Combat Medic Archive
Thread: CM Bug Report 11/24/03
Hi everybody. Here is a list of CM bugs that may be added to the State of the Profession statement for Combat Medics. Please feel free to add your own issues, comment on the existing ones, or even say that the list looks ok.
If you have any experience with the following, please state if it was pre or post patch, and give specific examples!!!! I cannot stress this enough. I have seen many issues presented to TH and/or Devs come back ans they need more information or examples. This seems to cause many days of delay in getting issues looked at so lets cut them off at the pass.
- AoE stims are not healing faction pets, such as Storm Troopers and Rebel Commando types. Reports include loss of a charge on the pack and visual effects going off, but no healing.
- AoE stims give a 'you cannot perform this action on that target' when trying to heal valid in-range targets. This seems to happen most often in city PvP fights under laggy conditions.
- Poisoned NCPs will cause PCs sharing the same first name to become poisoned, even if they are on other planets.
- Droid medical modules have a negative effect on /healdamage (Notice this since patch?)
- Reports of moderate successes in poison experimentation in one catagory will lower stats in another catagory. We are trying to reproduce this at the moment.
- Line of Sight limitations are preventing CMs from using meds when small (knee-high rocks and logs) are present in fromt of the CM. CMs consider it unreasonable to not be able to heal targets when you can see the body from the knee up.
Thanks for your help in advance....
#5 always existed, its not an only CM issue
additions:
#7Area poisons stuck. Encountered it twice since pach - cannot throw an area pack. No message, no error, no lag - just nothing happens. Tried both from inventory and from toolbar. Direct packs are tossing perfectly at the same time. Full relogging didnt help, bug vanished in about an hour after appearing ...
#8Sometimes damage from different DoTs is showed as one number. I've poisoned a mob with 630 and 450 per tick poisons, and got -1080 numbers on top of his head floating. A bit confusing.
#9 Mind wounds from disease are not stable per tick - sometimes its 191, sometimes 220, sometimes between(disease pack base strength is 96). I dunno is it intentional.
You accumulate Battle Fatigue by accumulating wounds. The higher your BF, the more wounds you'll take. In this situation, it works like this with diseases, the disease hits you for 90 wounds, it gives you, I don't know, 15 BF. Because of this rise in BF, the next disease tick won't hit for 90 wounds, it might hit stronger, for 100 wounds, because you have higher BF.
WildWildMaN wrote:
#9 Mind wounds from disease are not stable per tick - sometimes its 191, sometimes 220, sometimes between(disease pack base strength is 96). I dunno is it intentional.
I can dream, right?
#1 Also gettin same problem sometimes when I try to heal people in my group. Seems to have something to do if the target is moving. It heals everyone else in the area (not mobs), but the target remains damaged. Been getting it both pre and post nerf. It doesn't happen everytime but often enough.
#2 Also seen it at Dathomir when I was hunting Night Sisters with my guild. Not very common bug, but seen it post nerf.
One other problem I have noticed is that if someone is perfectly healthy and I heal them. It will still do the animation and use a charge even though they did not need to be healed.
PS This also works with Doctor and Medic Stim packs as well. It will use a charge and do the animation even those the traget has no damage.
Range on Heals both Range packs and AoE packs drops if I get aggro somehow, usually from a creatures AoE poison/disease. A group member or pet standing 45m from me that I could hit fine before I was aggroed now at that same distance I get the message that they are out of range. When this happens I have to move to less then 20m most time sometimes down to 15m to hit them with the heal. This does not happen everytime I get aggro but often enough.
Kavedawg wrote:
This just happened to me on TC
While experimenting ease of use on a health disease C pack, I got a failure. The required medicine use went up as it should have, but the potency went from 87 to 96.
Shhhhhhhhhh!
j/k..... will try to see if I can duplicate on Flurry and TC when I get the chance.
Kavedawg, that's exactly the kind of thing I was talking about earlier. The Devs did mention once (maybe it was on the Corre forum) that if you experiment on something that affects multiple stats or ratings, then each of those stats actually have the "dice" rolled for them seperately, even though you are only doing that one experimentation. The result provided is then the "average" of the two. Like in your example maybe the system rolled Crit Failure on Med Use, but aModerate Success on Potency, then it showed you the average success message of simply Failure (or whatever the average in that case would be.)
So that is the way it's supposed to work, but it's just not very clear on that. Then again almost nothing about the crafting system is very clear.
Message Edited by Zarlor on 12-01-2003 09:11 AM
This just happened to me on TC
While experimenting ease of use on a health disease C pack, I got a failure. The required medicine use went up as it should have, but the potency went from 87 to 96.
Zarlor wrote:
Kavedawg, that's exactly the kind of thing I was talking about earlier. The Devs did mention once (maybe it was on the Corre forum) that if you experiment on something that affects multiple stats or ratings, then each of those stats actually have the "dice" rolled for them seperately, even though you are only doing that one experimentation. The result provided is then the "average" of the two. Like in your example maybe the system rolled Crit Failure on Med Use, but aModerate Success on Potency, then it showed you the average success message of simply Failure (or whatever the average in that case would be.)
So that is the way it's supposed to work, but it's just not very clear on that. Then again almost nothing about the crafting system is very clear.
Message Edited by Zarlor on 12-01-2003 09:11 AM
maybe so, but in the past I have had potency or charges drop while experimenting on effectivness which should only effect duration and power. It is really hard to tell if it's working right or if there is a bug, since there is a unclear explaination on how the crafting system works.