Combat Medic Archive

Thread: AOE diseases still not working?

Kirus
Thu Nov 13, 2003 6:38 pm
#1

Is the change not retroactive? I have some area diseases that are still 500+ CM med use. I am curious about this. Thanks for the input.



Kirus Hayden, Theed, Tempest
Master Combat Medic
Master Doctor

"The weak and the cowardly have no place in shuffleboard."
--Phil Hartman ("Worf," SNL)
Zarlor
Thu Nov 13, 2003 6:53 pm
#2

Most fixes like this will not and are unabel to affect previously crafted items. So they should be fixed, but only for items made AFTER the publish.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Kirus
Thu Nov 13, 2003 6:58 pm
#3

Hehe, thats what I was afraid of....thanks.



Kirus Hayden, Theed, Tempest
Master Combat Medic
Master Doctor

"The weak and the cowardly have no place in shuffleboard."
--Phil Hartman ("Worf," SNL)
Pahdbacca
Thu Nov 13, 2003 8:05 pm
#4

I just made an action area disease C with a med use of 88...so the new ones are working.





-----------------------------------------
Pip Tazo = Master Doc / Swordsman - Always the CM at heart
Zhose U'nare = Master Smuggler / Pistoleer - resource hound

Former CM correspondent - Member of Team Black Bar
" If you're dependant on venom to be effective than you're doing something wrong." - Obata
IlyaMasool
Thu Nov 13, 2003 9:48 pm
#5

It works. I just threw one together with bunch of sub-comp lying around, none of them advanced stuff and medium quality resource and really crummy insect meat (saving my good insect meat for factory run). the results are pretty okay.

Mind Area Disease C

60 potency
53 effectiveness
24 range
21 area effected
94 CM skill req.
27 charges

Can throw 59 meters
Does about 190 mind wound per tick

Gonna get to my factory and crank out about 500 of these stuff made with super good stuff tonight. These might sell like hotcake!

I'm glad I made tons of sub-components getting ready for this
Pappi
Thu Nov 13, 2003 11:02 pm
#6

i've been making all kindsa mind-related AoEdiseases to power my dancer on TC, they seem to work fine


the patches are never retroactive, so you can probably throw out any old bugged stuff you have





stupid_people_happen . .
Pappi Inc Tailoring (home of the black tax) - Odi's meds and chef tissues - closed
- I support literacy, common sense, and apostrophes
Greeblesnort
Fri Nov 14, 2003 6:41 am
#7

The wounds were probably not as noticeable on larger HAM NPCs...but rest assured, PCs will feel the pain =)
Altitude25
Fri Nov 14, 2003 1:36 pm
#8

I made some Health Area Disease C's today, that turned out less impressive than I'd hoped. Stats are:


Potency: 114


Effectiveness: 55


Range: 29


Area: 26


Combat Medicine Use: 89


I'm curious as to exactly how diseases are supposed to work. I tested it out on a group of NPC's, and all that it did was act like a weaker poison. Heath started to tick like you'd expect from poison, no indication of wounds, no health bar turning black. Am I mistaken. Are diseases not supposed to cause wounds?




Cicero Jaxon, Staff Sergeant of the Rebel Alliance
Master Gunfighter, Master Combat Medic
Ahazi Galaxy
Jawa5
Sat Nov 15, 2003 10:31 am
#9

i think aoe diseases still might be broke from the crafting aspect. when i was crafting { this is b4 my droid suddenly lost his crafting module} some area mind disease , during the experimentation if i succeded the effectives went down? if i failed it went up . it worked normally for potency so maybe something is reversed in code . did anyone else notice this ?
Happymob
Sat Nov 15, 2003 3:13 pm
#10




i've been making all kindsa mind-related AoEdiseases to power my dancer on TC, they seem to work fine



The new mind heal also works well for leveling entertainers. And it's macro-able if the entertainer has a way to create mind damage (/tend on self or /beserk, for example). Not that I would ever condone afk macroing




Imadoh and Ikiecobi
Quality Resources and the Corellia Butcher - NoCo
NoCo Trade Center, Corellia (just northeast of Coronet) 796, -3076


SuperZyggs
Sun Nov 16, 2003 1:53 pm
#11

Odd. Why can't they do it retroactively? The retroactively increased the medicine use requirements on Enhance D buffs so why can't they do it for Area disease?
Kirus
Mon Nov 17, 2003 11:46 am
#12






SuperZyggs wrote:
Odd. Why can't they do it retroactively? The retroactively increased the medicine use requirements on Enhance D buffs so why can't they do it for Area disease?





Sooooo agree!


Diseases never seemed to be that good, as people die and get DBd too fast to make a difference.


Use health or action poison for some funny stuff in PvP. When players get hit with mind poison, they automatically assume they will diea nd continue to attack. Health or action though and they will use stims like mad healing themselves. Dont get it...




Kirus Hayden, Theed, Tempest
Master Combat Medic
Master Doctor

"The weak and the cowardly have no place in shuffleboard."
--Phil Hartman ("Worf," SNL)
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