Doctor Archive

Thread: Schematic info for all the new poison/disease Doctor items.

Agent001
Thu Jul 29, 2004 7:27 pm
#1





Cure Disease Area - A, Intermediate Doctors Medicine Crafting




    • 15 - Flora Food

    • 15 - Gas

    • 1 - Liquid Suspension

    • 1 - Dispersal Mechanism*

    • 1 - Biological Effect Controller


      • Charges


        • 66% OQ

        • 33% UT

      • Power


        • 66% OQ

        • 33% PE

      • Area Effect


        • 33% CD

        • 66% OQ

Cure Disease Area - B, Expert Doctors Medicine Crafting




    • 20 - Corn

    • 20 - Reactive Gas

    • 1 - Liquid Suspension

    • 1 - Dispersal Mechanism*

    • 2 - Biological Effect Controller


      • Charges


        • 66% OQ

        • 33% UT

      • Power


        • 66% OQ

        • 33% PE

      • Area Effect


        • 33% CD

        • 66% OQ

Cure Disease Area - C, Master Doctor




    • 25 - Domesticated Corn

    • 25 - Orveth Reactive Gas

    • 2 - Liquid Suspension

    • 2 - Dispersal Mechanism*

    • 2 - Biological Effect Controller


      • Charges


        • 66% OQ

        • 33% UT

      • Power


        • 66% OQ

        • 33% PE

      • Area Effect


        • 33% CD

        • 66% OQ

Cure Poison Area - A, Novice Doctor




    • 15 - Creature Food

    • 15 - Gas

    • 1 - Liquid Suspension

    • 1 - Dispersal Mechanism*

    • 1 - Biological Effect Controller


      • Charges


        • 66% OQ

        • 33% UT

      • Power


        • 66% OQ

        • 33% PE

      • Area Effect


        • 33% CD

        • 66% OQ

Cure Poison Area - B, Advanced Doctors Medicine Crafting




    • 20 - Meat

    • 20 - Inert Gas

    • 1 - Liquid Suspension

    • 1 - Dispersal Mechanism*

    • 2 - Biological Effect Controller


      • Charges


        • 66% OQ

        • 33% UT

      • Power


        • 66% OQ

        • 33% PE

      • Area Effect


        • 33% CD

        • 66% OQ

Cure Poison Area - C, Master Doctors Medicine Crafting




    • 25 - Domesticated Meat

    • 25 - Rethin Inert Gas

    • 2 - Liquid Suspension

    • 2 - Dispersal Mechanism*

    • 2 - Biological Effect Controller


      • Charges


        • 66% OQ

        • 33% UT

      • Power


        • 66% OQ

        • 33% PE

      • Area Effect


        • 33% CD

        • 66% OQ

Enhance Poison Resist - A, Advanced Doctors Medicine Crafting




    • 9 - Organic

    • 9 - Organic

    • 9 - Inorganic

    • 9 - Inorganic

    • 1 - Solid Delivery Shell

    • 1 - Chemicale Release Duration Mechanism

    • 1 - Biological Effect Controller


      • Charges


        • 66% OQ

        • 33% PE

      • Duration


        • 66% OQ

        • 33% PE

      • Power


        • 33% OQ

        • 66% UT

      • Unit Integrity


        • 60% DR

        • 40% OQ

Enhance Poison Resist - B, Master Doctors Medicine Crafting




    • 10 - Creature Food

    • 10 - Flora Resource

    • 10 - Inert Gas

    • 10 - Low-Grade Ore

    • 1 - Solid Delivery Shell

    • 1 - Chemicale Release Duration Mechanism

    • 2 - Biological Effect Controller


      • Charges


        • 66% OQ

        • 33% PE

      • Duration


        • 66% OQ

        • 33% PE

      • Power


        • 33% OQ

        • 66% UT

Enhance Poison Resist - C, Master Doctor




    • 12 - Tatooinian Herbivore Meat

    • 12 - Beans

    • 12 - Polymer

    • 12 - Dylinium Intrusive Ore

    • 1 - Solid Delivery Shell

    • 2 - Chemicale Release Duration Mechanism

