Combat Medic Archive
Thread: In Dev Combat Medic
Oh this gets even better!
On the medic board Q posted in dev notes for the medic class...
one of the things they are looking at is adding a duration stat on resilance compounds...
thats all great and dandy..BUT ITS STILL IN THE MEDIC/DOC TREE!!!!
Come on people...that still doesnt fix the problem that we have only 5 experimentatino points for components....this is crap...
yeah, this is a good start Q, and we all really appreciate the work, but I think you'll find that we're sending still even more issues up through your correspondent. please please please please please dont forget us now. there are still more things to fix like crafting experimentation points, and MANY balance issues regarding low availability of resources, and tying us down to artisan trees and factories to consider.
so thank you, we love the fixes, but please dont leave us hanging and resentful ![]()
/kiss
Only one thing. Did I miss the Corellian Rebel Base theme park fix? Or is that covered under "Updates put in place for all static quests, theme park quests, and random quests
"?
Q-3PO wrote:
Combat Medic
Reworked the way area healing and area damage over time medicines function. They should be much more reliable now and they shouldn't use a charge for each target affected.
Does this mean they are only looking at AOE DoTs in terms of reliability and effectiveness or they are gonna address the single line as well?
I really hope they mean overall look at DoTs single and AOE
For a complete list of the upcoming update notes for Test Center, please go to the In Development page. These changes should go on Test Center in the next couple of days and then go to live galaxies after a week or two of testing. Please also read my post about priorities before giving feedback. Thanks.
Combat Medic
Reworked the way area healing and area damage over time medicines function. They should be much more reliable now and they shouldn't use a charge for each target affected.
Fixed a problem with area stimpacks requiring Medicine Use. They should require Combat Medicine Use. This fix only affects newly crafted stimpacks, so old ones will still require Medicine Use.
Fixed a problem where the Combat Medic's effectiveness skill mod was not properly increasing the power of medicines that do damage over time.
now all we need is a no cost 1.0 spd knockdown move that makes it so no one attacks us while we have dots on them...
lol j/k
woo hoo changes in store ![]()
this is the expert from the medic part that they are fixing:
Medic
Added the ability to experiment on duration with the resilience compound.
Reduced the number of resource attributes that are factored into medicine crafting. This should make it easier to keep track of what is needed.
Removed durability experimentation from medicines since medicines do not decay.
Experimentation on the duration of damage over time and Enhancement medicines is now done through experimental effectiveness.
Fixed a problem with enhancement medpack B's which prevented them from granting crafting experience.
Added healing kill credit for medics that perform healing on same group combatants
Added the /diagnose command to novice medic skill. This command gives you feedback on what wounds a targeted player has.
Added auto-wound select to tendWound if no wound is specified.
Fixed a problem that enabled revive packs to fire on a /healWound command.
I really like the /diagnose command. that will be very helpful!!!!
"Fixed a problem where the Combat Medic's effectiveness skill mod was not properly increasing the power of medicines that do damage over time."
I'm assuming that this will make our poisons do more damage, based on our skill. Anyone know how much? Should I start using them again?
It'll be nice to finally see poisions be a little less broken.
now, on to fixing that Terrain Negotiation skill we're supposed to get.