Combat Medic Archive

Thread: Implications in damage output and reaching 64m post range fix.

Pahdbacca
Sun Jul 11, 2004 1:21 am
#1


All comp stats are listed as DR/OQ.....



Advanced infection amplifiers:


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

Advanced resiliency compound


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

Advanced dispersal mechanism


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





Final build resource stats are listed as OQ/PE/DR/UT/CON


Fungus.................................................980/979/923/NA/NA

liquid petro............................................984/934/537/NA/NA

copper in damage stim........................980/NA/557/621/843

copper in range stim............................951/NA/561/733/925


Poison #1-damage - all great successes


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.



Poison #2 - range - all great successes


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.



Poison #3 - range - all great successes


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.







Based on the field testing run on TC, it appears that as poison and disease stims have a range rating getting above the upper thirties, the multiplier as a MCM throwing them is around 1 and 1/3.


Assumption: based on the assumed multiplier of 1.3333, in order to throw a DoT 64m as a MCM, you will need a stim rated at 48m (48 times 1.3333 = 64) after the fix goes in on the 13th of this month


The damage of my poisons as a master for poison #1........343 x 2 = 686 will probably be able to throw 54m


The damage of my poisons as a master for poison #2........221 x 2 = 442 will probably be able to throw 64m

Difference in damage is 686-442=244 points per tick, or a reduction of 36% damage in order to reach 64m


Poison made by a 12 point crafter would leave 6 points left to put into effectiveness using these same components and resources (see poison #3)


The damage ofpoison #3as a master ........264 x 2 =528 will probably be able to throw 64m (as the other 6 points would be used to get a rating of 48m on the stim)


The difference between poison 1 and poison 3 in damage is 158 damage per tic or a difference of 23%. However, this would be a low estimate in damage reduction, because a 12 point crafter would probably be able to craft a highest damage stim that would do more damage than my poison #1, increasing the difference.


Oh...and for those of you able to craft poisons with higher than 41m range without experimentation......


/shakefist


Discuss.............................................................



-----------------------------------------
Pip Tazo = Master Doc / Swordsman - Always the CM at heart
Zhose U'nare = Master Smuggler / Pistoleer - resource hound

Former CM correspondent - Member of Team Black Bar
" If you're dependant on venom to be effective than you're doing something wrong." - Obata
Donobot
Sun Jul 11, 2004 3:34 am
#2

Nice Post. Looks like you really put a lot of effort into that.



BUBA
Co-Leader of FAT
FAT is an Imperial PVP guid and is recruiting. If you meet the following qualifications, you may be interested in joining. Please feel free to contact Buba or Hypofix for more information.
1) You are a loyal imperial
2) You have a master combat proession, Combat Medic, or Doctor
3) You like to PVP
jfang
Sun Jul 11, 2004 6:29 am
#3


You are assuming the formla has a multiplier like before. I maintain that the foruma as it stands now is something like "written strength + 5 +7* (skill/100)". In this case, increasing range has a less affect than it used to, as it is not increased by the multiplier.


Regardless, good findings.
Pahdbacca
Sun Jul 11, 2004 7:05 am
#4

If your formula is correct, with the crafting capped at 48, the farthest any CM would be able to throw is 60m then. I don't like that one bit.



-----------------------------------------
Pip Tazo = Master Doc / Swordsman - Always the CM at heart
Zhose U'nare = Master Smuggler / Pistoleer - resource hound

Former CM correspondent - Member of Team Black Bar
" If you're dependant on venom to be effective than you're doing something wrong." - Obata
Blackmoore
Sun Jul 11, 2004 9:41 am
#5

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. 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. 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.


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.



Ocore Wavingmist: Jedi

Ewang Grandstrand: 12 Point Master WS/12 Point Master AS/Merchant

Chilastra/Corellia/Coronet Vendors at 753 -5233 and the Merchant Tent 717 -5260

New Restuss vendor 5052 6371, New Theed vendor -6667 5028

Chilastra/Tatooine/Ronin City
vortexala
Sun Jul 11, 2004 10:41 am
#6

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.



~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
Pahdbacca
Sun Jul 11, 2004 2:08 pm
#7






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?





-----------------------------------------
Pip Tazo = Master Doc / Swordsman - Always the CM at heart
Zhose U'nare = Master Smuggler / Pistoleer - resource hound

Former CM correspondent - Member of Team Black Bar
" If you're dependant on venom to be effective than you're doing something wrong." - Obata
Kavedawg
Sun Jul 11, 2004 6:02 pm
#8






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.



________________________________________
The sky hasn't fallen yet but dreams have already been shattered
vortexala
Mon Jul 12, 2004 5:29 am
#9

Don't sweat it, Kave. It's not your fault the spawn gods have neglected TC

Like Pahd said, you and Pappi have helped out a ton.



~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
Morath360
Mon Jul 12, 2004 6:20 am
#10

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..



----------------------------------------------------

"In space all warriors are cold warriors.."


Morath {WRATH} MBH MD
Kahless {WRATH} Light Jedi Knight
jkray8472
Mon Jul 12, 2004 6:21 am
#11






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...



--------------------------------------------------------------------------------
"Never piss off a healer. They know how you're put together...they can just as easily take you apart."
Kiarda Kismet
Master (in order) - Medic, Doctor, Teras Kasi, Smuggler, Carbinier, Marksman, Artisan, Architect, Combat Medic, Pistoleer, Scout, Squad Leader, Image Designer, Entertainer, Dancer, Brawler, Fencer, Merchant, Pikeman, Swordsman, Creature Handler, Rifleman, Ranger, Bounty Hunter, Commando, Musician. Droid Engineer.
Unlocked 6/5/04
Morath360
Mon Jul 12, 2004 6:30 am
#12

Agreed, just making an observation..



----------------------------------------------------

"In space all warriors are cold warriors.."


Morath {WRATH} MBH MD
Kahless {WRATH} Light Jedi Knight
jfang
Mon Jul 12, 2004 6:54 am
#13






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.

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