Combat Medic Archive

Thread: mind poisins after cU

WestsideMobsta
Wed Apr 27, 2005 8:52 pm
#1

hey i was wondering after CU since there nerfing mind hit do are mind poisins just disapeer or do the tick health?
davidben2001
Wed Apr 27, 2005 11:20 pm
#2

All poisons, diseases, buffs, and almost any other medical consumable you have will convert to the generic stimpacks that any other player can use. Most of the ones I had on TC (corbantis) healed 250 and had the same number of uses as the item it came from.


As for actually poisoning/diseasing things, it no longer requires you to have poisons. You use the force now. What I did not like about it was I could not see how much they ticked for or if they wereeven tickingmore than once. Also, we seem to have a few other attacks/heals, but since I'm also a master doctor, I might be getting some of those confused with something else.


I was unable to do much other testing since I had a crash to desktop soon after.



Ades Hinks / Belgrave Palafox / Evargleb Xofalap / Naiya'Nal
-=:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::=-
Aimlessly wandering the NGE Universe


bLink1971
Fri Apr 29, 2005 12:37 am
#3

All of my pre-CU crafted poisons and diseases were converted to the new poisons and fire enhancment packs with 750 effectiveness. I had these stored on my yacht during the CU upgrade due to the massive amount I had left over. All range and area-stims were converted to Bacta Spray or Bacta Toss.




b'Link Ai'idan | elder jedi padawan
Chrris'tena Kamill | trader | artisan | merchant
vendors | mirage, tatooine | phoenix industries -2059, 4163

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