Combat Medic Archive

Thread: Area Cures and Innocs What CMs Can Expect On Tuesday

vortexala
Sun Aug 08, 2004 8:59 pm
#27






redheady47 wrote:

Cm's are getting what they deserve plain and simple. Looking at these tests you still land 4 out of 20 throws andin an aoe throw on 20 people your still gonna get 4 people infected. Thats more then balanced and fair.




No, actually, it's not 'more then fair'.


Two things to know: Innoculation resists go against our Potency rating on our poisons and diseases. Cures go against double the Effectiveness rating of our poisons and diseases.


Now then, the tests were performed with Single-Target poisons and diseases vs innoculations and area cures. Our Area Effect Poisons and Diseases have far less potency then their single-target counterparts, so obviously if I was missing THAT badly with a single-target, an area effect would be worse off. So if a group of 20 people, all inocc'd, were targeted with a regular potency Area Poison most if not all would resist.


And in order to even TRY and get past the innoc, we'd have to up the potency greatly at the sacrifice of effectiveness. So we'd hit, say 5 people out of 20 with a Potency experimented area poison. The effectiveness on it will be so low that a decent lower-level area cure will clear it.


And all this is before ANY damage is even taken.



Funny...doesn't seem too balanced and fair to me.







~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
redheady47
Sun Aug 08, 2004 9:22 pm
#28






vortexala wrote:





redheady47 wrote:

Cm's are getting what they deserve plain and simple. Looking at these tests you still land 4 out of 20 throws andin an aoe throw on 20 people your still gonna get 4 people infected. Thats more then balanced and fair.




No, actually, it's not 'more then fair'.


Two things to know: Innoculation resists go against our Potency rating on our poisons and diseases. Cures go against double the Effectiveness rating of our poisons and diseases.


Now then, the tests were performed with Single-Target poisons and diseases vs innoculations and area cures. Our Area Effect Poisons and Diseases have far less potency then their single-target counterparts, so obviously if I was missing THAT badly with a single-target, an area effect would be worse off. So if a group of 20 people, all inocc'd, were targeted with a regular potency Area Poison most if not all would resist.


And in order to even TRY and get past the innoc, we'd have to up the potency greatly at the sacrifice of effectiveness. So we'd hit, say 5 people out of 20 with a Potency experimented area poison. The effectiveness on it will be so low that a decent lower-level area cure will clear it.


And all this is before ANY damage is even taken.



Funny...doesn't seem too balanced and fair to me.









5 out of 20............thats how many any other aoe attack will hit and we still have to deal with defenses, armor, psgs, food, and mitigation. This is balancing plain and simple.



You also tested with very weak poisons NOT using spider venom....effectiveness isnt gonna be hurt that bad in the venom versions.


Combat medics will still make an impact on a battle just not the game breaking one they have been.




Just a FYI yall didnt get aoe cures because Rifleman/CM would be near unkillable....and if near a body of water with no jedi around unkillable.





Zacharias Master Merchant/CH/ubber
Zakkariini MD/Rifleman

Has Park been back to the Borgle cave yet?
PsionicHawk
Sun Aug 08, 2004 10:11 pm
#29

10 cures would NOT have to be applied to him, the cures are stronger then our packsand we've yet to see how high they can go. You seriously don't know what your talking about. To use your words be "quite" now.



a Snodewejowoji a
FCM CorrespondentE
Alt: a TitanHawk a
Naritus

PsionicHawk
Sun Aug 08, 2004 10:12 pm
#30

Also trust me when I say your the one that needs to be educated in this subject.



a Snodewejowoji a
FCM CorrespondentE
Alt: a TitanHawk a
Naritus

JCatano
Sun Aug 08, 2004 10:20 pm
#31

Are they ever going to fixthe situation where CMs exploit the bug of stacking 2 Mind poisons?


rhaspede
Sun Aug 08, 2004 10:23 pm
#32

Sorry dude, you're wrong again. If 10 cms apply 10 poisons to 10 people, 1 doc can cure all 10 poisons on all 10 people with one shot of his/her area cure.BEFORE any damage from the poison is taken.


