Combat Medic Archive

Thread: new cm(4404)in need of assistance

Decin
Thu May 20, 2004 6:52 pm
#1

Hey all, I just acheived 44404 in cm and I am doing this for PvP. I just have a few Qs I would like answered to help me out, they are basicly about poisons. well for 1 what would you considder to be average stats of a poison? and secondly what would you consider to be exeptionl stats on a poison? then I would also like any additional info and assistance you could give me in how to PvP effectivly using cm.


-thix in advance



Ifu Joni
Master Swordsman + Doctor
[Bloodfin's Fiery Twi'lek]



Gnuut
Thu May 20, 2004 8:19 pm
#2







Decin wrote:

what would you considder to be average stats of a poison?

It really varies by server since resources vary by server. Off the top of my head I would say:

Single Poison C -250ish eff, 85 pot, 30m range, 36 charge, 60 cmu

Single Disease C - 60 eff, 85 pot, 30m range, 36 charge, 60 cmu

AE Poison C - 150 eff,105 pot, 30m range, 36 charge 25 area, 74 cmu (Potency Experimented)

AE Poison C - 180 eff, 85 pot, 30m range, 36 charge, 25 area, 92 cmu

AE Disease C -40 eff,105 pot, 30m range, 36 charge, 25 area,74 cmu (Potency Experimented)

AE Disease C - 50 eff, 85 pot, 30m range, 36 charge, 25 area, 92 cmu


Keep in mind those are AVERAGES. You can actually get much better numbers by using better resources and components.


and secondly what would you consider to be exeptionl stats on a poison?


Again itvaries by server since resources vary by server. Non venom my best turn out at:

Single Poison C -300ish eff,120 pot, 40m range,47 charge, 60 cmu

Single Disease C -106 eff,120 pot, 40m range,50 charge, 60 cmu

AE Poison C - 197 eff,160 pot, 40m range,47 charge 28 area, 74 cmu (Potency Experimented)

AE Poison C -225 eff, 120 pot, 40m range,47 charge, 28 area, 92 cmu

AE Disease C -96 eff,160 pot, 40m range, 50 charge, 28 area,74 cmu (Potency Experimented)

AE Disease C -102 eff, 120 pot, 40m range,50 charge, 28 area, 92 cmu


Kauri has some craptacular resources hehe.



then I would also like any additional info and assistance you could give me in how to PvP effectivly using cm.

Just because other classes flame you because you run away is no reason to stand still. You were given Terrain Negotiation by the DEVs so use it. Kite your ass off, keep mobile. You stand in one place you are dead.


If you are struck with dizzy and are given a posture change, DO NOT try to stand up. Fire your weapon from a kneel position if you have to. You can also still toss poisons while kneeling. If you pick up some Doc skills to cure states then heal the dizzy asap.


Alot of players insist a Doctor cannot be killed by CM skills alone. Well there are plenty of Docs that don't realize cures go in a default order. Using strong poisons you can stack a health and a mind poison then spam health poisons. I call it the Creeper becauseit lets the mind poison "creep" away at their mind while they try to cure the health poison.


Poison + Disease on the same pool will incap blah blah blah. Some say it's a bug, use it while you still can hehe.


High BF will amplify disease tics.


AE poisons can be tossed on corpses or incapped players in your LOS and will affect anything within AE range. I like to incap someone at the mouth of a base to use as a valid target.


The opposite of the above is also true for AE healing which I know few players bother with.

Message Edited by Gnuut on 05-20-2004 08:53 PM



Grau'din
Elder Combat Medic
Magnumus Mysterium MYST
I am not a support class.
I am a chemical warfare expert.
I am a bio-warrior.
I am a zerg-stopper.
I am a Master CM. Run for your life....

jfang
Thu May 20, 2004 11:05 pm
#3



Just to offer a second opinion, I disagree with Gnuut in that I thinkthe average and exceptional numbers are too low. I would bump allthe "average" numbers up by about 20%, and the "exceptional" numbers up by about 10%, give or take.


