Combat Medic Archive
Thread: Sorry to dig up this subject again
I know this is probably on the back burner untill other things are "balanced" but I just wan't to put out a reminder post ona possible balance issue. While doing an experiment for entertainer healing, it was required of me to cure the disease I applied on the volunteer for the experiment. I didn't however have the materials on me to make a C level cure disease to nutralize the C level disease I applied to the target, but figured the level A cure would be good enough even if I had to apply it a few times to cure the disease. Well, the A level cure took out my C level disease in one shot . The cure was made with an advanced component and was experimented on for effectivness, but the disease had many more advanced components, which are made withvery rare resources compaired to the cure pack,and was also experimented on for effectivness.
From the past test Zarlor and I did with poisons on TCafter the dev change on cures, I found that the poisons resistance to be cured is dependent on the poison's effectivness. The higher a poisons effectivness, the less likely it will be cured in one shot. Diseases have a substaintialy lower effectivness and I am not sure if this was taken into account when the devs made the change. I have a hard time experimenting a level Cdiseases' effectiveness over 100, the level A cure I made had an effectiveness of 75 on theinitial combine. Another look or pass may be needed on disease cures to make them a bit more balanced.
I've had an initial combine on a Disease with an Effectiveness of 82. I put 6 points into effectiveness and it took it to 100. I was able to put more points into it, but it still did not take it over 100.
I'm thinking there's a hard cap of 100 eff on diseases. Does anyone know if that's true?
-G