Combat Medic Archive

Thread: Rethinking Poisons

Lucreel
Sat Aug 16, 2003 1:20 pm
#1

Hello,


I've seen lots of messages about poisons, and people being 1-shot incapped by poisons, so that Doc's don't even have a chance to cure poison. Seems to me the problem isn't so much that the poisons do a lot of damage, but that they do a lot of damage per-hit.


What if poisons 'ramped-up' their damage as they worked into targets systems?


Like have the poisons 'tick' every second. Second 1: 5 damage, second 2: 10 damage, second 3: 20 damage, second 4: 40 damage, second 5: 80 ( PvP capped*)damage, second 6:80damage, second 7: 80 damage. . .


*Note: The80 point per second cap is to try to try to keep damage in line with the 75% reduction in PvP for other classes. Perhaps for PvE the CM poisons would cap out at like 320 dmg per second. That's a LOT of damage if you think about it. Also, since mind isn't healable, it should cap out at 40 per second.


This would give people some notification that they have been poisoned (they should probably get an on-screen 'ethereal message' that says: you feel violently ill, as soon as they get poisoned).


They also need to give Docs an AE cure poison if CM's are going to have an AE poison. The combination of these changes would mean that Docs would actually get an opportunity to cure poisoned people before everyone is incapped, but if the Doc didn't act fast, or wasn't prepared, or no Doc is around, the CM still does really good damage.

Lucreel
Sat Aug 16, 2003 1:30 pm
#2

I'm thinking it through a little bit, and It seems like reaching the damage cap in 5 seconds may still be a little too fast. Maybe the poisons should tick every 1.5 seconds, or every 2 seconds. Obviously, experimentation and level of the poison should have a variable effect on the poisons (perhaps what rate they ramp up at, and max damage). But the main idea I'm putting out is that I think the damage should ramp up over time, so that Docs have some chance to cure the poison before it starts devestating people.
PeanutButterCoffee
Sat Aug 16, 2003 1:30 pm
#3

First of all, Docs are already too powerful in PvP. I know because I am one. =)


Master docs can buff up non-mind stats by 1000-1500, for at least an hour and a half. And you want to make groups require them to combat CMs? Rebel groups will soon be needing docs anyway to fight AT-STs.


Secondly, I currently do 50 damage/sec with a single target poison and 30 damage/sec with area poisons. These are, of course, broken over 10 second 'ticks'.


50 damage a second is nothing compared to what faction pets do.




Evai
Novice Pikeman
Master Doctor
ORA
+Never Knows Best+
Lucreel
Sat Aug 16, 2003 1:39 pm
#4






PeanutButterCoffee wrote:

First of all, Docs are already too powerful in PvP. I know because I am one. =)


Master docs can buff up non-mind stats by 1000-1500, for at least an hour and a half. And you want to make groups require them to combat CMs?







Well, uhh, that's kind of the idea already isn't it? Hence Docs get cure poison, cure disease, cure state. . .


Anyhow, the point of this post is that everyone on the SWG Discussion threads is screaming for a nerf. I'm trying to give constructive feedback on how to balance out CM's, without massive nerfing.






Rebel groups will soon be needing docs anyway to fight AT-STs.


Secondly, I currently do 50 damage/sec with a single target poison and 30 damage/sec with area poisons. These are, of course, broken over 10 second 'ticks'.


50 damage a second is nothing compared to what faction pets do.







Faction pets, currently, aren't being affected by 75% PvP reduction. I fully expect that this was unintended (well mostly the devs just didn't think about pets when doing PvP reductions), and that this will be addressed in a future patch.


Perhaps the numbers I gave need to be twiddled with to get the damage to be in-line with other PvP damage reductions. The point of my post wasn't so much the exact numbers, as the idea of damage ramping up over time, so that Docs have a CHANCE to cure poison.

ArcX
Sat Aug 16, 2003 4:58 pm
#5

Personaly all the **edit** work involved huting down the resources for 'Uber' Posion componet the **edit** things better do some damage, i spend 20k jsut going to check all ym harvesters all over the **edit** galaxy, not including power costs, and maint costs... 1/2 the time when i get aorund to checking on them they have turned off due to some stupid server malfunction, or the resource decided to change.... this may not be a problem for people with large guilds, but gathering all these solo i wanna be able dish out hella damage with my ae poisions and such.


btw anyone know if Electon Reactive Gas even exists in the game yet? i ahve not seen it anywhere nor has any of my friends.

MycroftTHan
Sat Aug 16, 2003 5:01 pm
#6

on gorath we had some pretty good one some time ago (850ish OQ)
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