Combat Medic Archive
Thread: A simple reply to illustrate the power of poison...
One has a combat medic the other doesnt. Let's be conservative. CM goes in and hits 5 people with a 300 tick poison. That is only 1500 damage every 10 seconds. Now take a rifleman that is able to hit at 500 after the 75% reduction every second. He goes after the CM and kills him. Poison goes to work on him . Lets say he very good and kills 2 more people before he dies.Now we know he didnt do all the damage but lets assume he did. Lets assume he hit them all in the mind. Lets assume they had buffed minds to 3000. He killed 3 of the 5 people so that is 9000 points. Lets be conservative and say he did this in 2 minutes. In just one minute the dead CM has done 6 x 1500damage or 9000. The same as the riflemanor women. However he did it in 1 minute instead of 2. His average damage per second is 9000/60 or 150 dps. The rifleman or woman is half that or 75 dps because he did it in 2 minutes.
Now if we want to start talking bigger ticks and stacking coupled with the riflemen/CM combo we can. We can throw docs into the equation as well but we all know that 1 doc cannot counter one 1CM no way no how and the doctorscuring ability stops when he dies. Not so for the CM's poison. I skewed this on purpose to make a simple point. Judge for yourself..
Message Edited by Morath360 on 07-14-2004 01:17 PM
Message Edited by Morath360 on 07-14-2004 01:32 PM
Morath360 wrote:
The above illustration is hardly optimal. I used a low tick. I used a high powered rifleman. I feel that no class should be game breaking by itself. My pvp experience shows that our doc always gets gobbled up. To say you must have 1 doc for every 3 people shows the lack of balance. In any event, I will have to test the new changes..
It's optimal just in the sense of a group of heavily armored, food-prepared defense-oriented players vs Combat Medic. In a 1 vs 1 situation against a Doctor...a CM doesn't stand a chance. But too many players just ignore that...
And as far as balance with CM vs Doctors go...how many players go into PvP without buffs? Doctors are supremely necessary in almost all functions of the game right now. Everyone goes buffed. CMs just make it where you can't leave that random doctor in the starport--you have to bring him with you just in case. CMs aren't skewing the balance any--the need for doctors is already high. CMs just force them to get off the golf courses and onto the battlefield!
Morath360 wrote:
First of all I am a master TKA on my main pvp character Kahless. You simply cannot meditate the poison away fast enough and if you get a disease on you forget it.
Morath360 wrote:
I have offered several solutions to the CM. However, you raise the very interesting SP issue. The real fallacy with that is that I have spent more SP on more combat professions than any CM. Its really easy to do since the majority of our SP's are for medic and curing. I have suggested giving the CM more sp in order to gain what they need in PVE and at the same time balance pvp. You have to admit as a CM/Doc we stink in pve. Why not give more points by getting rid of the ranged support tree of Marksmen. My MD/MS rocked pve. Yes Morath some of your ideas are good ones but many of them still are far from the main issue. I keep repeating it over and over but you seem to ignore it. Make the mind equal to the health and action while making it healable fixes ALOT of the issues with Combat Medics owning people. Range has already been address.
Also, its not apples to oranges. Both deal damage to the same person and the same health bars. Both kill you. The only diff is that one uses non mitigated poison that ignores defenses for the most part and practically never stops even when the issuer dies. And the dev's have already acknowledge that fact that defenses and armor are waay over the top of what they envisioned when the game was created. Health and Action poisons ARE mitigated by the regeneration of a buff and it takes STACKING to cut through those with poison alone. Wouldn't it be great if the MIND was just like the Health and Action so that MIND poisons didn't have such an easy time eating them up? Poisons stop after 4min-12min which in PvP is a lifetime. If there were more classes that could cure poison things would be alot simpler.
Anyway I really appreciate the analysis going on here..
Message Edited by Brainplay on 07-15-2004 05:52 AM