Also, to clarify on some ofthe PvP advice, the idea of a "creeping poison" is literally possible, but not like you it is portrayed here (or how 90% of the forum appears to believe). Assuming a master combat medic is facing a master doctor, a master doctor can cure almost double the strength of an individual targed poison, or almost triple an area poison strength. This means that to creep a poison as Gnuut suggests, you need to use spider venom (very plausible), toss poisons more than twice as fast as the doctor is curing them, or area poison more than 3 or 4 people at a time. This is very possible, and frequently occurs in combat due to the chaos of battle, lag, and doctors who aren't prepared or dedicated healers. However, but don't go into combat expecting to take down a doctor by doing this. (Check the post "posion and curing, by the numbers" to see the exact formula. At least I think that was the thread name...)


As for battle fatigue increasing disease tick damage, every 100 battle fatigue increases the damage output by the disease by 1. (So 100 BF doubles damage, 200 BF triples damage, 300 BF quadruples damage, etc). Furthermore, as a master combat medic, each tick of disease will increase battle fatigue of the recipient by the 30% of the written strength of the disease you are tossing.
Shung
Fri May 21, 2004 1:24 pm
#4






jfang wrote:



Just to offer a second opinion, I disagree with Gnuut in that I thinkthe average and exceptional numbers are too low. I would bump allthe "average" numbers up by about 20%, and the "exceptional" numbers up by about 10%, give or take(except range highest I've seen is 42and that's RARE on tarq with exception of 1 or 2 longtime MCM's).


Also, to clarify on some ofthe PvP advice, the idea of a "creeping poison" is literally possible, but not like you it is portrayed here (or how 90% of the forum appears to believe). Assuming a master combat medic is facing a master doctor, a master doctor can cure almost double the strength of an individual targed poison, or almost triple an area poison strength. This means that to creep a poison as Gnuut suggests, you need to use spider venom (very plausible), toss poisons more than twice as fast as the doctor is curing them, or area poison more than 3 or 4 people at a time. This is very possible, and frequently occurs in combat due to the chaos of battle, lag, and doctors who aren't prepared or dedicated healers. However, but don't go into combat expecting to take down a doctor by doing this. (Check the post "posion and curing, by the numbers" to see the exact formula. At least I think that was the thread name...)Still a default order and you couldn't (may have changed) heal to diffierent stats at once but you can heal up to $ DOT's on same stat this is the basis of the "creeper" as it's been nicknamed.


As for battle fatigue increasing disease tick damage, every 100 battle fatigue increases the damage output by the disease by 1. (So 100 BF doubles damage, 200 BF triples damage, 300 BF quadruples damage, etc). Furthermore, as a master combat medic, each tick of disease will increase battle fatigue of the recipient by the 30% of the written strength of the disease you are tossing.






your BANE will be a doc with havla and a combat proffession(ie rifle,sword,fencer,TK...) that knows how to use it
jfang
Fri May 21, 2004 2:01 pm
#5


I canconfirm that currently the "excess curing" does spill over from one stat to another (a 400 cure will cure a 200 health and a 200 mind with one dose). Furthermore, the cure order is *not* always health-action-mind. It probably is 99% of the time, but there are exceptions.
Decin
Fri May 21, 2004 5:21 pm
#6

thx for the feed back guys, also one more question, is there really any significant advantages besides making your own meds to master cm? I ask this because I absaloutly despise crafting.



Ifu Joni
Master Swordsman + Doctor
[Bloodfin's Fiery Twi'lek]



jfang
Sat May 22, 2004 6:09 pm
#7

Yes, there are decisive advantages to mastering combat medic. Your poisons and diseases are 12.5% stronger (+25 effectiveness), you can throw for 12.5% longer range (+25 distance, although seeing how you can toss at 64m anyway this might be a moot point), you can throw a lot faster, and most importantly, you can use general area poisons aond diseases Cs. Assuming you are using area poisons and diseases, you can expect a good 20% increase in strength of area (not individual) poisons and diseases, in addition to the 12.5% listed above.

If the only reason you aren't mastering combat medic is that you don't want to spend the time crafting, I would say to spend the time and grind it out. If you are grinding advanced components, you should be able to do it in a few hours of play time, which is very much worth it. (Drop a harvester on tatooinian fiberplast and lokian wild wheat, and two days later spend a day to grind it out.) If you are SP short, that is another issue, but the general consensus is that master combat medic is worth it.
RebsSuck
Mon May 24, 2004 2:01 pm
#8

On a second note. What would you consider average, good and excellent stats for the sub components.



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Skylr ~ Chndlr

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