    • 2 - Biological Effect Controller


      • Absorption


        • 66% OQ

        • 33% PE

      • Charges


        • 66% OQ

        • 33% PE

      • Duration


        • 60% DR

        • 40% OQ

      • Power


        • 66% OQ

        • 33% PE

Enhance Disease Resist - A, Advanced Doctors Medicine Crafting




    • 9 - Organic


    • 9 - Organic

    • 9 - Inorganic

    • 9 - Inorganic

    • 1 - Solid Delivery Shell

    • 1 - Chemicale Release Duration Mechanism

    • 1 - Biological Effect Controller


      • Charges


        • 66% OQ

        • 33% PE

      • Duration


        • 66% OQ

        • 33% PE

      • Power


        • 33% OQ

        • 66% UT

      • Unit Integrity


        • 60% DR

        • 40% OQ

Enhance Disease Resist - B, Master Doctors Medicine Crafting




    • 10 - Creature Food

    • 10 - Flora Resource

    • 10 - Inert Petrochemical

    • 10 - Gemstone

    • 1 - Solid Delivery Shell

    • 1 - Chemicale Release Duration Mechanism

    • 2 - Biological Effect Controller


      • Charges


        • 66% OQ

        • 33% PE

      • Duration


        • 66% OQ

        • 33% PE

      • Power


        • 33% OQ

        • 66% UT

Enhance Disease Resist - C, Master Doctor




    • 12 - Lokian Animal Bone

    • 12 - Wild Corn

    • 12 - Polymer

    • 12 - Regvis Amorphous Gemstone

    • 1 - Solid Delivery Shell

    • 2 - Chemicale Release Duration Mechanism

    • 2 - Biological Effect Controller


      • Absorption


        • 66% OQ

        • 33% PE

      • Charges


        • 66% OQ

        • 33% PE

      • Duration


        • 60% DR

        • 40% OQ

      • Power


        • 66% OQ

        • 33% PE

Message Edited by Agent001 on 07-29-2004 08:49 PM

Slash_DPC
Thu Jul 29, 2004 7:36 pm
#2

"Dylinium Intrusive Ore"

I've never even heard of that Ore





Xaznak - Level 22 Undead Mage
Tichondrius

SlashDPC on AIM
lboyd1
Thu Jul 29, 2004 7:38 pm
#3

Agent! You ROCK!!!


*writes this down then adds to current list of resources*



~Corbantis : Kalinya~
Bothan Ranger 4440 CH 0204 / Master BioEngineer
~Starsider : Graxinda~
Wookiee Master Doctor (from the very beginning) / Master Merchant
~Other Professions Include : (Corbantis) Master Smuggler/ Master Pistoleer
(Starsider) Master Dancer/ Master BioEngineer~

Pasa
Thu Jul 29, 2004 7:49 pm
#4

/cry



At least it balances them out resource wise. Going to be probally as much as a pain in the *edit* to get as CM resources



-Welcome Back Agent




Benek Cript

Benek MDI

Master Carbineer/Master Doctor (Pending Bounty Hunter)


Combat Medics, no problem. Master Pistoleer/Rifleman/Bounty Hunter, no problem.

Melee professions, no problem. The fact that I am not supposed to die, slight problem.




Pasa Baba
Master WeaponSmith/Master ShipWright

Tatooine (between Bestine and Anchorhead) -486 -4261
Punj
Thu Jul 29, 2004 8:31 pm
#5

we'l all need to revise our buff prices



Punj
"the darkside i sense in this one"
-i support me going to a new game Nov15th 2005

ShaatanRuk
Thu Jul 29, 2004 8:46 pm
#6

How do the enhance poison/disease buffs work? The same as regular buffs as far as showing up in the window etc.?


That's probably a stupid question. I would just hit the "BACK" button if this wouldn't raise my post number....hehe



^TORAX^TORVAN^ SHAATAN'RUK ^EN-SABAH-NUR^
-V- Vengeance
THE EMPIRE WANTS YOU!
Disclaimer: I donot proof readmy posts. Use liquor to translate.


Punj
Thu Jul 29, 2004 9:00 pm
#7


probably just an icon in the buff window like food.

