Combat Medic Archive
Thread: Post-Publish 19 Healing Guide for Medics, Doctors and Combat Medics
This message contains results from healing tests, conducted post-Publish 19, using various medic, doctor and combat medic templates. Thesubsequent post includes data analysis and the third includes summary and conclusions. This post is being placed simultaneously on the Doctor, Combat Medic and Medic Forums.
TESTING METHOD:
Each data point represents an average of 5 of more heals. For each template and type of heal, results were obtained: (1) with no healing modifications, (2) with +17 Healing Efficiency clothes, (3) with 110 medical droid, (4) with enhancer (except Bacta Shot), and (5) with all the above modifiers. Please note that even higher heals could be available by using +25 in healing efficiency clothes and/or healing efficiency food or drink.
ACKNOWLEDGEMENTS:
Special thanks to Jaskar, Tazi, Phenom, Aufeek, Kivrinand Robii who volunteered their time to help collect this data.
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BACTA SHOT
Template Base HE Skillno mods+17 HE clothes +110 droid Clothes& droid
0000 Medic 5 Bacta Shot 299 787 747 1237
0020 Medic15 Bacta Shot 617 9671050 1418
0400 Medic/4000 CM65 Bacta Shot 1313 1413 1747 1850
0400 Medic/MCM80 Bacta Shot 1411 1505 1849 1926
0430 Medic/MCM 95 Bacta Shot 1476 1549 1926 1983
4040 Medic/MD105 Adv. Bacta Shot 15251576 1962 2026
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BACTA TOSS
TemplateBase HESkill no mods+17 HE clothes+110 droid +1290 enhcr Clth&drd&enhncr
0200 Medic 5 Bacta Toss 231 618 572 818 1517
0400 Medic/4000 CM65 Adv Bacta Toss 994 1084 1338 1576 1990
0400 Medic/MCM80 Adv Bacta Toss 1083 1125 1410 1654 2050
0430 Medic/MCM 95Adv Bacta Toss 1129 1175 1462 1714 2080
4440 Medic/MD105 Bacta Toss 1168 1194 1486 1740 2110
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BACTA SPRAY
Bacta Spray Base HE Skillno mods+17 HE clothes +110 droid+1247 enhancerClth&drd&enhncr
0400 Medic/4000 CM65 Adv Bacta Spray 820 8861072 1271 1589
0400 Medic/MCM 80Adv Bacta Spray 887 9281140 1365 1637
0430 Medic/MCM 95 Adv Bacta Spray 915 9661189 1318 1680
4440 Medic/MD105 Bacta Spray 938 9751211 1385 1685
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BACTA JAB
Template Base HE Skillno mods+17 HE clothes +110 droid+1296 enhcr Clth&drd&enhncr
4040 Medic/4000 Doc 80Imp Bacta Jab 700 728 916 1080 1348
4040 Medic/MD105Adv Bacta Jab 756 782 970 1142 1400
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BACTA INFUSION (heal per tick)
Template Base HE Skill no mods+17 HE clothes +110 droid +1171 enhcrClth&drd&enhncr
4040 Medic/4000 Doc 80Imp Bacta Infuse263 274 276 284 301
4040 Medic/MD 105Imp Bacta Infuse 288 284 295 301 326
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I would love to add more data on doctor heals. If you have a different level doctor (MCM/MD or Novice doc, for example) and would like to collect data to add to the charts, please contact Matta on Ahazi, or MataHairy on the forums.
Message Edited by MataHairy on 07-06-2005 06:16 PM
DATA ANALYSIS
WARNING:
The following is a somewhat complex mathematics discussion. If that scares you skipto the nextsection,all will be revealed there!
EFFECT OF HEALING EFFICIENCY:
Data analysis consisted of plotting the healing results (without mods and with healing clothes) against Healing Efficiency, for each type of heal. Initially, the data was fit with a logarithmic function of the form: Heal Strength = A*ln(HE) + B. It was found though, that the equation did not fit the lowest HE, which was especially evident with Bacta Shot and Bacta Toss. Instead, the following equation was employed:
Heal Strength = A*ln(B*(HE+5))
note: this is the same as Heal Strength = A*ln(HE+5) + bwhere b = A*ln(b)
Best fit parameters:
Healtype A B R2
Bacta Shot523.8 0.168 0.999
Bacta Toss386.2 0.1840.998
Bacta Spray256.9 0.3580.984
BactaJab208.9 0.332 0.976
Bacta Infusion58.31.1060.761
This equation had an excellent fit to the data, for Bacta Shot, Toss and Spray. Furthermore, the equation makes sense, since without a number added to HE, the equation blows up at HE=0.If the equations were meant for heals to be zero at HE=0, thenB shouldequal 0.2. The fit B values were all near 0.2, except for Bacta Infusion, which had little data.
Not enough data was available at low HE to see if this was the best equation for Bacta Jab and Infusion. For consistency sake, though, the same equations were used. The data fit for Bacta Jab and Infusion arent very good either, a situation that could be remedied with more data.
The other striking point is this data is that there is no difference between heals at different skill levels. They all fall along the same line, with the only difference affecting the heal being the amount of Healing Efficiency. Consequently, odd situations arise, where a Master Doctor with minimalCM skills, can out heal a master CMon Bacta Toss or Spray.
EFFECT OF ENHANCERS AND DROIDS
Analysis ofthe data above shows that both droid and enhancers work by adding a constant amount of healing, regardless of skill level. It is expected that the strength of the enhancer and the rating of the droid affect the heal, but this was not tested. Below are the increase in heals when using enhancers and droids.
Healing Increase with:
Droid Enhancer
Bacta Shot+441 ---
Bacta Toss+331+579
Bacta Spray +263+445
Bacta Jab +215+382
Bacta Infusion +10 +17.3
Clearly, the effect of droid and enhancer on Bacta Infusion is much, much smaller than the others, leading me to believe that this is broken. Because the healing increase is constant regardless of skill level, enhancers and droids have a HUGE impact on low level medic skills, increasing them up to 300%!
Ibelieved that the enhancers and droids, work as a multiplier of the Healing Efficiency (this would give a constant increase regardless of level). If you back calculate the multiplier to healing efficiency cause by the droid, using the best fit formulas above, it is quite consistent at 2.2 to 2.8 (average around 2.5x multiplier). I couldn't find consistency of how the enhancers work, but I suspect it is also a multiplier to healing efficiency.
Drashk wrote:
From the Medic and Doctor Forums...
Here is a better listing for each Level of the Medical Module, when used with Bacta Shot.
Level 1 Medical Module / 55 Rating = 200 point increase
Level2 Medical Module/ 65 Rating = 250 point increase
Level3 Medical Module/ 75 Rating = 300 point increase
Level4 Medical Module/ 85 Rating = 350 point increase
Level5 Medical Module/ 100 Rating = 400 point increase
Level6 Medical Module/110 Rating = 450 point increase
This appears to be across the board, regardless of the medics/doctor skill.
These numbers are based on results from a 0004 Medic anda 0040 Medic. Both tests showed the numbers to be in the same range for each level of medical module.
Nice addition! Any chance of repeating the test for the other heals?
Mattman7 wrote:
And some healing eff foods
Thats why the equations are there. Plug the HE including the food & clothes into the equation and solve for the expected heal.
If you want to post a few scenarios, I'll use it as an example. I would need your base HE and the HE of the mods and what skill you wanted to use.
Message Edited by MataHairy on 07-06-2005 06:14 AM
PS ty for the help earler