Doctor Archive
Thread: Doctor PAtch Notes
Increased the decay resist attribute ranges on reactive gas types
Why did they feel the need to change this? And is this good or bad for us? ...that is, does it mean that the DR on reactive gas spawns will now be globally higher (yay), or that they will be more prone to strong fluctuation? (doh)
Also, for combat medics, we will be able to make decent components now for our poisons/diseases. Expect poison power to increase dramatically with this patch
FicoFeafip wrote:
"· Crafting can now make use of nested containers."
Nested?
Many of us like to try to organixze things by putting stuff into backpacks and pouches (and sometimes putting those pouches into our barckpacks.) The Pack is "nested" in our main inventory and the pouch is "nested" in the pack. So what this note should be saying is that if you put a resource or a crate or a component into that pack or pouch, your crafting tool will now show it to you, despite the fact that it is not in your main inventory.
Zarlor wrote:
· Added kill contribution to the application of medical dots.
What exactly does this mean? Is this more geared towards CM?
Yeah, actually it is. I believe it means taht the damage from thngs like Poison and Disease will nto could for getting a share of Faction Points on a kill and possibly for Combat XP as well. It's not all that relavent for us except to denote that at least something is occuring somewhere on the Faction Points front fro one of the healing professions (even if it is on one of their offensive abilities.)
Baaric wrote:
Zarlor wrote:
· Added kill contribution to the application of medical dots.
What exactly does this mean? Is this more geared towards CM?
Zarlor, I saw this in the patch notes that TH posted on the 3rd:
Enhancement medicines of the same attribute to stack.
what does this mean? this wasn't in the new patch notes today, what happened to it?does it mean we can reapply buffs over existing ones? I tried it just now and it didn't work.
"Fixed experimentation on enhancement medicines so that skillModRequired is reduced, not increased."
Could this be why the meduse on certain enhances are bugged / jumps up 20 points ?
Confirmed, I take enhance kits out of crate and BAM, they're over 90 medicine use all of a sudden. The single kits that were not in a crate remain the same but new ones taken out are higher.
**edit**, I JUST MADE A CRATE OF 50 OF EACH ENHANCE KIT 2 DAYS AGO AND I CAN'T USE ANY OF THEM!!!!
It's bad enough to change the useage on kits but CHANGING KITS ALREADY MADE IS UNACCEPTABLE!!!!!
AN UNBELIEVABLE AMOUNT OF RESOURCES AND TIME WAS SPENT MAKING THESE AND HUNTING FOR ALL THE MEAT, MINING, ECT!!!!
This makes me think of quitting. Seriously. The majority of time I've spend in the last 3 weeks was obtaining the materials to have someone make these kits for me to use, sinceI was qualified to use them.
No warning of this change coming, NOTHING.
UNBELIEVABLE