Combat Medic Archive
Thread: CM Issues being addressed
> AREA poison C versus my own 90% efficiency experimented but they don't
> tell you the value darn it cure poison C, and it 2 applications of the
> cure.
How did you test it?
I ran my tests in two different ways:
----- First test ----
1) make poison
2) duel friendly doc
3) apply poison (do not shoot him, no weapons in hand)
4) have him cure it
5) have him tell me how many attempts he did (one, and I noticed it too, it was gone as soon as he stimmed himself).
----- Second test ----
1) Duel master doc/CM
2) He poisons me
3) He applies cure to me
4) He only applied it once and poison was gone.
I will test it one more time and will provide screenshots and logs.
Could you please do the same ?
Can you tell us what the resource stats were on all fo the resources used to make all of the components as well as what was used in the final Poison and the Cure? Did you use Doc supplied components? What was teh final Effectiveness and Potency ratings on the poison and which did you experiment for preferentially?
Zarlor wrote:Just to give everyone something of an update, the Medical Professions' (and other stuff) designer, Ben Hanson, has gracioulsy let me know that some of the issues being looked at for us include:
- ABEC XP issues
- Usefulness of QuickHeal
- Usefullness of First Aid
- Power of Cure Posions and Disease as compared to similar level CM Poisons and Disease
- Adv Resilience Compound not loading
- AoE Disease pack Usage Levels
- Ranged Stimpack E typo
Those would all be parts of, in at least some manner, issues #1 according to the current Big List ordering. (And just getting this list is a partial address of Issue #3).
Keep in mind that the absolute earliest we could see any kinds of fixes like for any of the above stuff would be in the next full Publish, which has yet to be announced. Publishes normally only come out once a month and they go to Test Center for at least a week or two before going Live. The current one seems to be running a tad late, though. At any rate that means that the absolute earliestwe could even hope to see some kind of fix on these go in would be in about 2 weeks, but it is more likely that we won't see anything until the next publish is released, so 6-8 weeks at a guess. I'll update you if I get anything more concrete.
In the time it took Ben Hanson to send you an e-mail, he could have fixed half the "CM Issues" (ie typos) that plague us.
For the love of Pete, how hard can it be to change a 13 to a 3?
The game's been out for what 3, months now? And they just now get around to "looking" at the issues?
/give up
Subcomponents:
http://mfs.no-ip.com/swg/screenShot0066.jpg
http://mfs.no-ip.com/swg/screenShot0067.jpg
http://mfs.no-ip.com/swg/screenShot0068.jpg
Finished product:
http://mfs.no-ip.com/swg/screenShot0071.jpg
I am NOT a doctor so I can provide you with SS of cure packs, however I will ask the doctor what stats he used.
Here is my issue:
I looked over big post with suggestions, and I do not see any CM complaining about doctor's ability to cure poison.
You added that issue to Combat Medic list (why not to doctor list?) in the middle of other very important issues, and now it's being addressed BEFORE many other important issues.
Since you added it, what kind of test data did you use to come to this conclusion ? How many CMs (not doctors) complained about it to warrant it's appearing in CM list ?
I did a search on CM forum for the word "cure" and looked at evey post going 3 weeks back - there was no request other then from 2 master doctors to make cure poison more effective.
On the other hand:
http://forums.station.sony.com/swg/board/message?board.id=combat_medic&message.id=7569&highlight=cure#M7569
Quote: "As a master doc with a high level cure poison C, I stop poisons in one application."
http://forums.station.sony.com/swg/board/message?board.id=combat_medic&message.id=8016&highlight=cure#M8016
Quote: "As a doc as well, i can truly say that high lvl doc cures are in fact on par with single target CM cures."
I did a little probing into the issue, and I am convinced that number of applications depends on Cure effectiveness as opposite to poison effectiveness. As you can see from many posts, while some poisons do break 250 barrier, most of the ones considered good are in 230 range
Quick search for stats shows me that most well-experemented cure C poison packs are OVER 250, therefore healing most poison C packs in one application.
There is a trick to it however: some doctors produce dumb-down C packs (so they can be uses with minimal doctor skills) putting most points into ease-of-use instead of effectiveness. Those packs indeed will not heal top-of-the-line C poison, but they can be used by starting doctors instead - so they should NOT be able to cure master CM poison.
Now, assuming the cures are improved 2fold, even poison B pack (which can be reduced to novice doc level) will be able to heal MASTER combat medic poison - you don't see anything wrong with the picture ?
That to me undescores the need for every profession to have their own correspondent, the one who will be biased towards his profession only, and the one who will be willing to do testing and research at least to the level of (but prefferably more) then the example of the research here.
MichaelF77 wrote:
> I tested this with my top of the line 90 potency 150 point effectiveness
> AREA poison C versus my own 90% efficiency experimented but they don't
> tell you the value darn it cure poison C, and it 2 applications of the
> cure.
How did you test it?
I ran my tests in two different ways:
----- First test ----
1) make poison
2) duel friendly doc
3) apply poison (do not shoot him, no weapons in hand)
4) have him cure it
5) have him tell me how many attempts he did (one, and I noticed it too, it was gone as soon as he stimmed himself).
