Combat Medic Archive

Thread: Area Cures and Innoculations: Info

Brainplay
Mon Aug 02, 2004 1:52 am
#27






Nisdain wrote:

Mind buff: +500 focus (2 hours)
Two Brandy: +862 focus (40+ min)
Three Ahrisa: +1221 focus (40+ min)

Total: +2583 Focus

Thats for a Zabrak.






You've also filled up your food and drink bars with nothing but MIND enhancements leaving no room for synthsteak, accuracy foods, or dodge food. Not too mention you've listed above average foods since its rare enough to get resources with the DR and PE high enough to have a duration and power like you've listed.Trust me on that one. You've also listed a pretty hefty sum of cash needed for all of that just to get you MIND to a peak that a Human race can do with half. Bah less than half...





Keorythe

h Combat Medic h


/Forcing Counterstrike PvPers to PvE since 2003 \






A Combat Medic Alpha tester who never got the chance to alpha test

PsionicHawk
Mon Aug 02, 2004 1:59 am
#28

Really, Human musician buff + 1 brandy *almost* equals any other race completly hiped on food and drink



a Snodewejowoji a
FCM CorrespondentE
Alt: a TitanHawk a
Naritus

PsionicHawk
Mon Aug 02, 2004 1:42 pm
#29

Hate to break it to ya but we do need a new HAM system



a Snodewejowoji a
FCM CorrespondentE
Alt: a TitanHawk a
Naritus

oblivion3134
Mon Aug 02, 2004 2:45 pm
#30

Essentially ever combat profession in the game needs to eat that much food to do any high end PVP or PVE content, but of course, Combat Medics shouldnt need to.....right? Considering their DPS is ONLY barely better than the second most overpowered profession in the game....



tepor
Dwarf Nuna Babies 4 Life
Brainplay
Tue Aug 03, 2004 3:19 am
#31






oblivion3134 wrote:

Essentially ever combat profession in the game needs to eat that much food to do any high end PVP or PVE content, but of course, Combat Medics shouldnt need to.....right? Considering their DPS is ONLY barely better than the second most overpowered profession in the game....







/smack /smack /smack /smack


First of all the MIND comparison is about various RACE'S substat cap not about CM's or dps! Stop trying to post inflamitory statements way off the mark here troll. We were discussing the viability of /healmind and the correlation of the focus substat pool.


Secondly no matter how buffed with food or entertainers I am, I'll alwayscome up short to a human. Playing an alien race is for looks only since we seem to handicap ourselves in oneway or another by being anything other than human. What takes me a MIND buff and 2 brandies a human can do with the MIND buff alone.


Seriously man, go back to the TK boards and stop trolling here.






Keorythe

h Combat Medic h


/Forcing Counterstrike PvPers to PvE since 2003 \






A Combat Medic Alpha tester who never got the chance to alpha test

TsunamiKata
Tue Aug 03, 2004 7:28 am
#32






PsionicHawk wrote:

http://www.imagedump.com/index.cgi?pick=get&tp=62177


I don't *think* he used venom for this. I believe he used an exceptional infection amplifier. You would have to ask him though to be certain.




Acutally it was a 420 powered spider venom. Quite rare I must add.









TsunamiKata Hunter
The Dark Messiah
I'm the new evil, F3aR m3!
TsunamiKata
Tue Aug 03, 2004 8:01 am
#33






vortexala wrote:


Here's some info on the new items:



  • A Level Innocs/Cures have 70 MU requirement. B Level has 90. C Level has 100.

There is no way to experiment down the MU on these meds. Regardless of resource quality, the MU will remain the same.



  • Innoculations are NOT effected by Wound Treatment skill mods.

Bivoli and Clothing enhancements were used, they had no effect whatsoever on the application of the innoculation.



  • Innoculations can be overwritten.

The innoculations can be overwritten by a higher level innoculation. During the testing, the A was cleared by a B, and the B cleared by a C(even though the resist rate on the C was lower then the B).



  • Cure Effectiveness to Poison/Disease Effectiveness ratio seems to be the same as it always was.

It took two applications from a A Cure with an effectiveness of 169 to clear a 218 effectiveness anti-med.


It took two applications from a B Cure with an effectiveness of 176 to clear a 218 effectiveness anti-med.


It took two applications from a C Cure with an effectiveness of 196 to clear a 218 effectiveness anti-med.



  • C Level Innoculations have an Absorption factor.

This factor can not be experimented on and is supposed to mitigate the damage done by the anti-med. This doesn't seem to be working at present.



  • InnoculationResist to Poison/Disease Potency Info:

This is just a brief test, sample rate is low due to time constraints:


Poison: 286 effectiveness, 111 Potency


100Resist Innoc A. Poison landed on the first try.


179 Resist Innoc B. Poisonlanded on the second try.


168 Resist Innoc C. Poisonlanded on the first try. Mitigation did not occur on the tick as it should have. The 'absorption' factor may be broken.





Here are some of my thoughts on the testing results.


First and foremost, I would have to agree with the posters previously stated about the Janta Blood which significantly increases the power and effectiveness of both Cure and Innoculation, based on the stats, the power of Janta blood which is around 100 would boost both the effectiveness of cure and innoculation by at least 40%.


In addition to that, I believe the Med use for both Area Cure a and innoculation is too low. They should be 80 at least which will require at least Advanced Medicine Knowledge, that'll push a lot of doctor dabblers out.


