Combat Medic Archive

Thread: BUFF//NERF CM

Mannmoroth
Tue May 11, 2004 11:44 am
#1

!@#$ enter submits sorry


My idea is give cms triple the amount ofeffectiveness as the level (so master now have 100 cm effectiveness and will have 300 cm effectiveness) and give Cms a pvp damage reduction, this will make it so us Cms are stronger in PvE and will make all the nerf whiners shut up

(this will meanquadruple the effect on poison so 300 effect poison does 1200 to a mob and 300 damage to a player)

Message Edited by Mannmoroth on 05-11-2004 02:47 PM

Shung
Tue May 11, 2004 5:13 pm
#2






SolSpur wrote:

Just ask the devs for a 75% damage increase and then give us the 75% pvp penelty







if you do the math, (which is wrong in original post to do 1200 you need +300 not +400 by formula 300 X (1 + 300/100)= 1200) he's actually asking for 50% increas then 75% decrease esentially a 50% decrease

Ciirybeccaskyr
Tue May 11, 2004 9:38 pm
#3

that might be enough.


I have a CM and run a cm vendor on Wanderhome but really strongly think we need a PVP reduction cause there is no point in PVPing anymore if you arnt a CM or a Doc. People say just bring a doc but we all know that doesnt work cause i can keep the doc busy curing himself while all his groupmates are taking massive mind damage.



Another option would be to just make Mind disease/poisons just not work for PVP that would be a good shortterm fix IMHO cause then they just have to keep a close eye on there HA to heal or get healed but even that after a stacked area/single on health is 1156 damage each 10 sec so a huge incentive to bring along a doc still or a cm with area stims.





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SolSpur
Wed May 12, 2004 12:13 am
#4

Just ask the devs for a 75% damage increase and then give us the 75% pvp penelty



12 point AS, FS crafter, RIS Certified - active
12 point CM and FS crafter- retired
Mannmoroth
Wed May 12, 2004 5:05 am
#5

For all those who dont know how effective ness works, it increases the damage of disease//poison

Say for instance you have 100 effect disease pack, at MCM it would do -200 wounds a cycle, at say 2004 Cm (50 effectiveness) it would do -150 wounds a cycle so with 300 effect it would be -400 wounds a cycle in PVE and -100 wounds in PVP

Lets face it guys, we ARE NEEDED in SWG this is the only way that fencer//tka//brawlers can be beaten but with -600 mind damage at the moment we are a little to strong =(
Obata
Wed May 12, 2004 11:13 am
#6



SolSpur wrote:
Just ask the devs for a 75% damage increase and then give us the 75% pvp penelty





This wouldn't come out the way you're thinking. We would only do 43.75% of the damage we do now. I think what you meant was a 300% increase in PVE (so 4 times our current damage) and then a 75% reduction of that for PVP.



Obata Lightingflier (Deceased): Master Doctor, Master Combat Medic - Wanderhome
Opos Odet (Deceased): Master Artisan, Master Merchant, Master Musician - Wanderhome
Tenfo
Wed May 12, 2004 1:18 pm
#7

300 dmg to a player is still high.


Does anyone know what affect the poison mitigation spice will have? 50% reduction? 75% reduction? Curious.


Considering weapons and armor into the PvP equation... standard dmg range is usually below 100 after 75% PvP reduction and armor blocking. To keep it an even playing field CM needs to be within this range.


If the new spice reduced poison dmg by 75% then 300 normal dmg might be within reason.


We will have to see what the combat balance brings. All I know is that now a Master CM/Rifle can take down a group of 10 elites and we all know it needs the nerf bat... it's just a matter of how far.


Also I agree that in PvE Combat Medic should have full dmg output of poisons and disease.







l Tofeity Edeiso - MBH / Rifleman l l Tazon - Elder Jedi l
Obata
Wed May 12, 2004 2:10 pm
#8


Tenfo wrote:

300 dmg to a player is still high.

Does anyone know what affect the poison mitigation spice will have? 50% reduction? 75% reduction? Curious.

Considering weapons and armor into the PvP equation... standard dmg range is usually below 100 after 75% PvP reduction and armor blocking. To keep it an even playing field CM needs to be within this range.

If the new spice reduced poison dmg by 75% then 300 normal dmg might be within reason.

We will have to see what the combat balance brings. All I know is that now a Master CM/Rifle can take down a group of 10 elites and we all know it needs the nerf bat... it's just a matter of how far.

Also I agree that in PvE Combat Medic should have full dmg output of poisons and disease.






Don't forget that poison damage occurs only every 10 seconds. The 100 damage you mentioned for other professions is per hit. For a master, that means 100 per second in most cases. That's much higher than what our poisons do. I agree that CM/Rifleman is far too deadly. But I blame the current HAM system for that more than anything else. As has been said here many time, no-one would even lift an eyebrow if CMs only used health poisons. It takes very little playing time to figure out that every template has the same weakness, the mind pool. With the exceptions of the flame DOT and pets, every nerf cry I can remember was about a profession that could/can target mind. The devs realize this, and I'm sure it's one of the biggest reasons for the combat revamp.

Message Edited by Obata on 05-12-2004 05:11 PM



Obata Lightingflier (Deceased): Master Doctor, Master Combat Medic - Wanderhome
Opos Odet (Deceased): Master Artisan, Master Merchant, Master Musician - Wanderhome
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