Combat Medic Archive
Thread: Doc enhance/cure crafting results
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Happymob
Tue Aug 10, 2004 7:30 am
#1
The disease cures are all a bit insane. The poison cure C is also insane. More power and more area.
Jumas
Tue Aug 10, 2004 8:58 am
#4
The resist buffs was a disappointment to me.
With 11 points and the best resources I could find since I read about the requirements on the doctor boards:
I can choose between a high resistance buff with 191 power, 40 minutes or a high (well) duration buff with 115 power 62 minutes. The absorption bar seems to max out at 25% which doesn't save many lives - I suspect all docs to go for either effectiveness or duration. This is for C packs.
The resources are about 70% ideal, so expect 30% extra stats as "exceptionally smart players" find better resources. Clothes, droids or bivoli does not enhance the power. If the pack says 115 power the buff is 115 power.
Testing these with my MCM friend we found that it took anywhere from 1 to 5 attempts to stick a poison or disease. Potency of the poison and power of the buffpack didn't seem to matter as much as the numbers indicated. A low potency DOT spraystick _never_ stuck in half a minute of firing, tho.
All in all. I guess the protection is ok, but the duration makes it almost worthless for my setup where we have a passive doc that sits at home buffing and dancing all day. 5 minute shuttleports helps a bit, but you really want an active pvp doc to use the packs effectively. But then again; if you have a doc with you you can cure the DOTs anyway with the new area cures.
The biggest nerf for you is probably that your fire spider venoms will be used up 2-3 times as fast against buffed players.
Jumas Beiron
With 11 points and the best resources I could find since I read about the requirements on the doctor boards:
I can choose between a high resistance buff with 191 power, 40 minutes or a high (well) duration buff with 115 power 62 minutes. The absorption bar seems to max out at 25% which doesn't save many lives - I suspect all docs to go for either effectiveness or duration. This is for C packs.
The resources are about 70% ideal, so expect 30% extra stats as "exceptionally smart players" find better resources. Clothes, droids or bivoli does not enhance the power. If the pack says 115 power the buff is 115 power.
Testing these with my MCM friend we found that it took anywhere from 1 to 5 attempts to stick a poison or disease. Potency of the poison and power of the buffpack didn't seem to matter as much as the numbers indicated. A low potency DOT spraystick _never_ stuck in half a minute of firing, tho.
All in all. I guess the protection is ok, but the duration makes it almost worthless for my setup where we have a passive doc that sits at home buffing and dancing all day. 5 minute shuttleports helps a bit, but you really want an active pvp doc to use the packs effectively. But then again; if you have a doc with you you can cure the DOTs anyway with the new area cures.
The biggest nerf for you is probably that your fire spider venoms will be used up 2-3 times as fast against buffed players.
Jumas Beiron
Happymob
Tue Aug 10, 2004 9:02 am
#5
I'mnot sure that absorption is really a percent though. People are reporting an absorption of 5 reducing poison tick by 100. I am getting ready to test this out myself to see the differences between an absorbtion experimented enhance pack (absorption 19) and one experimented on duration/resist (absorption 5). It may be that the true power of the enhance packs is not in the resists, but instead in the absorption.
I'll post as soon as the testing is done.
Happymob
Tue Aug 10, 2004 9:34 am
#6
OK, now I am sure absorptionis a straight percentage reduction.
5 absorption turned a 462 tick poison into a 438 tick poison
5 absorption turned a 644 tick poison into a 611 tick poison
5 absorption turned a 462/644 tick stack into a 1149 tick stack
19 absorption turned a 462 tick poison into a 374 tick poison
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