Combat Medic Archive
Thread: Preliminary CM Nerf FAQ
OK , read the entire thread this time, not just my posts ok?
As for your arguments, Keep in mind 90% of the SWG population would love to seeCM knocked down a few notches.
Poisonds and diseases are specials, atleast according to combat as the Devs designed it. No other class can effect a dot without a special move.
You can use low range high damage disease and poisons at a low skill level of CM.
I dunno... maybe we should spend some serious time looking over my calculations from the "How much is to mouch"-thread and include them in the FAQ?
And maybe we should start to get vocal about wanting "fair" damage out of our packs.
Just of the top of my head.
With my unsliced elite carbine and using cripple shot I can land shots that do about 1500 damage average. Were I a Master Carbineeer and had the proper slice/poweer up I could spam this just about every second. (If I'm misstaken on that point please feel free to correct me)
With 75% Damage reduction that evens out at 375 damage per second.
Poison ticks at once/8 seconds wich, to be comparable to the carbineer damage, should do about 3 000 damage per tick.
The exact numbers could be argued, I doubt my elite Carbine is the best example in the world but I wanted something that had a small range. The Laser would give less reliable statistics but I've hit cripple shot for well over 2 200 with it.
Of course, 3 000 poison damage per tick is just for PvP. In PvE the damage has to be four times higher to be balanced with other professions. Or roughly about 12 000 damage per tick.
Now, it is only fair to say that some of this damage should be removed since we don't miss. So say that the carbineer misses one shot out of eight. (I usually hit my mark and I'm not even Master Carbineer) Then we have a per tick damage of about 2 625. (10 500 in PvE)
I can agree thatthese figures shoul be for single shot poisons only and that AOE poisons should be somewhat lesser. Say doing two thirds of the Single shot poison. (1 733 in PvP and 6 930 in PvE)
Now, this is for Master Combat Medics using decent to good resources. Exceptional resources and Uber loots should provide higher damage output. Remember that your Krayt Laser carbine will last much longer than my Fire Spider Venom C-poison.
These figures should be looked over, compared to masters of all other combat professions and to different weapons aviable to them. Ordinary as well as Krayt enhanced and Legendary. Then we could present that data to the SWG community and the debate could be resumed with correct information at hand.
“In terms of gameplay, this second stage of over all combat balancing is going to bring with it a new wave of change; damage, to-hit, specials and the full scope of weapon combat will be out of whack for a little bit, but keep in mind, creature changes are in and at this stage, weapons will be falling into place; 2 of the 4 basic subsystems will be trued up with each other.”
Oh, Asuph, that also means I'm just not going to bother responding. The point of the FAQ was obviously lost on you there and you have a LOT of misinformation in there you keep trying to toss out that I'm really not going to bother to corrrect (although Pahdbacca may continue to do so if he feels like pursuing it further.)
Suffice to say that CMs are getting "nerfed" in ways that do not involve a reduction in the amount of damage CM DoTs do.
I don't know of any other way to tell folks that fixes are in the works and they will just have to wait until after the Combat Revamp to see it, though. Nobody seems to want to read that part it despite the fact that it completely supports their allegations that balance is needed and that it is coming.
16. BE's are mentioned. Squadleaders are mentioned. Fencers are mentioned. CM is the only class i can find NO, NONE, ZERO, NADA, ZIP, ZILTCH, references to at all.
Do you want them to remove the profession completely?
Adam723 wrote:
Do you want them to remove the profession completely?
I suspect that he does. I suspect a darker motivation behind many of the nerf calls than merely wanting a "balanced" PvP system. I suspect that many people merely want to PvP in near god mode. Defense stacking, for example, allows for that sort of gameplay. Until they come across a combat medic, that is.
Many people naturally want to remove any profession that their particular template can't adequately deal with. Never mind the fact that there is a profession that does deal with it completely (doctor, at least on a 1-to-1 basis). If they can't counter it personally, they want it gone.
The problem I see with removing CMs (or effectively removing them which an AOE cure or 75% damage nerf would do) is that it removes one whole method of damage from combat. What we are left with is then easier to gameplan against. This appeals to many people. But it sure seems boring to me.
I want us to move in the opposite direction. Create even more unique ways to deal damage. Make commando grenades truly useful for area damage, for example. We can make the system balanced through addition as easily as we can make it balanced through subtraction. If we do the former, we end up with a richer combat system rather than a more boring one.
Gobson wrote:
I know that, his AoE's A's are 600 or some insane number like that
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I needed a good laugh...seriously, Adv AOE A's have an effectiveness of like 45 lmao
Your arguments about CMs having low damage per second, are simply wrong.
In4 seconds a CM can effect 1 pool for damage every 10 seconds.Lets say he gets 2 aoe poisons before he dies.Stop your calculation there. BUT.... Even though he is dead, his poison isnt. It will contuinue to tic for the duration of the DOT, for say 500 a tic, to multiple targets, usualy atleast4 in a raid.
Thats about400 DPS without even being alive, or in the battle any longer. Usualy this damage is to the mind pool, which cant be healed. If the battle lastsone minute, and the cm doesnt even go back, he has done 24,000 DPM, or in the 8 seconds it took him to throw the poisons, 3000 DPS. That is with a poison that lasts only 1 minute.
The problem is, one CM can effectively destroy and attacking force 10 times his own force's size. This, in itself is unbalanced. It incourages CM zerg'ing and CM Greifing.
Ignoring somone with valid arguments, is not a good idea. Its best to help resolve game issues as theyeffect gameplay, rather than calling them a nerfherder and contributing nothing.
Show me a rifleman who can do 3000 DPS for a full minute.