Combat Medic Archive
Thread: The cure poison report Post patch (also posted in the Doctor forum)
I'd defniitely agree with Tsu here, but this is really the larger issue of imbedding advanced subs in low end medic/doc/cm components. The advanced subs are creating massive overlap between the class-packs without changes in med use, which is a problem.
I'd say the B is slightly overpowered and the A pack is woefully overpowered. IfI read these results correctly an advanced A-pack removed over halfthe damage on a top of the line C pack in one application. That's just silly. There's really no difference at all between the A and B pack, and what's effectively happening here is giving a 3X00 doc the ability to purchase the majority of the skill of a master doc in terms of cures.
The revenue issues of uber stimB sales notwithstanding, the time is coming soon when we must face that issue of either caps on A and B-class products (even with advanced subs) or that the inclusion of advanced-subs increases med use requirements (say +10 for each component used)up to but not over 90 (until they fix our cm use).
These cure poisons sell for what 1500 a piece? That's a small price to pay periodically to avert half of the doc tree and push skill points in other combat areas.
Jacore, MD/MCM
Would it, Khragon? I'm not sure and would be happy to be pursuaded.
The ARC will increase duration and reduce resist rates...but I think it being the ameloriation tool here depends on the assumption of how cures work, to which I must admit I don't have a firm answer.
It surely seems that cures affect the effectiveness (damage per tick). If this is all it affects, and cures are achieved when poisons are brought to 0 damage per tick than i'm not really sure how ARCs will help. However, if they also cut duration, then a case can be made that they might help...if the cure never gets the damage per tick to 0.
Again, I'm unsure here and more than happy to learn from someone who knows better than me about it, but even with ARCs viable, the overlap betweenthe various med packs that's provided by slipping in advanced subs with no increase in corresponding med use I find troublesome.
Jacore
I don't think it's overpowered at all -- use the logic the developers are using:
If you get bitten by a rattlesnake, and instantly have the venom removed and a counter-agent issued, for the most part you should be back to normal.
It's the more you linger, the fact that most doctors can't or won't cure poison (some dislike TEF, I understand that)
Curing a poison shouldn't be a problem, but who all can cure them? Usually the CM who issues them are the few doctors willing to cure them. ![]()
Us cure docs are few and far between.
Griffin,
I'm not sure i get the point of your post. My question woudl be why should a cure poisonA pack with advanced components and high experimented be able to remove that much of a poisonC pack with similar quality ingredients and experimentation. I don't think it should.
Jacore.
here is another issue to consider - that 80% a pack had a med use of 53 i believe, the 80% cure pack has a med use of 97. Now why should two items with vastly different requirements do nearly the same exact job?
I dont think the ARC will have much of an effect for us. and right now during this messed up patch CMs are the top dogs in pvp. Since our poisons were not affacted at all by this weird max cap to damage thing that is going on right now.
I was eyeshot for 44 pts of dmg with a krayt pistol, no helm no psg, 212 for lightning single 2 from a 3/4/4/4 BH. Be judicious in pvp right now, or we are going to get hit with the unholy nerf bat. I am debating to not even pvp until this damage thing is resolved.
Mraugh,
I have forgotten to commend you for this post...thanks for taking the time not only to do it but to post it.
Your issue of med use is exactly the point I'm making here and on the doc boards. Advanced components are great and should exist, but when advanced components on A and B packs become ways to effectively subvert skill point investment in med use, it's a problem. Those packs either need to have a cap, or adding adv comps need to increase med use.
As to your call for warnings, hear hear. Maybe I am one of those alleged fungus consuming capitulation primates (for which I will hug a tree and try to teach the world to sing with pride if I need to), but the objective discussions of where some of our skills may be overpowered will be much less to blame in a nerf verdict than those of us who use this known temporary, known anomaly to wish to 'own' PvP....because they can.
Machiavellianism is a defense only makes the bat swing faster.
Jacore, MD/MCM, Tempest
alas, both my motor and grammatical skills are suffering from my current moun gold downer. my apologies.
Jac.
Hi, decided to do some extensive testing after this patch, here are the results. (Thanks Sengran for assisting me)
I made the following cure poison packs, using an 184 adv Liq sus, and a 13charge/16 power ABEC.
resources used were 996 OQ 487 PE flowers, 990OQ inert gas.
C pack experimented to 54% single mind - 2 uses single health - 2 uses mind aoe - 1 use to cure
C pack experimented to 80% same as abovereduced 1st tick to 119
C pack experimented to 21% same as above reduced 1st tick to 157
B pack experimented to 80% same as above reduced 1st tick to 164
A pack experimented to 80% same as above reduced 1st tick to 175
poisons used for the test.
C single mind poison - ticked at 545 dmg
C single health poison - ticked at 499 dmg
C AOE mind poison - ticked at 380 dmg
i tried 1 disease,effect 87, with a 71% experimented cure disease C - cured it in one use
Thought and opinions?
My point is if you're poisoned in a hopistal, and they have a counter-agent, your chances for survival are amazing. Same with this game, why's it a problem if a doctor can cure poison?
Most doctors will not cure poison and draw a TEF, that'sthe way the game is.
Jacore wrote:
Mraugh,
I have forgotten to commend you for this post...thanks for taking the time not only to do it but to post it.
First things first. Definitely deserve a hearty thanks for taking your time on this experimentation.
Jacore wrote:
Mraugh,
Your issue of med use is exactly the point I'm making here and on the doc boards. Advanced components are great and should exist, but when advanced components on A and B packs become ways to effectively subvert skill point investment in med use, it's a problem. Those packs either need to have a cap, or adding adv comps need to increase med use.
The problem here is our Advanced Component is so broken, it's hard to tell just how effective our Poison C with advanced components in them. In addition to that,the materialfor our advanced component is not as potent as for Doctor's For example: I was able to create a standard Infection amplier with power of 16, but the advanced only topped at 39 as compare to Liquid Suspension with 49-50 base and over 150 for Advanced.
I don't expect our Infection Amp components to be as effective as the Liquid Suspension, elsewise our poison may reach unproportional damage, but I do expect it to be more effective than it's current form.
Jacore wrote:
As to your call for warnings, hear hear. Maybe I am one of those alleged fungus consuming capitulation primates (for which I will hug a tree and try to teach the world to sing with pride if I need to), but the objective discussions of where some of our skills may be overpowered will be much less to blame in a nerf verdict than those of us who use this known temporary, known anomaly to wish to 'own' PvP....because they can.
Machiavellianism is a defense only makes the bat swing faster.
Jacore, MD/MCM, Tempest
I think everyone is affected by the reduction even with our dot. I haven't test it fully, but I'll find out soon.
Tsu