Message Edited by Punj on 07-30-2004 05:11 AM



Punj
"the darkside i sense in this one"
-i support me going to a new game Nov15th 2005

StPhil
Thu Jul 29, 2004 9:08 pm
#8

Well, that's it. I quit. The casual gamer has not the inventory space or house space or harvesters for all of these additional random pieces of crap. As if the crafting component was unfun enough before.


And quote me now, these carrots are a prelude to the buff nerf bat. Buffs will be nerfed soon! The end is niegh! (not that buffs don't need some tweaking, but that little piece is the only piece that's still fun for me)



-Phal (Froggie Power!)
Punj
Thu Jul 29, 2004 9:12 pm
#9

you don't think this is a good thing?



Punj
"the darkside i sense in this one"
-i support me going to a new game Nov15th 2005

Matlocksdad
Thu Jul 29, 2004 9:18 pm
#10






StPhil wrote:

Well, that's it. I quit. The casual gamer has not the inventory space or house space or harvesters for all of these additional random pieces of crap. As if the crafting component was unfun enough before.


And quote me now, these carrots are a prelude to the buff nerf bat. Buffs will be nerfed soon! The end is niegh! (not that buffs don't need some tweaking, but that little piece is the only piece that's still fun for me)






I don't know of many "casual gamers" that are serious doctors anyway


Thanks for the info

Message Edited by Matlocksdad on 07-29-2004 09:18 PM



------- ------ ----- ---- --- -- - - - - - - - - -
Welo Eislam -- Sunrunner
WetWelo DuMer -- Sunrunner
StPhil
Thu Jul 29, 2004 9:22 pm
#11






Punj wrote:

you don't think this is a good thing?







I think it's great for the game overall. I'm just angry and bitter that my friends list is all grey and I'm not having fun anymore. These changes will kill what little fun I had left. But that's just me.


I really wish this stuff had happened 3 months ago when my friends were still playing. It may have made the difference.




-Phal (Froggie Power!)
Suba
Thu Jul 29, 2004 9:38 pm
#12

YAY Docs get to Use the Skills that Combat Medics were supposed to have WOO HOO!!!

Docs get another money maker with new poison/disease resist buffs WOO HOO!!!


Combat medics get jack **edit**!!!




00101000100110011101001011011111110100100010011111   Colonel Alec Suba: Dark Jedi Elder 
00111010000011000011000110101111010011010110111000
00101000000010010110000111011000001101110000110101
11010011000100010110011101001000001000001110110111
11100111100011011001010110100101010110110011101000
01101000110100101101110000011110011010100100110001
10100010100001110000101111101110010010100000000111

jkray8472
Thu Jul 29, 2004 10:06 pm
#13


Hey Agent:


Notice how the area effect is contingent upon the CD of the resources? (by 33%). Well...none of the resources that go into the actual packs contain any sort of Conductivity. I've never seen a corn, reactive or inert gas, or meat that has the conductivity stat.


While I applaud the Devs on their attempt to make the CD applicable the same way it is with Combat Medic schematics, it appears that they are again lacking in common sense. With no CD, will the packs only be able to achieve 2/3 their maximum range?


Edit: the individual resources used in the subcomponents do not affect the final build--only the stats apparent in the pack. In order to maximize the area for one of these, you would need a dispersal mechanism that has its area maxed out...but the conductivity of the resources that went into this Dispersal Mechanism would be irrelevant to the final build of the pack.

Message Edited by jkray8472 on 07-29-2004 10:08 PM



--------------------------------------------------------------------------------
"Never piss off a healer. They know how you're put together...they can just as easily take you apart."
Kiarda Kismet
Master (in order) - Medic, Doctor, Teras Kasi, Smuggler, Carbinier, Marksman, Artisan, Architect, Combat Medic, Pistoleer, Scout, Squad Leader, Image Designer, Entertainer, Dancer, Brawler, Fencer, Merchant, Pikeman, Swordsman, Creature Handler, Rifleman, Ranger, Bounty Hunter, Commando, Musician. Droid Engineer.
Unlocked 6/5/04
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