On a seperate note, thanks for the info Tex. I think this is waaay overboard. The ability to cure everyone in a 27m radius without having to stop moving? That's too much. The only good thing about these cures is the med use. It will discourage dabbling because people will have to either be master doc to use the really good stuff, or just bring a master doc with them. Still, those "A" lvl packs are pretty powerful already, and like yall said, they're only going to get better.


I've been a master cm since about month 4 of release. These nerfs are really starting to get old...


/sigh
PsionicHawk
Sun Aug 08, 2004 10:33 pm
#33

I believe stacking is "working as intended"



a Snodewejowoji a
FCM CorrespondentE
Alt: a TitanHawk a
Naritus

JCatano
Sun Aug 08, 2004 10:47 pm
#34






PsionicHawk wrote:

I believe stacking is "working as intended"





Heh, most likely....


In my opinion, that is the biggest problem, although I really do like the new changes about to come in.


The first poison is somewhat bearable. The second is simply a pain in the ass.


Blackmoore
Mon Aug 09, 2004 12:06 am
#35


Thanks for the info Vortexela!


Wow! So much for point blank area for that range for the cures. I hope there issome rollback on this. These cures and inocs are friggin crazy! Like we even have a chance in PVP. At least PVE we will still be effective.

Message Edited by Blackmoore on 08-08-2004 02:06 PM



Ocore Wavingmist: Jedi

Ewang Grandstrand: 12 Point Master WS/12 Point Master AS/Merchant

Chilastra/Corellia/Coronet Vendors at 753 -5233 and the Merchant Tent 717 -5260

New Restuss vendor 5052 6371, New Theed vendor -6667 5028

Chilastra/Tatooine/Ronin City
vortexala
Mon Aug 09, 2004 12:07 am
#36

Sorry, didn't think to get that info. Was busy crafting all the c level packs and seeing how high I could tweak them...




~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
FatWookieeWickett
Mon Aug 09, 2004 12:09 am
#37

all i can say is there is a silver lining.

1: I have been CM for over a year now, so i am maxed out on medic and medic crafting xp. I will have a solid lead on switching to doctor

2: I always have my alt.


wickett
Blackmoore
Mon Aug 09, 2004 12:27 am
#38

Yeah, but if no one is using poisons/diseases then the inocs andcures won't even be used.



Ocore Wavingmist: Jedi

Ewang Grandstrand: 12 Point Master WS/12 Point Master AS/Merchant

Chilastra/Corellia/Coronet Vendors at 753 -5233 and the Merchant Tent 717 -5260

New Restuss vendor 5052 6371, New Theed vendor -6667 5028

Chilastra/Tatooine/Ronin City
Condiment_King
Mon Aug 09, 2004 12:38 am
#39

I think there is one thing all of you missed when reading her post...


the duration of those innoculations...



Innoculations Made:



  • Disease Innoculation C - 199 Resist, 2030 Duration, 6 Absorption Rate - Lasts 33 minutes
  • Disease Innoculation C - 199 Resist, 1778 Duration, 9 Absorption Rate- Lasts 29 minutes
  • Poison Innoculation C - 185 Resist, 2460 Duration, 3 Absorption Rate - Lasts 41 minutes
  • Poison Innoculation C - 185 Resist, 1704 Duration, 9 Absorption Rate - Lasts 28 minutes


the max on one of them was 2400ish, and the rest were a lot lower. If the max duration was at 2500 (say someone tweaked it better) then the amount of time on those is just like a brandy. 40 minutes. Thats it... youre gonna need to take a doctor with you on all PVP hunts all the time. Not to mention if theyre with a whole group of people, that doctor will be running out of innoculations so fast... plus if that doctor gets tef'd doing innocs then bye bye surgical droid.


Ive been PVPing a lot lately on eclipse and when we're looking for imps to kill, it usually takes about 2-3 planets at least to find a good battle that is more than just 1 or 2 people. The travel time between planets is going to eat up at least 50% of the time on those innocs. Dancer/Musician Buffs last for 2 hours and normally you can only go through 1-2 really good fights on them.


With this duration, people are gonna be needing to run back n forth to their doc to get themselves fixed. In all honesty, these innocs are more of a hinderance than it is beneficial. The only thing that is nice for the doc's in this patch are the area cures... those will be annoying. Guess who gets targeted first now instead of the CM? and guess who doesnt get deathblowed and has to sit on the ground for 2 min...?
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