----- Second test ----
1) Duel master doc/CM
2) He poisons me
3) He applies cure to me
4) He only applied it once and poison was gone.
I will test it one more time and will provide screenshots and logs.
Could you please do the same ?
I am master doc, master combat medic. I've also tested in two ways... sort of
Test 1: controlled
-dueled a friendly TKA
-applied area poison
-allowed 1 tick of damage
-applied cure
-watched additional (lesser) ticks of damage
-applied cure again
Test 2: oh crap, they've got a combat medic!
-team was hit by area effect poison
-applied cure to the squad leader
-saw the poison was still on the squad leader
-attempted to cure self but as it was mind poison didn't have the pool points to
-was incappacitated
-deathblowed
both situations were Area Poison C versus Cure Poison C
effectiveness on my poison is near 150, potency between 87 and 92
effectivenness rating for the Cure C is not displayed despite being able to experiment on it (which I have done up to about 90%)
Alternately, I have never had a Cure Disease B fail to completely remove disease, even a Disease C (I don't know the effectiveness off the top of my head for this though)
I'll see if I can find a victim... err test subject for screenshots.
the poisons you are using to test the cures on are not top of the line. im sure but does it even matter how strong the poison is when tryin to cure it? my disease packs have 101 potentcy and they usually take atleast 2 packs
my areas poison are 97 potency 189 effectiveness and they get cured in one try usually...
im not so sure the potentcy or effectiveness have much to do with being able to cure it...i couldbe wrong
Michael, all I can say is look at the following threads:
http://forums.station.sony.com/swg/board/message?board.id=combat_medic&message.id=5473
http://forums.station.sony.com/swg/board/message?board.id=combat_medic&message.id=6319
In those threads I ask all of YOU what your issues were, and I asked for suggestions and corrections to the list. I don't know what to tell you except that I did not bring the issue up. Some other CMs apparently thought it was an issue so it's on the list. It's organized the way it is because it fit in with the overall issue.
Beyond that the Dev made their decision to presumably "fix" that problem without ever having gotten this list of issues from you guys.
Yes, we need a dedicated CM correspondent, but hell NO there was absolutely positively NO intent on my part to misrepresent or counter your, or any other CMs, experience with poisons and cures as a CM. So I don't know what to tell you about this. I didn't make the suggestion here for that issue. Talk to some other CMs about it. The fact that you even found threads on the issue should tell you something, that it IS an issue for some other CMs, maybe not you, but obviously your experience in the matter is different.
The problem with the information you keep giving me is that it is incomplete! I CANNOT objectively look at the figures if I am only seeing one side of it. In order to properly gauge how well a cure works against poison I need to see all of the resources and all of the components that went into BOTH the Poison AND the Cure, and where the experimentation points went for each of them.
So far you keep giving me a one sided argument here, that in your experience your poisons are getting cured in one shot. But you've got at least 2 other posts in this very thread saying that is not the case for them. It's taking 2 cures more often.
I'd be more than happy to say this is NOT an issue or to ask the Dev NOT to fix it if I can get all the details to prove that a similar level Poison -v- a similar level Cure made with identical (we'd have to go with similar, instead) resources and indentical Crafting skill levels is cured in one shot already. There's nothing else I can do about the issue and if I were a pure CM and the CM correspondent I wouldn't react to the situation any differently, I'm sory to say. I'd still list it as an issue because other folks around here are listing it as an issue unless we can get some equal proof to the contrary.
I wanted to add that this is not to say anything bad against yo Micahel, just that this might actually be another issue that you are seeing. It is quite possible that even if you are using a singular C Poison that is getting cured by a single C cure already, then it could still be that youa re suffereing from a resource imbalance on your server. Meaning the resources available to you to make poisons are not as good as the resources available to a Doc to make thier cures. Not to mentione the stupid experimentation points problem for CM components getting stuck over in the Doc line which I'm pretty convinced is a bug that is gimping non-Doc CMs further.
It's also entirely possible that the folks saying it takes at least 2 cures to fix their poisons are on servers where the CM resources are better than the Doc ones. It could just be a luck of the draw in that respect.
All I can say is that the preliminary testing that I have seen suggests that when CM DoTs were increased in power in the first publish, that Doc cures were not increased. As such it realy is quite likely that there was an imbalance there. I can't see the numbers, though, so hopefully Mr. Hanson does have a decent grip on the issue and isn't just upping cure efficiency to screw CMs over, but to actually bring them back in line where they were supposed to be to begin with..
Oh, I hate to be the evil complainer, but looking at the notes for the Test server so far they have managed to change a 13 to a 3. Which is a suspect fix at best.
If it takes months to change one number, I don't have a lot of faith that a longer list of CM issues will be addressed in a timely manner.
Eureka
We need a vocal Class Lead. Eight weeks is too long for schematic changes.
I understand that there are larger issues that require additional time, but as the person who has access to the Devs ears, I would prefer a stronger attitude towards the smaller items in need of repair.
Combat Medic schematics are Fundamental to the class. They are our primary offensive ability.
An eight week ETA for a correction of this issue is unacceptable and must be escalated as a priority.
Eureka