Combat Medic Archive
Thread: An idea about resistance
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KNiteFire
Tue Sep 16, 2003 11:04 pm
#1
The bigest problem with poison is noone knows how to couter it. Currently cm's have no idea how resistance works. My idea is the link the two.
Curently poisons work like this (poison Eff)*(1+(cmEff/100))= damage. I like knowing what my poisons are hiting for everytime they hit but. its to simple, there is no counter except week cures. If you are hit with the poison it will tick that every turn period.
My idea
Resistance on health should be a factor of streagth and constitution. The higher these values the less effective the poison should be. Since we can't tell this values poisons with be more stratige. Different races would require diffrent stratiges. you would never hit a rodian with action poison or disease. wookies would have a large advantage in this area because of there extra points. You would have to use stronger poisons to take them down.
Medics would be strongest in the mind which is good for us. Unfortunately everyone is a novice medic and everyone has minimized all other stats to reflect this. mind is the only stat worth points. so mind poison will have to have a strong resistance. a nerf with out being nerfed you might say. new ruling poisonwould be health poisons. Everyone exept brawlers have minimized this stat and built up there mind. Therefore are poisons would be 2-4x deadlier there. For all brawler classes we still have action and mind poisons.
This fixes the biggest complaint of poison victoms "I can't counter it".
As always tell me what you think.
Thanks for your time
Curently poisons work like this (poison Eff)*(1+(cmEff/100))= damage. I like knowing what my poisons are hiting for everytime they hit but. its to simple, there is no counter except week cures. If you are hit with the poison it will tick that every turn period.
My idea
Resistance on health should be a factor of streagth and constitution. The higher these values the less effective the poison should be. Since we can't tell this values poisons with be more stratige. Different races would require diffrent stratiges. you would never hit a rodian with action poison or disease. wookies would have a large advantage in this area because of there extra points. You would have to use stronger poisons to take them down.
Medics would be strongest in the mind which is good for us. Unfortunately everyone is a novice medic and everyone has minimized all other stats to reflect this. mind is the only stat worth points. so mind poison will have to have a strong resistance. a nerf with out being nerfed you might say. new ruling poisonwould be health poisons. Everyone exept brawlers have minimized this stat and built up there mind. Therefore are poisons would be 2-4x deadlier there. For all brawler classes we still have action and mind poisons.
This fixes the biggest complaint of poison victoms "I can't counter it".
As always tell me what you think.
Thanks for your time
ShadowoftheVoid
Wed Sep 17, 2003 4:54 am
#2
i think it basing the resistance on the use pool for your HAM pools is probably a better idea for the effectiveness of poisons..but as to reducing damage done cause of a high regen is a double hit. I've watched a player that had a high regen just ignore a poison cause he was regening enough that it would take forever for the poison to take effect...granted it wasnt a poison C...so this isnt a very stable model...but when you figure they get a full 8secs of regen time and if they've buffed that particular pool they can already extend there life...and this doesnt get into the zabraks ability to basically mind heal using vitalize/equilibrium..with this any zabrak would be a very choice for anti-CM tactics...
shardy
Wed Sep 17, 2003 5:13 am
#3
uhm, i might be misunderstanding you there, but we know how resistances work (at least i like to think i do from experience). your poisons potency is basically a to-hit percentage. i've had no resists with 100 potency batches (experimenting in ease of use brings up potency) in pvp.
but i must say i like your version better.
shard
HoTron-rex
Wed Sep 17, 2003 6:25 am
#4
"This fixes the biggest complaint of poison victoms "I can't counter it"."
one word for you DOCTOR
everyone seems to be forgetting that docs were designed to counter CMs. people need not complain about being poisoned by me. i'll just point you in the direction of the nearest hospital and say "next time, bring a doc to cure that before you fight a CM"
as
HoTron-rex
Wed Sep 17, 2003 6:26 am
#5
as a doc as well, i can truly say that high lvl doc cures are in fact on par with single target CM cures. i'll agree, docs need an aoe cure, but the fact remains, if you dont bring a doc when fighting me you're asking to die...
Phrakture
Wed Sep 17, 2003 12:26 pm
#7
I see your point, but strength and con shouldn't help against actionor mind poison. It may be better to have the burn rate stat help the initial resistance and the regen stat impede the damage done per tick - this way if someone is setting up their character to stand against a CM, they could buff either-or depending on playstyle (it would get too cumbersome were the resistances based on both stats).
For example, I could max out my willpower and take some spice and have no fear of mind poison because it would be hitting for say 50 instead of 400 (yes my AOE Cs hit for 402 in this batch... I'm so proud). Or I could max out my focus and effectively have a 75% resistance or so - this would make characters a bit more balanced instead of the current "put all points in your pools unless you need it for armor" strategy of building stats.
For example, I could max out my willpower and take some spice and have no fear of mind poison because it would be hitting for say 50 instead of 400 (yes my AOE Cs hit for 402 in this batch... I'm so proud). Or I could max out my focus and effectively have a 75% resistance or so - this would make characters a bit more balanced instead of the current "put all points in your pools unless you need it for armor" strategy of building stats.
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