Combat Medic Archive
Thread: Poison facts
ok just trying to clear up some poison information regaring the poison in pvp and pve to better keep everyone better informed
ill start with making the poison it requires reactive gas inert petrochem liquid petro chem fiberplast radioactive and a few other things and high quality is required or the results are nothing special and let us not forget it is an expendable item
heres the poison test notes the particular poison in question was made by Tequila on ahazi using 2 of the 3 advanced components and 900+ quality resources its effectiveness was maxxed out had 36 charges and 50mish range and was a mind poison c unit
Poison in PvE
i tested it on 3 different mobs being the following
Imperial cadet resisted %50 of the time did a good 250-350 per tick
Ravenouse torton Resisted 80% of the time (threw 5 poison shots before it hit) did 250-350 per tick
Dark jedi master on dathomir near nightsister lair allways resisted (tried 6 times was resisted each time didnt trya agin)
overall its damage/restistence ratios for PvE are sub par
Poison in PvP
tested it on 2 people
resisted 0% of the time did a good 250-350 damage per tick on both
end conclusions
Yes poison can be a very powerfull PvP tool however it deals the same damage in PvP as PvE and is very expensive to make and is one of the combat medics 3 class defining abilities nerfing this right now without some form of counterbalance would destroy 33% of the combat medics abilities
the problem begins here
from a cm perspective-poison is incredibly expensive to make is a limited use item and all but worhtless untill master combat medic being effective wiht poison is one of the rewards for investing the time points and credits required to master cm and is my primary offense
from a non cm perspective-my damage has been reduced by 75% and youg et a high damage long durationa ttack wich makes it completely unfair because a doctor is required to remove the poison and no one can heal mind thus making it overpowered
suggestions to a reasonable compromise
increase poison damage to much higher ammounts lower resists to it and add the %75 damage reduction so its not overpowered in pve but effective in pvp
give the CM's something else perhaps the anti-doc route docs buff stats maybe cm's could debuff with packs that target a specific pool and its substats wrapped into 1 pack and reduce poisons pvp damage
use elenoras suggestion and expand upon the ranged support line
lastly take the dev approach and ignore poison alltogether and leave it as is
anyone has any comments critisism suggestions etc. feel free to chime in
Resists are based on potency..
Potency is based on Ease of use experimentation.. of which you did none.
My class C poisons do 450-550 a tick .. with basic components.
Might wanna check and get better components
Charges experimentation = distance/range (and the obvious)
Ease of use = resists and the obvious.
Effectiveness = duration and damage.
mind poison C
potency 76 (about 30% resist rate)
effectiveness 295 (295 x 1.90 = 561 damage per tick)
range 34 (68m applied range)
These numbers don't match your claims...explain.
lol is it fine?
hahaha so having a master combat class with a 20-30 dps weapons that can be shot at 40m and can be cured by doctors is far?
the reason why dots are cureable and do low dps is because they were appliable without LOS...
so guess what CMs are gonna be petitioning for stronger dots...that do more damage and faster...and have better range and resist rates
because u want dots to be treated just like every other weapon...
be careful what u wish for...