Doctor Archive
Thread: Publish Fixes for Doctors
Here's a list of the Patch Notes for this Publish that affect Doctors. After I will also list fixes that were made that were NOT in the Patch Notes. (Stealth Fixes, now?
) No guarantees on those stealth fixes, but they were working on Test Center, and as such SHOULD be on the Live servers with this Publish. I made a few notes in italics. Please let me know if you see any other fixes or problems that affects Docs in this Publish.
From Patch Notes:
AI AND WORLD
- Wookiee roar now gives a short mind buff in addition to its normal effect
COMBAT
- Added some failsafe clearing of dot states to help prevent the states sticking after the dot is removed. (*I don't remember seeing this problem, but if some Docs had seen it on state healings, this may be a fix for us.*
- Upped combat xp grant range to 80m (*May have some effect on combat XP gain from healing*)
CRAFTING
- When manufacturing an item that takes components, you do not have to extract the components from the crate to put in the input hopper. You can just put the crate in, and the manufacturing station will get the components as needed.
- Made double clicking work on factory crates in crafting
- Fixed containers (crafting stations and vendors especially) to calculate their inventory space correctly.
- Fixed an issue with factory crates not showing the stats of the contained items.
- Fix crafting lock-up if you try to use 2 crafting tools at once.
- Added "empty harvester" button to discard ALL resources
- Added more info when you examine a manufacturing factory.
- Fixed crafting manufacture schematic UI limit to go up to 1000
- Fix for missing components after crafting
- Send message to player if he loses a component during crafting due to his inventory being full.
- Prevent deletion of manufacture stations if the hoppers or schematic slot is not empty.
- Fixed exploit that allowed crafters to skip past critical failures
- Fixed issue that would cause manufactured components to be lost during crafting if you exit the assembly stage with more than one component in a slot.
PETS (*Listed only because of the high use of droids by Doctors.*)
- You have to go outside to call a pet if you are in a city. (Outside of town you must be in a camp, near your declared-residence, or in a building).
PROFESSIONS
- Dancer - Increased the effect of dance mind buffs. A master can now increase a stat up to double of its base value. Maximum durations have been increased to 2 hours. (*Listed because Docs are usually pretty interested in needing Mind buffs.*)
- Musician - Increased the effect of musician mind buffs. A master can now increase a stat up to double of its base value. Maximum durations have been increased to 2 hours. (*Listed because Docs are usually pretty interested in needing Mind buffs.*)
PVP AND GCW
- No longer allow neutral players to help neutral non-players with enemy flags of any sort (*This implies a possible fix for part of our TEF issue.*)
- Streamlined doctor faction perks (+25% effect) (*Not positive what this means, but think it means that if you are healing at a Faction HQ Med Center you will get a 25% boost to your healing actions.*)
- Allow doctor, musician, dancer faction perks to work wherever they can factionally register (*This also should apply only to Faction HQ Med Centers.*)
- Adding factional hqs to planetary map for player registration capable hqs (*This should mean that if you /register at a Faction HQ Med Center that your Med Center will show up on the Planetary Map and will be marked with the little sun to show it is manned.*)
UI
- Character Sheet - now display value and max value for each attribute in the text field (buffs update the attribute value as well as the max attribute value)
- Made /dragIncapacitatedPlayer visible in action list
Other Bug Fixes
- Make adding a Skill Enhancer to an equipped socketed item update your skill bonuses correctly.
- Fix attribute mods that lower a max attribute value to 0 causing the attribute value to be the max.
- Fixed an issue where players could become permanently incapacitated in some cases where they had been buffed and were then cloned with many wounds.
- Added additional attribute checking on login to fix any attributes that are lower or higher than they should be.
- Players will now be notified when they have reached an experience cap for a specific experience type
- The problem with food stacks sometimes becoming inedible has been fixed. This should work retroactively with previously broken food stacks. (*Listed for those Docs using food as a Mind Buff that may have been affected by this problem.*)
- Fixed a problem that allowed some enhancement medicines to stack when they shouldn't
- Fixed an issue that allowed poison and disease to be applied to incapacitated or dead players
Stealth fixes:
- Fixed the enhancement medicine radial menu so that target self actually targets self.
- /healState and /healEnhance no longer require an argument. It will automatically select a medicine if nothing is specified. This enables these commands to be used in the toolbar.
- Added the ability to split crates.
- Increased the power of cure poison and cure disease dots to make them more competitive with the strength of high-level dots.
- Changed the effect of wound treatment skill mods on curing poison and disease. It now acts as a % increase to the base medicine value. This puts it in line with how these mods work with other healing actions. (Not positive if this fix is actually in on this publish, or if it is something that will be in on the next.)
- Increased the experience given for crafting advanced biological effect controllers so that it falls in line with other medicine craftables.
- Damage/Stim/State packs now provide a message when you can perform that healing action again, in the same way that Wound/Enhance actions do.
Zarlor wrote:
Added the ability to split crates.
Increased the power of cure poison and cure disease dots to make them more competitive with the strength of high-level dots.
Changed the effect of wound treatment skill mods on curing poison and disease. It now acts as a % increase to the base medicine value. This puts it in line with how these mods work with other healing actions. (Not positive if this fix is actually in on this publish, or if it is something that will be in on the next.)
There was concern with Split crates recently in Test Server which was brough up.
Apparently the new "stack" you create when splitting the crate makes things inside have very strange stats, usually much lower than original. So don't start splitting crates when you can log on. split one and check before you do it en mass.
Original stack doesn't seem to be affected by this.
Would be nice if we can verify the changes to cure poison/disease tho'
guess just have to wait till serve come back up
Well, I don't think they would have backed that out since it was on test. The problem is that it may actually have blanced things a tad too far on the Doc side, now. I tested this with Kavedawg last week on TC and using a very low-end (on the resource side, but experimented for effectiveness) cure B I was able to cure a medium resource but lower effectiveness Cure C in 1 shot. The mid and high-effectiveness Cs took 3 cures, which would a bit more in line for what I would expect trying to use a poor Cure B to take on any kind of C poison.
I would not ahve expected a B to cure any kind of C in 1 shot, let alone a B made with poor resources. So I thihk we still have a problem, but in the other direction now.
Anyone know if they fixed HAM and stat related bugs? Like hams sometimes not updating any longer; stats getting stuck after spice downers; HAM not scaling correctly for the player who receives buffs (that is, I've noticed when I buff players, that for me the HAM scales, and I think for other players around the target it does, but I think for the player it does not. At least, when I buff myself, my own HAM never scales properly).
Anyone know if those have been fixed?
Another thing: I noticed that when you heal someone's wounds now, their HAM goes up instantly as part of the heal -- no more stimming up the empty white part of the bar. I guess that's a nerf for XPing medics, but for maxed out doctors it saves on stim charges.
The same with buffs -- when you apply a buff, the recipient's health and action are instantly full to the size of the buff, no more stimming them up or waiting for them to regenerate with their constitution/stamina buffs.
I'm still under the niave (sp) impression that cure posions packs are not effected by expermintation. The stealth fix gives the impression that there IS a med level attached to cure poison packs.
Zarlor is SOE aware of the buff bug that has been making its way across the forum? IF so then do you have any idea how long it will be for them to correct the issue.
Baj'e
MD
TKA
1BMF