Doctor Archive

Thread: How much does an Enhance D do for secondary stats?

Xol11
Thu Aug 07, 2003 10:07 pm
#1

I have heard that a high level doctor with a good enhance pack and a droid can enhance for 2000 average and almost 3000 max. But they are refering to Health and Action. How high can you get constitution, strength, stamina, and quickness? I have noticed that many people are obsessed with the primary attributes when more times than not, it's the secondary attributes that matter the most in determining the outcome of a battle. I already have doctor crafting IV (so I can make super stims) but I am wondering about untraining some other skills and taking up the enhance line (along with medicine use).


-Micah

MrMoose
Thu Aug 07, 2003 11:32 pm
#2

As a master doctor, with 450 listed stats (cant find good avian meat) I was buffing secondaries for up to 1300



Traca, Starsider Server
Doctor/Swordsman
Elenora
Thu Aug 07, 2003 11:32 pm
#3

actually secondary stats mean diddly if u can heal H and A....


i mean does it really matter how much action a move takes if u can heal a full bar when u need to?


so substats really dont mean anything unless u are buffing some to go solo...





--------------------------------------------------------------------------
Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
Merrin
Fri Aug 08, 2003 1:17 am
#4

Average buff with a D pack is somewhere around 1800 points, but Enhances are subject to the same variance as all other "heals". One time I might land a 2800+ buff on someone, the next time it will be 800, then the next will be 2000, and so on so forth. Contrary to what most people think, secondary stat buffs can have a major impact on players...especially those with high H/A cost styles (like Carbineer). Regeneration rates and Style Efficiency are improved significantly(like 0 cost sort of significantly) Generally fully buffed players are only limited to what their mind pool can take, unless dealing with high dps opponents.



---------------------------------------
Merrin Nightwind
Master Doctor, Master Combat Medic, Carbine Specialist
Starsider, Test Center
#starsider @ stratics.frws.com
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Xol11
Fri Aug 08, 2003 1:29 am
#5

Okay, I just ran some preliminary tests, and it appears that the following holds true:


<regen stat> means constitution/stamina/willpower
This is with Trandoshan (Regeneration + 1) and standing up in combat mode


<regen stat> * 0.37 = HAM / minute
<regen stat> * 0.00615 = HAM / second


This means that with 2000 stamina after buffs, you would heal around 12 action / second. Although this doesn't sound like a lot, in the course of a 1 minute battle you will have healed 720 action. This is the same as having 720 additional points of action on top of whatever action buffs you have. If you are involved in longer battles this number continues to go up. So if you are combatting high level content (battles that last upwards of 3 minutes) you are essentially gaining 2100+ action. To me, this is a big improvement.


I would appriciate it if other people could do similar tests to find out if my results are accurate, also to find out what the +1 regeneration that Trandoshan's get does. The easiest way to test this is to find a friend, duel them, and spam Warcry 1 at them until you run out of stats. Then set a stop watch for 1 minute and start it. Make note of what your health is at the time you start the stopwatch. When the stopwatch goes off take note of what your health is. Subtract your ending health from your starting health and that is your regen / minute. Repeat these steps for action and mind. NOTE: for mind you will have to do an action that takes mind such as surveying.


-Micah

Migosh
Fri Aug 08, 2003 9:50 am
#6

Your results are accurate.


Standing regen for any of the pools is (regenstat*13/1200)*4/7


or as you put it, .00615*stat per second.

Elenora
Fri Aug 08, 2003 10:30 am
#7

buffin substats does provide a nice counter for CM disease tho...


i love how people complain that Cms dots shouldnt be really powerful...


if u really think about it, doctors have the exact counters for the entire CM class...so why not make them powerful..will make doctors even more important..


think about it flameshot from a BH is uncurable and does 350 damage and 80 wounds every 15 secs...and people thing that 300 damage poison is deadly? thats less damage than my FWG5




--------------------------------------------------------------------------
Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
Big_Ears
Fri Aug 08, 2003 12:28 pm
#8

It does matter a little, because you won't have to continually heal the people who normally kill themselves by using special moves. People can start buying guns that have the optional weapon scope/rifle stocks(more special move drains) to use while buffed.

Don't forget about armor, either. With great buffs to secondaries, you could wear composite armor crafted by blind monkies that requires an 1000 health/action encumbrance. So armor would be a piece of cake, aside from mind encumbrances.
Xol11
Fri Aug 08, 2003 12:43 pm
#9

The comment about being able to self heal brings me to my next question, how quickly do you regen at 1700-2100 stamina/constitution? I currently have 800 constitution and 300 stamina and I do notice that I am always waiting on my action to regen but never my health. However, if you had 2100 constitution and you were taking 100 damage / 2 seconds, would you be regening fast enough to notice a difference in the outcome of such a battle? Or is it only usefull for healing self inflicted damage and regening after combat? I am trandoshan with regeration +1 (whatever that means). Also, if you stacked some food buffs on top of this (say, +750 con/stam/will bringing you to almost 3000 constitution) would you be able to regen fast enough to make a significant impact on your battle?


