Doctor Archive

Thread: Doc Buffs De-Mystified, and how Publish 7 will change it.

jemelby
Wed Mar 03, 2004 6:49 pm
#1


I have seen a variety of posts on this forum relating to what effect Publish 7 will have on Doc Buffs. It seem there needs to be a common understanding of where we are now befor we can comprehend what publish 7 will do. First, there is no mystery about how doc buffs currently work. There have been no stealth nerfs, and those wildly varying buff can be easily explaned.


First, here is the formula as it is now:



Location Medical Rating * ( 100 + WoundTreatmentSkill ) / 100 * PackPower


for this exapmple, we will use a 110 efficiency droid, master doc (+100) with +25 BE cloths AND +25 Bivoli (food), and a base pack power of 900.


(110 x (100 + 100 + 25 + 25) / 100 )/100 x 900 = 2475


2475 represents the median, or average buff. The wild part of the buff comes when you figure that a buff can go 50% higher or lower. So your buff will range from 1238 to 3713.


Now, how does this pertain to the proposed changes in publish 7? From what I understand, they have completly taken out the +/- 50% randomness. This would mean that the buff pack in the above equation would ALWAYS yield a buff of 2475. When taken into consideration with the other proposed change, the ability to re-buff higher, you will not be able to re-buff and re-buff untill you have have all six stats at 3700+. What you WILL be able to do is find a better doctor after getting a crap buff. This will also stop the ninja crap buffers from spoiling your afternoon. (those are the folks that sit in the star ports buffing everyone who loads with <100 buffs.)


What I would like to see, rather than the complete removal of the +/- 50%, is a reduction to 20%-25%. This would still mean you have the option to re-buff in hopes of a higher buff. This would lend a little variety to the business.


*EDIT* added the "/100" into the formula... sorry.

Message Edited by jemelby on 03-03-2004 07:51 PM




J'Vee
Mos Onarok, Tatooine - Flurry


Pistoleer-CH
Wed Mar 03, 2004 8:32 pm
#2

/clap


This does make sence nice job



-=Daylara Deadlock=-
~gLUCK~
^=^=^=^=^=^=^=^=^=^=^=^
-=Nin-Yader=-
~gLUCK~


ka12345
Wed Mar 03, 2004 8:35 pm
#3

Your arithmetic is off....w/ the equation you stated, your results would be buffs for a median of 247500.


Divide by an additional 100, and your formula seems right on.



_____________________________________________________________________
-Travolta (R.I.P.), Kif, Tasius, Clamps, Zergant

"It doesn't matter if you're black or white. The only color that really matters is green." -Peter Griffin
ChFry
Wed Mar 03, 2004 9:31 pm
#4

yay



Merc of the Burning Legion
Loviza
Thu Mar 04, 2004 5:03 am
#5

Just wanted to agree I like the lesser randomness better also. A set number is ofc better then the greater span the buffs have now, but -20%/+20% seems like decent numbers.



Lov'i Za' - ISB Sergeant
Zarlor
Thu Mar 04, 2004 6:52 am
#6

Earlier pollings suggest that the vast majority of Docs agree that they would prefer a lesser variability (such as a +/-20 or even +/-10) over either the current level of high variability or the no variability that is now on Test. The problem was that our Dev stated that the coding requirements to implement that would have been very, very high because of how the formula permeates all of the healing systems. He said it was not a problem to just drop off the randomness factor for buffs alone, but to completely change the formula and only ahve it effect buffs would ahve, apparently, been something of a nightmare to accomplish. And with everything else those guys are constantly working on I guess it just wasn't possible to dedicate the time that would be needed just to do that.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Jubilee64
Thu Mar 04, 2004 8:31 am
#7

Original post is spot on, only poor docs should fear the publish.


Bring me some Bivoli.....


