Combat Medic Archive
Thread: How will poisons and Diseases work under the new HAM system
We had a sneek peek at the new ham system on TC and I was wondering if they were considering changing how poisons and disease will effect a player's ham.
Under the new HAM system, instead of taking damage every time you use a special, you bar is shortened for a breif period. The bar will then regen at a fater rate than you would normally heal the damage back. I am uncertain if you must wait for the HAM to regen compleatly before spamming the next special, or if the effectiveness of the special will be reduced if your ham has not fully regenerated.
If only a finite portion of your ham is allowed to be used for specials ( ie, your ham can only shrink 30% before specials could not be performed) will poisons or diseasesbe changed to minipulate the HAM so that specials will be less effective or possibly prevented?
oh
and under the new HAM system, will /healmind and /healdamage be treated under the same ruleset as combat specials?
hehh
guess you could ask if /applypoison and /applydisease will be treated as combat specials as well
oh silly goose, you could've asked me
as a carbineer i never take my eyes off my ham bar O.o they took the combat system out again, so let me do this by memory...
no, there's no limit as to how many specials you can spam. each special lowers the denominator of the ham bar, but it regens quickly. it's shown in your attributes as a modifier, and the larger this negative modifier is, the faster it "regens" (goes back to 0) i haven't seen a limit as to how much of your ham can be used for this, but i haven't had the modifier go much higher than -300 (either i die, it dies, or i wasn't looking) while spamming fullautosingle2.
/healmind and /healdamage are still inflicting mind damage, ie) white bar... any medic or entertainer related skill still decrease the numerator instead of the denominator of each bar. as far as i remember applying diseases and poisons are still inflicting mind damage. the only specials affected by the new system are combat ones, sans CM.
lets see... what else?
A little more of an explaination of what I had in mind for new poison and disease rules under the new HAM system. I doubt it will fly with many CM's but just putting it on the table for discussion
Posions would no longer cause damage to the HAM, but would reduce the abitilies of the target. The target's special attacks would have a reduced effectiveness or could be prevented depending on the cost of the special and the effectivness of the poison. poisons would need to be reclassified because they would no longer be a DoT
Diseases (or possibly a new craftable) would reduce the overall max ham of a target for a limited time. During PvP this would be Ideal to negate any doctor buffsthe opposing force may have and During PvE a CM would be able to bring a high HAM creature with heavy resists down to something more manageable. Also, damaging of the secondary stats in a simuliar fashion would help the group to increase their overall DPS. The full effect of the disease would need to beapplied quickly in order for it to be of any assistance to the group. The level A version could cause 10% - 15%ham reduction, B could cause 15% - 30% HAM reduction, C's could cause 25% - 50% HAM reduction, and D's could cause 40% - 70% (banned by the republic PvE only)
Granted the above suggestions would make CM's totaly non-lethal, which many of you will have a problem with, unless the dev's add new packs that have these effects on top ofthe schematicsCM's already have.
gah, i typed out this whole thing, and the forum ate it ![]()
in short, the diease part wouldn't be a great idea, it would make us less useless in PvE (can't speak for PvP since i don't do that much)
for the poison idea, it's good for people who have combat skills (like me), but for the doctor/cms out there it would be a "nerf".
prehaps we should get something the opposite of doc's "heal state" packs, that would be a nice ![]()