Combat Medic Archive
Thread: Bio Clothing Issue regarding Healing Efficiency
other than that, the mod should work.
+110 HE heals for about 500
+155 HE heals for about 700
+225 HE heals for about 730
It appears that there's a sweet spot around +150 Healing Efficiency. Anything above that just marginally increases the amount you heal.
Message Edited by PsionicHawk on 05-18-2005 02:52 AM
ArthurDentOnBria wrote:
My testing results
Very nice test. I ran one test on a Master Doc using +17. The heals only increased by 4%, so I think there are diminishing returns at the higher levels. Someday, I'll actually take the time to finish the tests and post the results.
Hint - try the test again with your droid. It made a significant difference.
IF this is the case, it needs to be fixed. I was under the impression that the clothes would still have an effect, but there would be diminishing returns. This is all fine and dandy, if there were more options for skill mods to be put into bio clothes, so I have more of a selection other than 200 melee/ranged defense clothing items, and about 5 healing items.
Pappi wrote:
well, first thing's first: all mod bonuses from clothing cap at +25. if you start at +65, then the actual bonus you're getting is +90.
other than that, the mod should work.
Radoris wrote:
IF this is the case, it needs to be fixed. I was under the impression that the clothes would still have an effect, but there would be diminishing returns. This is all fine and dandy, if there were more options for skill mods to be put into bio clothes, so I have more of a selection other than 200 melee/ranged defense clothing items, and about 5 healing items.
Pappi wrote:
well, first thing's first: all mod bonuses from clothing cap at +25. if you start at +65, then the actual bonus you're getting is +90.
other than that, the mod should work.
uh... this isn't a bug. clothing mod cap has been +25 since the beginning.
Pappi wrote:
Radoris wrote:
IF this is the case, it needs to be fixed. I was under the impression that the clothes would still have an effect, but there would be diminishing returns. This is all fine and dandy, if there were more options for skill mods to be put into bio clothes, so I have more of a selection other than 200 melee/ranged defense clothing items, and about 5 healing items.
Pappi wrote:
well, first thing's first: all mod bonuses from clothing cap at +25. if you start at +65, then the actual bonus you're getting is +90.
other than that, the mod should work.
uh... this isn't a bug. clothing mod cap has been +25 since the beginning.
Message Edited by ArthurDentOnBria on 05-19-2005 02:14 PM
Hi,
Wondering -- Doesn't Healing Efficiency also Effect the Re-Timer for Healing cool-down? Perhaps your higher healing efficiency is allowing you to heal more frequently. Has anyone Tested this?
Thanks!
ArthurDentOnBria wrote:
Pappi wrote:
Radoris wrote:
IF this is the case, it needs to be fixed. I was under the impression that the clothes would still have an effect, but there would be diminishing returns. This is all fine and dandy, if there were more options for skill mods to be put into bio clothes, so I have more of a selection other than 200 melee/ranged defense clothing items, and about 5 healing items.
Pappi wrote:
well, first thing's first: all mod bonuses from clothing cap at +25. if you start at +65, then the actual bonus you're getting is +90.
other than that, the mod should work.
uh... this isn't a bug. clothing mod cap has been +25 since the beginning.
Well, I think the big problem that has been uncovered here is that the "diminishing returns" thing has made bio-clothing that much more undesirable. What my tests showed was that for my "cm dabbler" he gets a ton of benefit from one article of bio-clothing, but very little from 2 and none from three. And if what others are saying is true, then for someone witha lot more doc/med skills, there may be little to no benefit from having even 1 article of clothing. That's very bad news for tailors. Really bad.
Message Edited by ArthurDentOnBria on 05-19-2005 02:14 PM
It's bad news to the medical community too, as it devaluates the Master Doctor or Master Combat Medic. When a dabbler with mods can heal for almost as much as a master, why bother with the extra skill points to master?