Doctor Archive

Thread: HAM and Buff Focus Thread

TarMangani
Tue Apr 12, 2005 8:22 am
#144






Marrow1 wrote:



I think you miss understand how the meds will work.


Stims will be usable by anyone. The lvl of stims they are able to use will depend in thier character level. So anyone with two fight classes, for example, would be able to use Stim D's.




Will Stim E's still be around? If so, will they fall into the same category as Stim D?

Message Edited by TarMangani on 04-12-2005 10:23 AM



JEYHREL FOXAUMER
Iconic Profession Nomad
Because sometimes being ruthless just isn't good enough...
Aspraven
Iconic Trader or soon to be cancelled account
Saving you money so you'll give more of it to me...
Vendors: 200, -3200, SUNS Mall, Kor Mesa, Corellia



JtMax
Fri Apr 15, 2005 5:44 am
#145






MasterNerfSlayer wrote:



Post your thoughts here on the new system.


Health, Action, Mind pools


  • A character's maximum health will increase with the character's combat level up to 300%.

  • New character health will be 1000, maxed character health will be 3000.

  • Players will be able to reference their combat level.

  • Short term buffs will modify this health value no more than 20%.

  • Long term buffs will modify this health value no more than 10%.

  • Species modifiers will affect no more than 10% of a base statistic.

As a Master Doc/Rifleman I have been making Buffs now for almost a year. I have invested 47 Million into becoming a 12 point doc so i could make better buffs for everyone to use., I have invest 100 million in resouces (Seafa, Hoogene gas and Dolovite etc to ensure i would always be able to supply. I have 7 goses full or resouces and 6 factories that have been kept running. I even have an Alt character Rezaro who is an Mater artisan/Master Merchant to run my vendors and find sources for making buffs. All I can say is this sounds like the end of the game for me. I do not see why i should be forced to lose out all the hard work i put in (5-10) hours making , geting resorces loading vendors and etc etc. etc. for it all to go to waste etc. I expect alot of docs who spealized in making buffs , not buffing but actually making them will feel the same as i do. ATM all i am doing is buffing at Dantooine Mining outpost till my current stock is exhasted. Then i,ll close down and see what comes but 2 be honest i wont bother to change prof i,ll just go play another game. If this end up my last post i will just say its been great, thanks to all who have helped in the past and good luck to all , ps i think you,ll need it.



James-Tiberius Maximus (Master Doc/Rifle) ALT Rezaro both Chilastra.


Have fun my freinds.





  • The group UI will be re-worked so that you can see the buffs and de-buffs applied to other group members.

Message Edited by MasterNerfSlayer on 03-19-2005 11:38 AM





RabidEwok2
Sat Apr 16, 2005 1:07 am
#146

I just played around with buffs on TC3:


Improved nutrient / serotonin / entorphine all seem to grant 10% bonuses in health/mind/action for 40 minutes.


Adrenal boost grant 40 points of combat speed for 14 mins.


Buffs cannot be extended (reapplying them on oneself has no effect).





ZEER
Sith Lord | Hatched May 2004

hobach
Thu Apr 21, 2005 6:54 am
#147

im starting to think i made a mistake going doctor. i did it sure to make some money but i to like to go out to battle do my heals and rez but guess i need to make what money i can now and drop the profession like a dirty diaper,

but untill swg makes it fair for every player they need to leave the game as it is. i mean 3k ham dont mean crap when your going aginst a creature or npc that has ungodly ham points and hit with 2 and 3k of damage per shot, i love going into battle with friends and doing my rez and heals and if a buff wears off drug them up again. (from a concerned drug dealer lol)
TarMangani
Thu Apr 21, 2005 9:55 am
#148






hobach wrote:

im starting to think i made a mistake going doctor. i did it sure to make some money but i to like to go out to battle do my heals and rez but guess i need to make what money i can now and drop the profession like a dirty diaper,

but untill swg makes it fair for every player they need to leave the game as it is. i mean 3k ham dont mean crap when your going aginst a creature or npc that has ungodly ham points and hit with 2 and 3k of damage per shot, i love going into battle with friends and doing my rez and heals and if a buff wears off drug them up again. (from a concerned drug dealer lol)






I believe you'll find that the damage dealt by critters after the CU will be reduced so that won't occur, however you'll need to be grouped for higher level critters also.


If you're a crafting doc like I am, then the BE line will be what you want to take up, and with the Skill Point realignment, you should be able to pick that up and still retain master doc, (providing they eliminate the current Scout prereq for BE)...



JEYHREL FOXAUMER
Iconic Profession Nomad
Because sometimes being ruthless just isn't good enough...
Aspraven
Iconic Trader or soon to be cancelled account
Saving you money so you'll give more of it to me...
Vendors: 200, -3200, SUNS Mall, Kor Mesa, Corellia



Z-manX
Wed Apr 27, 2005 2:41 pm
#149


While I think that the CU buff levels are too low , 30% long term and 50% short term would be much better precentages, the overall concept is a good one IF this were a new game release and not for a game that has been in play for over a year. Saying that it returns the doctor profession to something similar as it started out as doesn't negate the poorly planned out upgrade buffs systemthat had no vision in which to evolve. It impacted the whole economy of SWG and it required and encouraged the players who took up this profession to spend a great deal or time, effort and a great deal of creditsforresources to support it.For the people who invested so much into to making the best of it, it's like the devs were saying "we don't give a sh** that we had you waste months and months of time perfecting something we forced on you to begin with". Saying that no one forced doctors to craft buffs would be a stupid argument because it was either get in line or get left behind. If you think the solo group nerf was a radical change in SWG economy, of which didn't reduce inflation it caused depression in which those that bought high quality weapons and armor could no longer afford them as before, this will cause a larger scale one. You will now have a huge segment of players who will probably have a negitive flow while figuring out a template that works and who knows how long that will take now. I don't enjoyhavinga great dealof my time forcibly wasted no matter what it is especially from something that is supposed to provide enjoyment and not endless frustration. The MD's like me who have now what amounts to as mountains of expensive crap should be compensated.