Finally I would like to know the quality of resource that's used in this experimentation because I truly believe with extremely high quality resources, even Innoc B will be overpowering.

Consider this, with the best and highest quality resources, the potency on an Area poison C is 130, which is not much higher than 111 you tested on vs. the Innoculation B and C WITHOUT the commonly available Janta Blood.


Oh hell, I just looked at the schematic more closely, you could replace the dispersal mechanismwith rancor bile and replace the bio effect controller with Janta Blood and wala, you get 200 charge area C cure with 400+ effectiveness.


Anyway, those are just some of the issues that I see. Those are based on my experience as both as a seasoned Combat medic and Doctor.




Message Edited by TsunamiKata on 08-03-2004 08:11 AM



TsunamiKata Hunter
The Dark Messiah
I'm the new evil, F3aR m3!
Happymob
Tue Aug 03, 2004 9:03 am
#34






TsunamiKata wrote:



I truly believe with extremely high quality resources, even Innoc B will be overpowering.



And because the resources on the B level meds aren't particularly specific, these will be craftable at 90% and higher of theoretical max power from day 1.

The poison cure C may be rare for a bit (lack of domesticated meat) and on some servers lacking in power (lack of quality meat and rethin inert). But we all have 900+ OQ inert gas and 900+ OQ, high PE meat sitting around to combine with 190+ power ALSs. The Bs are going to be scary right from the start even without the bile/janta combo.



Imadoh and Ikiecobi
Quality Resources and the Corellia Butcher - NoCo
NoCo Trade Center, Corellia (just northeast of Coronet) 796, -3076


Grozurr
Tue Aug 03, 2004 10:49 am
#35






TsunamiKata wrote:



Here are some of my thoughts on the testing results.


First and foremost, I would have to agree with the posters previously stated about the Janta Blood which significantly increases the power and effectiveness of both Cure and Innoculation, based on the stats, the power of Janta blood which is around 100 would boost both the effectiveness of cure and innoculation by at least 40%.


In addition to that, I believe the Med use for both Area Cure a and innoculation is too low. They should be 80 at least which will require at least Advanced Medicine Knowledge, that'll push a lot of doctor dabblers out.


Finally I would like to know the quality of resource that's used in this experimentation because I truly believe with extremely high quality resources, even Innoc B will be overpowering.

Consider this, with the best and highest quality resources, the potency on an Area poison C is 130, which is not much higher than 111 you tested on vs. the Innoculation B and C WITHOUT the commonly available Janta Blood.


Oh hell, I just looked at the schematic more closely, you could replace the dispersal mechanismwith rancor bile and replace the bio effect controller with Janta Blood and wala, you get 200 charge area C cure with 400+ effectiveness.


Anyway, those are just some of the issues that I see. Those are based on my experience as both as a seasoned Combat medic and Doctor.





Message Edited by TsunamiKata on 08-03-2004 08:11 AM




Personally, it's not the janta blood issue that brings up the biggest problem for me- its the fact that Doctors just got 2 more powerful weapons, when i feel (rather strongly i might add) that CM should have one of (if not both) of those new abilities. Since when does doctor get any type of area cure, even if it is at point blank? And secondly, what do they need to craft these things, because if it's not CM dependent, the devs are making a serious mistake.


Just goes to show who the devs like more...



Grozzer




neutrineaux
Wed Aug 04, 2004 5:11 pm
#36






Grozurr wrote:





TsunamiKata wrote:



Here are some of my thoughts on the testing results.


First and foremost, I would have to agree with the posters previously stated about the Janta Blood which significantly increases the power and effectiveness of both Cure and Innoculation, based on the stats, the power of Janta blood which is around 100 would boost both the effectiveness of cure and innoculation by at least 40%.


In addition to that, I believe the Med use for both Area Cure a and innoculation is too low. They should be 80 at least which will require at least Advanced Medicine Knowledge, that'll push a lot of doctor dabblers out.


Finally I would like to know the quality of resource that's used in this experimentation because I truly believe with extremely high quality resources, even Innoc B will be overpowering.

Consider this, with the best and highest quality resources, the potency on an Area poison C is 130, which is not much higher than 111 you tested on vs. the Innoculation B and C WITHOUT the commonly available Janta Blood.


Oh hell, I just looked at the schematic more closely, you could replace the dispersal mechanismwith rancor bile and replace the bio effect controller with Janta Blood and wala, you get 200 charge area C cure with 400+ effectiveness.


Anyway, those are just some of the issues that I see. Those are based on my experience as both as a seasoned Combat medic and Doctor.





Message Edited by TsunamiKata on 08-03-2004 08:11 AM




Personally, it's not the janta blood issue that brings up the biggest problem for me- its the fact that Doctors just got 2 more powerful weapons, when i feel (rather strongly i might add) that CM should have one of (if not both) of those new abilities. Since when does doctor get any type of area cure, even if it is at point blank? And secondly, what do they need to craft these things, because if it's not CM dependent, the devs are making a serious mistake.


Just goes to show who the devs like more...



Grozzer










even with "point blank" the effect reaches out around 20 meter, which is a pretty ok range for a low end ranged stim single. so they can call it "point blank," but it has the same effect as a ranged item.



no, wait, i saw this game... "pong" i think it was called. it was really easy to understand! maybe you could make swg more like pong! think of it! fast paced action! iconic characters! MORE FUN!


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