Combat Medic Archive

Thread: Poison Question

Howii0
Wed Jul 09, 2003 10:47 am
#1

How much damage do the combat poisons do at different levels? Do they stack with body shot/head shot/leg shot?

Thanks
NefariusForlorn
Wed Jul 09, 2003 5:27 pm
#2

yeah they stack with health shot, etc....

don't know about dmg tho.....but poisons As do very little to start with

i find it annoying that the hybrid professions DOT seem to do nothing by comparison to the starting profession of markman's DOT

thought im not high up in CM yet so maybe this will change....but still
zelerich
Sun Dec 28, 2003 11:10 am
#3

I was dueling smoeone the other day that was a master combat medic. They shot a poison at me right away when duel started and my mind went down quick. As a master doctor can we heal these things as soon as it happens?
Penecillian
Sun Dec 28, 2003 11:29 am
#4

Yes. You need cure disease, poison packs. Takes a few seconds before poison ticks off. If you are not shooting you can heal em right away.





Happy Fly'n,
Pen'cillian A'Yka
Master Shipwright
Master Doc since July '03
Retired Master Doc Sept. 05
Pen's Aeronautics in Mos Haven, Tatooine
3044x10x2804
Blue-Quick
Sun Dec 28, 2003 11:30 am
#5

Sure. Have /curepoison in you hotkeys. As soon asthe poisonhits you, tap it. Tap it early in fact, it'll do nothing unless you are poisoned. You don't even have to target yourself (as long as your opponent is targeted...kind of like using a stim in battle). Make sure you have a poison cure pack in your main invnetory.


Use bovili and fishnak too. Both of these foods will give your mind pool +1000. Use moun gold. Another mean little way for a doc to win a duel. If you do this, mind attacks aren't such a big deal.


Blue-Quick

MorvenDee
Mon Dec 29, 2003 5:56 am
#6

I recommend hotkeying a macro that contains /peace; /curepoison; /curedisease


It stops your combat actions, looks for poison (most important) and cures it. If it doesn't find poison it looks for disease and cures it.


You can also doa single hotkeyfor the heal state packs: /peace;/healstate dizzy; /healstate intimidated; /healstate blinded; /healstate stunned




Tale
parax4477
Mon Dec 29, 2003 7:47 am
#7

hijak time!

Are there varying degrees of poison?
So that it mike take 2-3 times to heal it for it complety go away ? Like a bleed?
Or is it only Poison / not poisoned istance , like a Dizzy state ? (heal once and it's gone?)

lucky enough to never been poisoned , yet
Thanks
Zarlor
Mon Dec 29, 2003 7:53 am
#8

There are varying levels that may require multiple cures.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Playdead
Tue Dec 30, 2003 2:27 am
#9

When making Cure poison or disease packs, other than the final assembly ingrediants (inert gas and various organics) and the Bio Effect Controller does the power of the Liquid Suspension really matter at all?? It's obvious the Bio effect determines the charges outcome but there's nothing that indicates the power rating on these. I have no clue if this item is just a use once to fix/heal thepoison/disease stateor if power really means something and helps remove the state faster.


I would hate to use good ALS's ifthey weren't even helping anything.


Same goes for the other state heals now that I think of it. Aside from the resources and Bio effect contoller that affect the charges and med use, I see no reason to use good Chem releases and Liquid Suspensions on these. I am wrong, maybe missing something here?





Zia Obi - The Dark Path
-TDP Mall - Mal'icious's Food & Drink, Resources & Pharmacy SE Cornet 588 -5148
Got resource stats? www.swgcraft.com
MorvenDee
Tue Dec 30, 2003 3:21 am
#10

Way back when I made a crate of each cure C pack with 60-ish charges per pack, I think I used normal liquid suspensions. And these packs almost always cure the poison or disease on the first go. I don't have any hard data but I don't see any reason to used advanced LS.



Tale
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