Combat Medic Archive

Thread: Sitting and waiting for the patch....

raz1337
Thu Nov 13, 2003 6:40 am
#1

Mind heals....area diseases....and mmmm...it's like christmas



Annoka Starkep ~~~~~~ Danielle Sevi


Jedi are like ants in an ant farm, you watch them work and play, and if one is being bad, you squish them
raz1337
Thu Nov 13, 2003 6:41 am
#2

Mind heals....area diseases....and more mmmm...it's like christmas



Annoka Starkep ~~~~~~ Danielle Sevi


Jedi are like ants in an ant farm, you watch them work and play, and if one is being bad, you squish them
MilhousPgh
Thu Nov 13, 2003 6:43 am
#3

Just hope the toys are not broken and do not have to be returned






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CPTMidnite
Thu Nov 13, 2003 6:48 am
#4

is this the patch they take away our poisons ability to incap? if not when does that go live?



just curious what day i go from Master CM to Master Doc.




Ood Zarnell
Combat Medical Specialist
ShadowoftheVoid
Thu Nov 13, 2003 7:07 am
#5

oooh oooh...christmas came early






  • Added the healMind command for Combat Medics. This enables the Combat Medic to restore mind pool damage at the cost of mind wounds to himself.
  • Changed the attribute weightings on combat medical components to fix a problem where it was not possible to get resources to fill all of the requirements. These items now use decay resist and quality for determining experimentation. (nice)
  • Changed the area of effect selection logic on combat medic attacks to exclude dead and incapacitated targets. (definitely needed...especially now that AoE Disease C's are working right)
  • Moved the schematics for combat medical components to the combat medic skill tree.
  • Combat medical components now use combat medic experimentation and assembly for crafting purposes. (our poison comps now get the full experimentation...and we still have to goto docs for the comps but this is much better than it was or by giving us the rull set of comps too)
  • Added an additional 10 Combat Medic Effectiveness to the Ranged Healing Distance branch so that total effectiveness equals 100. (hehe...feel the wrath of that extra 10% damage on my poisons!!!)

  • Advanced Resilience Compounds should be craftable. (woot...feel my Poisonous wrath...mwuhahaha)

  • Reworked the dot mechanics so that dots no longer incapacitate the target. If a given dot pulse would reduce the target to less than one, the pool is instead taken down to 1. Because of this change, the dot grace period for being incapacitated has been removed. (this means we cant fire and forget anymore...but still means that we can make things very vulnerable to attacks...and forces us to kill things...which also solves the no permission to loot issue...but also means that you can incap them and the poisons keep them at 1 HAM..hehe...dam what a shame your HAM is 1H 1A 1M and if you stick around ill disease you too :smileyvery-happy

  • Increased the power of cure poison and cure disease dots to make them more competitive with the strength of high level dots. (Doctors need them to use the /cureDisease command). (this could mean the poisons are too easily neutralized...will have to wait and see).

  • Fixed a problem with area diseases where the skillModRequired and the duration attribute ranges were switched.




  • finally *crosses fingers* hope they dont take it back



    Haydir Ter-Luceyn TKM/mBrawler
    Tyranny Jedi
    Krys Ter-Luceyn Dancer/Doctor
    Tomas Ter-Luceyn Artisan/Architech/Musician
    Luceyn l60 NE Hunter - WoW
    Pappi
    Thu Nov 13, 2003 3:06 pm
    #6

    with the amount of mind wounds i now carry during each hunt, i'm glad people will now share my pain


    nah, actually it's a good patch... a bunch of fixes. lets hope this is some indication of what Christmas will be like for us =D





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