ticcing off every 2 seconds).
Care to back your "first hand knowledge" "facts" with logs or SS ?
Till you do - take your flames someplace else till you learn such important concepts as test, facts and logic.
Master CM, 4303 Carbiner (pretty advanced I would say).
I was doing missions on Dantooine and decided for fun see if my assumptions about 1hp problems would be correct.
So I pick myself a nice "Rebel Medic" NPC who was too busy shooting AT-ST and poisoned his mind pool (note - I am carbiner and don't have specials to attack mind pool) I waited patiently (without attacking) till his mind ticked to 1. Then I pulled out my carbine and started to attack him with default attack every 2 sec.
1st shot - miss
2nd shot - hit (for about 200)
3d shot - hit (for about 150)
Did he die? NO. 200+150 = 350 health damage = 35 mind damage - way below his regeneration rate (had to use cripple shot to finish him).
Something screwy was going on there. I did confirm tonight that if they are truly at +1, a standard attack would take a player out. I drained a player's regen stats to 1 through disease than poison their action, and a standard attack that hit health with a DH17 carbine (significantly better than a CDEF and still available to every single CM out there since the cert is at novice marksman) doing 43 damage took him done. I ran this multiple times with different attack (overchargeshot1, for example - also available at novice marksman) with the same results.
I also ran tests in more typical PvP scenarios... where the target's regen stats were normal and they were wearing reasonable armor (30% padded in this case) and I did have trouble consistently incapping them unless I happened to get a hit on the right pool. Armor and regen (particularly if they are buffed) are a big, big problem.
But for now, if I have time to shoot them, I have time to disease them, and that does kill them in PvP. In PvE of course there are issues like loot right to deal with so stacking a disease is not an option.
By the way, in all of my attacks, whether they were at full HAM, +1 in a HAM bar, full secondaries, or degraded secondaries, the attacks did 80% damage to the main pool hit and 10% to each of the other 2 pools - all reduced by armor, of course from that the combat spam says.
PvE could, of course, be a bit different in the rules used.