Combat Medic Archive
Thread: Major Patch & what it means to us!
Combat Medic
Reworked the way area healing and area damage over time medicines function. They should be much more reliable now and they shouldn't use a charge for each target affected.
Fixed a problem with area stimpacks requiring Medicine Use. They should require Combat Medicine Use. This fix only affects newly crafted stimpacks, so old ones will still require Medicine Use.
Fixed a problem where the Combat Medic's effectiveness skill mod was not properly increasing the power of medicines that do damage over time.
Medic
Added the ability to experiment on duration with the resilience compound.
Reduced the number of resource attributes that are factored into medicine crafting. This should make it easier to keep track of what is needed.
Removed durability experimentation from medicines since medicines do not decay.
Experimentation on the duration of damage over time and Enhancement medicines is now done through experimental effectiveness.
Fixed a problem with enhancement medpack B's which prevented them from granting crafting experience.
Added healing kill credit for medics that perform healing on same group combatants
Added the /diagnose command to novice medic skill. This command gives you feedback on what wounds a targeted player has.
Added auto-wound select to tendWound if no wound is specified.
Fixed a problem that enabled revive packs to fire on a /healWound command.
This is a copy/paste from the Test Center patch notes that will be going live soon. From what it reads AOE and Poison/Disease are getting fixed to use the appropriate CM skills and thus should be much more effective. This means a LOT to our class in regards to overall reason for pursuing as well as class definition.
Recently Elenora has been posting about putting the combat back in our profession. She and I spoke about what the CM's use is in PVE & PVP and from what I gathered it's this:
PVE - keep allies alive with ranged stims, assist killing tough creatures with single target poisons.
PVP - keep allies alive with ranged stims, murder all opposition with AOE poison/disease affecting mind pool. Even with the 75% reduction in dmg that mind poison lasts 15 minutes. And if the opposing side doesn't have a skilled doctor to remove the ailment they're all as good as dead.
There are still a good many changes needed to finish the class but I think this is a very promising start to making the CMs fill their role in the game. There are also misc fixes to crafting, factories, housing, experimentation, and resource/component use in crafting.
If anyone wants to look through them carefuly, there might be a couple of other changes in there that affect us.
"Next, today is the day for Correspondents. We've gotten answers from thedesigners on every issue for every profession. I'll be posting them on the individual profession forums later today. Many of the answers are "we're looking in that, no ETA yet" or "a fix has been made" or "no, that is working as intended but we'll continue to track it because you feel it is important". A big thanks goes to the Correspondents who gathered the issues and had patience with us during this first month."
Thats Q's post about profession issues being patched tomorrow.
"Fixed a problem where the Combat Medic's effectiveness skill mod was not properly increasing the power of medicines that do damage over time."
This means poisons and diseases, so if you have anything over novice combat med you will start doing more damage with them.
So, theoretically, our DOT Poisons and Diseases are fixed! ![]()
a lot of stuff is interconnected...
Read the whole list.
The correspondat replies to the first 5 item list will be responded to today.. it has nothing to do with TC patch.
Basically, the correspondant issues are the first step for the NEXT patch (barring emergency items). Even if the devs have a positive response for your top 5... do not expect to get that change soon.
-T
75% damage reduction on a 410 damage mind dot is now 103 points...
question is how much of a difference is combat medic effectiveness gonna make?
honestly if the dot isnt doing more than 200+ a tick...we gotta ask the question is it worth it?
C level packs are avaible to master CM and thus must be considered an advanced master ability and should do as much as any other master level special move others get...
Now it will be interesting to see how dots under this new system will really perform...
Will be interesting to see how the new pistoleer changes will effect class balance...
their disarming shotline which was effectively a knockdown at range (AOE KD at master pistoller with disarm2)is being changed to a move that directly attacks the durability of a players weapon...
should be interesting to see how this will effect the class balance...
Elenora, i don't think bleeds,dots are affected by the 75% dmg reduction. If they aren't.... Guess what? People are gonna be crying NERF CM'S... I expect them NOT to be affected by the 75% since it's not really "dmg". If the scaled dmg was upped then that may be a different story. We will see i guess... But i expect Bleeds and poisons to be major in pvp if the 75% reduction doesn't effect them/
Kama
Reduced the number of resource attributes that are factored into medicine crafting. This should make it easier to keep track of what is needed.
What does this mean? Anyone can tell from the TC?
it means that the attributes of resources listed on the schematics went from
57% OQ, 28% PE, 14% UT
to 66% OQ 33% UT
and all listings of Potency got finaly erased.
now if they could finaly fix the subcomponent crafting, i'd be a happy CM