R'kki Quantera

Master Doctor Farstar Server

Message Edited by Z-manX on 04-27-2005 02:45 PM



-= Jo-Zarek Telstar =-
Jedi Knight
Freedom Warriors Guild
Inner Council Member
jediiy2k
Thu Apr 28, 2005 9:39 am
#150

All my buffs converted to 800 effectiveness enhancers. It seemed to add an extra 4 min to the regular 40 min nutrient and endorphin buff, % stayed the same. I don't have any of the other enhancers, but my BE friend should be on later.



Graawly
Master Sessy Furball
Future Craft Master of XLII
- I blindly support SOE... No, not really.
StarWars12369
Thu Apr 28, 2005 10:10 am
#151

buffs suck now
FireStormAlpha
Sat Apr 30, 2005 10:10 pm
#152


The more I am playing the less it looks totally broken. Many people came up to me today asking for heals, and while it took awhile to heal them fully they were tipping and happy and involved, AND they came looking for doctors to help them, first time for that in awhile.


I started a new buffing macro but am having problems and would appreciate any input on getting it solid;


Macro Name: Buff


/healwound;


/pause 5;


/poisonInnoculation;


/pause 5;


/diseaseInnoculation;


/pause 5;


/nutrientInjection;


/pause 5;


/serotoninInjection;


/pause 5;


/endorphinInjection;


/pause 5;


/adrenalBoost;


Your buff is done %NT, Good luck!


This macro runs consistantly, but it seems to skip line 7 which either speeds past the pause and skips Serotonin or it bypasses some other line, rarely does it run completely, but that has happened too.


Any feedback would be greatly appreciated.


Thanks!


Hiram Walker - Kettemoor - Master Doctor/Master TKA


DracisDraconian
Sun May 01, 2005 10:02 am
#153

I'm doing roughly the same, with converted buffs atm. Except I'm using the tool bar to use the advanced nutrient and so on. Wi th a med droid I can get 47 minutes out of the converted buffs.


I thought we were supposed to get 2 kinds of buffs. Sounds like it needs to be fixed.





--Dracis Draconian--


CoFounder of DNA Studios Online



DracisDraconian
Sun May 01, 2005 2:00 pm
#154

was just a thought..the one big problem with the post -cu buffs is that mind buffs and our Doc buffs were never of the same duration. Wouldnt it make sense(ok..i know this is SOE we're talking about) to make them for the same duration. Possibly make the 10% buffs 3 hours, the 20% 1.5 hours and the 30% buffs 45 minutes?


Maybe its just me but this would improve the situation of everyone and match the duration of the inspiration buffs. It would be of great help to those new people we keep hearing about running to play the game after Ep3 comes out





--Dracis Draconian--


CoFounder of DNA Studios Online



SerenaFarve
Wed May 11, 2005 1:23 am
#155

I've been a master doc almost since the game began and thought I'd stay one. I made awesome meds, having collected the best resources that ever came out on the server. Also had a +12 crafting suit. A lot of time and money went into this.


One thing I enjoyed about doctor is that I didn't have to be in combat if I didn't want to. I could buff people, heal/cure, and craft meds that people needed. Can't craft anything now.


Since the CU, I've been going out a lot with the groups and testing the heals. I have to admit I'm disappointed. There is some great info in the BE profession forum about the effectiveness of the doc and CM enhancers. So far, the doc buff enhancers don't seem worth the effort and take huge amounts of resources to make. At first, every member of the group begged for buffs, but since the buffsdon't do that much, people don't even bother any more. Usually only the Jedis want the buffs now, but onlya few.


On the other hand, the CM enhancers are pretty good and seem worthwhile to make and use. I respec'd from doc to CM tonight to give it a try, went out in a group and was pleased with my basic heals (no med packs). When your group is aggro'd and everyone's health is going down fast, you need big heals for everyone in one shot. My poor doc was going crazy chasing group members and trying to keep everyone healed one at a time and I just couldn't keep enough mind to do it for long. Sure, I had the basic Medic ranged heals (minimal heal) but those were a last resort while waiting for my Bacta Shot timer to reset. Being able to heal from a distance is also a big advantage, especially now that healers are prime targets for mobs.


I'm really sorry about what has been done to the doctor profession. It's probably still worthwhile I think, and docs are the only ones who can heal wounds. However, I think the CM is the best group healer and also has the poison/disease/fireand other skillsto use in combat. The CM can also rez now. At this point I will probably stay CM.


I don't know what I'll do with all those incredible resources I have.I also hate the fact that I converted myveteran reward resource kit to avian meat. It's all extremely disappointing.

erqom
Tue May 31, 2005 2:21 pm
#156

I got this macro to work, the word was spelled wrong, it is Endorphine they dropped the E...lol
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