Jubilee Jones

Master Doc, Farstar

Stim B Vendor near Dearic, Talus; See world map for WP
Sithaana
Thu Mar 04, 2004 8:49 am
#8

Buffs with 110 med droid and +25 woundtreatment clothes:

800 buffpack, no bivoli : 1980
900 buffpack, no bivoli : 2227
800 buffpack, +25 bivoli : 2200
900 buffpack, +25 bivoli : 2475

So that's 2000-2500 buffs depending on how much the doc is willing to spend, people with crap buffpacks will no longer be able to hide by saying 'sorry, bad luck there' and the people with the best buffpacks/food can advertise with higher buffs although the difference will only be worth it for those who really want to have the best because the 'average buffs' aren't THAT far behind (20%)

Think this change might allow crafters to stop having to look for the BEST resources there are for their buffpacks and use 2nd best instead, will help me ease some of the pressure I have with my buffpack making
Also will mean more buffpacks available for sale because materials will be a little easier to find (less demands on quality) and people won't be as picky over the quality of buffpacks.
Should also mean prices for buffs should go down but then again, doubt this will happen



--------------------------
Sithaana - 99% Pure furry delight
CelestialEvil
Thu Mar 04, 2004 7:26 pm
#9

what does bivoli do?
Revek
Thu Mar 04, 2004 8:14 pm
#10

Bivoli is a food that enhances wound treatment, it is in addition to any BE enhanced clothes. Typically, you can get another 20-24% increase on wound treatement with decent food, thus, as seen in the equations above, increase the size of the buffs.


Dr Revek Ramins


Lowca


Thrail
Thu Mar 04, 2004 10:51 pm
#11

So unless I'm wrong (which is quite possible), the theoretical buff cap is 2750, and could only be achieved using a perfect 1000 pack (discounting janta packs).



Thrail Krii'tak, retired as of 12-27-05
aka Thrakzal and Thrael, Hellscream, you-know-where
Jubilee64
Fri Mar 05, 2004 6:08 am
#12

/agree


it will be 2750 on perfect 1000 pack


I think there will be a push to keep them (the buffs) above 2k, ie. 809 packs without Janta as this is a psychologically important amount for many people. I think docs will be ok above that mark. I dont think customers will worry too much about a 100-200 difference (unless the buffer next to you is that amount higher and charging the same price).


Those buffing around 2400/2500 will no doubt be able to charge a higher premium for their 'elite' buffs. It might even get to the point where each server has a kind of sliding scale - so that 2k buffs are worth 10k, 2500 buffs 15k and everything between, for example.


The new publish will be difficult at 1st, but we will no doubt all find a suitable price point, except the pirates who will be finally found out.



Jubilee Jones

Master Doc, Farstar
Nerj
Fri Mar 05, 2004 9:40 am
#13






Sithaana wrote:
Buffs with 110 med droid and +25 woundtreatment clothes:

800 buffpack, no bivoli : 1980
900 buffpack, no bivoli : 2227
800 buffpack, +25 bivoli : 2200
900 buffpack, +25 bivoli : 2475

So that's 2000-2500 buffs depending on how much the doc is willing to spend, people with crap buffpacks will no longer be able to hide by saying 'sorry, bad luck there' and the people with the best buffpacks/food can advertise with higher buffs although the difference will only be worth it for those who really want to have the best because the 'average buffs' aren't THAT far behind (20%)

Think this change might allow crafters to stop having to look for the BEST resources there are for their buffpacks and use 2nd best instead, will help me ease some of the pressure I have with my buffpack making
Also will mean more buffpacks available for sale because materials will be a little easier to find (less demands on quality) and people won't be as picky over the quality of buffpacks.
Should also mean prices for buffs should go down but then again, doubt this will happen





1) This will ENCOURAGE crafters to look for the best, since quality of goods will be the determining factor. Plus experimentaion also has been modified. Therefore second best may only give you a ~700 buff pack.


2) More high priced buff packs for sale, since price for the better resources(200+ meat costs)plus numerous attempts to get the best results will raise costs.


3) End result HIGHER buff costs. In a PVP battle with equal opponents -- the one with the best buff wins. Therefore best buffs WILL costs the most





Valcyn - Master Marksman Master Commando, Master Smuggler From Tiggs: -- Two words -- Bring it!

WE WILL NOT TIRE, WE WILL NOT FALTER, AND WE WILL NOT FAIL

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