Even more helpfull would be if anyone has done some statistical analysis on regen rats at various con/stam/will levels. That is, timed how long it took to regen 500 HAM at 100, 200, 300, 400, etc stam/con/will.


-Micah

Archon007
Fri Aug 08, 2003 4:28 pm
#10






Merrin wrote:
Average buff with a D pack is somewhere around 1800 points, but Enhances are subject to the same variance as all other "heals". One time I might land a 2800+ buff on someone, the next time it will be 800, then the next will be 2000, and so on so forth. Contrary to what most people think, secondary stat buffs can have a major impact on players...especially those with high H/A cost styles (like Carbineer). Regeneration rates and Style Efficiency are improved significantly(like 0 cost sort of significantly) Generally fully buffed players are only limited to what their mind pool can take, unless dealing with high dps opponents.




I'd like to know what ingredients you are using? I'm a Master Doctor and use 900+ oq ingredients and I average about 800 per use, some time as little as 500 and at most 1700.


So what are you using to AVERAGE 1800?




- Mason Storm
ONE
Secretary of PvP War
(Ahazi)
Xol11
Fri Aug 08, 2003 4:42 pm
#11

Are you using advanced components? I have a character that is master medic and 7 boxes of doctor and I didn't know that you could use advanced components in the normal component slots until just recently. So instead of using a biological effect controller to make your stim D, use an advanced biological effect controller. Word has it that an advanced component with 1 OQ is better than a normal component with 1000 OQ.


-Micah

Merrin
Sat Aug 09, 2003 6:21 am
#12

Looking at it again, it was 2400 with an average of 1600, which is still significantly higher than that reported maximum of 1700. I guess we could logically run through this...

Disclaimer: These numbers are based on my testing and experience with medical experimentation and application, they are not official formulas.

Experimental effectiveness increases the potency of an item by percentage.

OQ is not the only deciding factor in Medical effectiveness. It's amusing that a good majority will look at something with OQ 980 then thinks "wow this is a really good component", then turn around and asks why someone else's meds are still better than theirs when the OQ on their organics/inorganics is lower than what they use.

We'll take for example, crafting a Stim B, since everyone is familiar with them...

(Maximum)Experimental Effectiveness:
57% Overall Quality
28% Potential Energy
14% Unit Toughness

You have two components that contribute to this formula, which are the Organic and Inorganic.

Combination A(favors quality):
Steel - 980 OQ, 300 UT
Fungus - 990 OQ, 400 PE

Combination B(favors effectiveness):
Aluminum - 960 OQ, 850 UT
Meat - 920 OQ, 930 PE

First Combination has 1276.9 overall maximum effectiveness out of a possible 1560. (82%)

Second Combination has 1451 out of possible 1560. (93%)

So even though Overall Quality of the first set of components is higher, the calculated effectiveness is superior in the second set of components.

And onwards we go...

Every medical component has a potency value, dependent on constructed components used. Each component used in the item contributes a certain amout based on some unlisted variable multiplied by the Experimental Effectiveness of the item. For argument's sake I'll make some numbers up.

Adv Liq Suspension - 148 potency
Adv CRDM - 70 potency
Adv Bio Controller - 20 potency

Heal Value before experimentation: 238
Maximum Experimented Value for Combination A: 433
Maximum Experimented Value for Combination B: 459

Now add your medical skills to application:
Original Variance: 100-200% of listed value
+100 Injury treatment: +100% to max heal value

Heal range with Stim B "A": 433-1299
Heal range with Stim B "B": 459-1377

This is for Stim Bs. The effectiveness multiplier for meds as they progress down the alphabet appears to increase. I noticed when experimenting on my Enhance kits, one box(10%) worth of experimentation came out to ~100 listed effectiveness. Using Advanced Solid Delivery Shells and with high experimental effectivenss, base values could probably hit up to 1200, considering 60% effectiveness yields an Enhance of ~800.

Wound Heal Variance: 100-200% (using Enhances counts as Wound Healing)
Master Doc: +100 Wound Treatment
Enhance Range: 800-2400

The Avian meat that I use is 890 OQ, 960 PE, and the Reactive Gas is 980 OQ. Since reactive gas does not have a UT value, Enhance kits are currently unable to reach their maximum potential...this is an oversight on the part of the Devs and everyone should /bug it.

I hope this long-winded runthrough helps people understand how some people can come up with seemingly insane meds.



---------------------------------------
Merrin Nightwind
Master Doctor, Master Combat Medic, Carbine Specialist
Starsider, Test Center
#starsider @ stratics.frws.com
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Xol11
Sat Aug 09, 2003 5:35 pm
#13

All of that is very usefull information. Another way to get better heals is to get Wound Treatment buffs (skill enhancers and bio-engineered cloths. If you really decked yourself out you could get your enhances _way_ up.


-Micah

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