Combat Medic Archive
Thread: Implications in damage output and reaching 64m post range fix.
eleton gas 274/922.......................titanium aluminum 46/995
experiment points used: 3,3,2
End result: 58 power
of special note: Could only use 8 experimentation points....12 points of crafting may not help here
tolium gas 709/946......................class 1 radio 445/767 (sorry, only 3 spawns of this on Flurry ever....and the last was 95OQ)
experiment points used: 3,3,1 on potency, then 3 on duration
End result: 72 potency, 72 duration
of special note: 12 experimentation points would help here, but would not improve range or damage
Class 2 liquid 581/985......................Yavin fiber872/962
experiment points used: 4,4,1 on range, then1 on area
End result: 27 charges, 22 range, 9 area
of special note: 10 points could have been put into range, but the range and charges capped at 27/22 after 9 points....I tried this schematic 5 times. On the sixth time I put 9 into charges and 1 into area. 12 experimentation points would help here, but probably would not improve range
Exp charges - 25%.......Exp ease of use - 28%.........Exp effectiveness - 25%
potency:133
effectiveness:151
duration: 148
range: 41
experimentation points used: 4,4,1,1....all into effectiveness
result: as above but final effectiveness came out as 343
of special note: also ran this schematic 5 times. Each time after 8 total points were put into damage, only 1 bubble remained. This bubble was filled twice on 2 seperate experimentation runs. Effectiveness after 1st 4 points: 221 (+70) after next 4 points: 303 (+82) after next point: 323 (+20), after last point 343 (+20). The final bubble remained open after 10 points......damage increase if I had 2 more points of experimentation...who knows? This is the first set of stims I have tried using with my best of the best...before this I have always been unable to spend more than 10 points on damage.
Exp charges - 26%.......Exp ease of use - 28%.........Exp effectiveness - 25%
potency:133
effectiveness:151
duration: 148
range: 41
experimentation points used: 4,2 into range, 4....into effectiveness
result: as above but final effectiveness came out as 221 and range was 48
of special note: also ran this schematic 5 times. Each time after6 total points were put into range the max of 48m was reached. Tried an additional 2 more runs with all 10 in range, only charges increased after the 6th point.
Exp charges - 26%.......Exp ease of use - 28%.........Exp effectiveness - 25%
potency:133
effectiveness:151
duration: 148
range: 41
experimentation points used: 4 into range, 3,3 ...into effectiveness
result: as above but final effectiveness came out as 264 and range was 45
of special note: also ran this schematic 5 times.
Blackmoore wrote:
I will have to do some more experimenting on this but I had similar results as you did. However, are you stating thatMCM will have a multiplier? Because, I spoke with another MCM in my guild and he felt that the range will be as stated on the poison/disease packs. IE that 41 will equal 41. Now, I kind of found this to be ridiculous.
The new ranges are already coded on TestCenter and have been tested by several of us......the stim rating and thrown distance is not a 1:1 relationship.
But, that is the irony here as well. To throw poisons/disease from 64 meters, you have to give up effectiveness, potency, and duration. Try seeing if the poisons will cap by putting exp. points into range. This will at least let us know if it is capped at 48 mthus giving the 96 m bug as stated previously.
See the section under the 'of special note' with poison #2, the experimented range poison.......Each time after6 total points were put into range the max of 48m was reached. Tried an additional 2 more runs with all 10 in range, only charges increased after the 6th point.
IMHO no one but a MCM should get a multiplier thus getting rid of the dabblers as they won't want poisons and diseases that aren't uber. The irony here is that it is a nerf overall for the profession as to throw from 64 meters you have to sacrifice effectiveness, potency, and duration. Therefore by increasing range with exp. points, you are essentially giving a reduction to damage as you were stating. So, it may not be a 75% PVP reduction but it will rank up there.
Aye, that was my whole point about the post, I agree with you that if you need a poison to be experimented to a max range rating in order to be thrown 64m by a master, there is an inherent damage reduction that will take place. However, I think that the range multiplier should not be all or nothing. There should be some granularity and a difference for each box in range distance taken by the CM. On the other hand, there should be a larger difference than 7m between novice and master.
As I have stated in previous posts that we are essentially defenseless if we go Doc/MCM. I for one won't be PVPing simply because too many people feel my job is to heal only and otherwise I am on my back too quickly. My continuous argument is that if I am a support class why am I on my back? You'd think they would want to keep the healer alive. (Teamwork anyone?)Mostly overall, the idea is everyone hates CM's but loves to have one or five on their side so they can collect the faction and get the DB's. (I am MCM little Rifle,little TKA) If my range as a MCM is going to be 41 or 42 depending on the exp. points then I will have no choice but to throw and run. I would rather have to put my points into effectiveness. Time to try stacking. If there is a modifier for MCMthen it might be worthwhile in PVP as you can hang out near the riflemen and maybe have a chance - if there are no Jedi.
Anyway, ultimately I won't be PVPing until the CB. But my template will still be fun for PVE. It will be interesting to see the progression of the class that is for sure.
vortexala wrote:
Great work, Pahd
I don't think we'll get all the answers to this until the change hits live and we all start taking a look at it using Live resources(as opposed to what we had available to us on TC).
I'll gladly take any feedback CMs have to the devs once we figure out exactly what is and isn't possible.
I know....my only worry though is that there is less than a week between the changes put onto TC and this going to live....and the 'Dev in charge' will only see feedback on it monday (just curious, is it Keldarin?). I am afraid that once it goes life...inertia will take hold and it will be deemed too hard to change back if they reduce the range too far.
I am glad that this will fix some of the imbalances in PvP, but am worried all the same about the changes.
If I were to think about it in a purely objective way, I would have dropped CM a long time ago because in my opinion, what we get out of the class is not worth the skill points we spend. For some reason, I seem to always come back to CM. Will this be the straw that brock the bantha's back though?
vortexala wrote:
Great work, Pahd
I don't think we'll get all the answers to this until the change hits live and we all start taking a look at it using Live resources(as opposed to what we had available to us on TC).
I'll gladly take any feedback CMs have to the devs once we figure out exactly what is and isn't possible.
sorry guys but the shifts haven't been kind on TC and RL hasn't been too kind either.
Like Pahd said, you and Pappi have helped out a ton.
Morath360 wrote:
So really if I am seeing this properly, you can still poison in the 600's + but you sacrifice 10 meters off the 64m cap in order to do this. Again, this is a good start but in essence is still a show stopper. To say that your damage is being nerfed is wrong. It is really your range. Throw and go at 54m is still very effective..
The jury's still out on this. Like the last page of non-troll posts has said--we'll have to wait until it goes Live, and then do tests before we can make any final judgements...
vortexala wrote:
Don't sweat it, Kave. It's not your fault the spawn gods have neglected TC
I'm not convinced this is true. I started a character, opened my survey tools... and lo and behold4 of the CM specific "rare resources" were already spawned. Even worse, the quality was decisively "not bad" (which is not "very good" mind you).
I ran a *lot* of missions to try to pay for the harvesting with personal harvesters before I even got to a novice elite combat class... Ugh.
Now all I need is a source of class two liquid petrochemical fuel, and I should be good to go. ![]()
Agreed though, thanks for helping test things on TC. Testing withvery averageresources is better than no testing at all. ![]()