Doctor Archive

Thread: With the new Venom that the Combat Medics got.. (Inquiry)

TheGreatOne00
Tue Mar 02, 2004 9:47 am
#14






Gaiden133 wrote:
I'm refering to of course by the Venom that can be utilized by the Combat Medics which can be gotten from the Geonosian Cavern Which ticks 1000+ and the areas are just as deadly(a little lower potent but still a pain)
I was hit by one by a MCM in Coronet, and in combat, roughly it took me about 2 heals to cure myself of it, but granted in that time, he was already stacking a huge disease and intensifying the Poison as time passed by. (He was a CM/Doc w/ Pistol skills) My question is, the Poison/Disease cures itself, does the factor of the Effectiveness experimented upon it makes it easier and faster to cure oneself of this new Venom disease? Since I used to be able to cure myself with the C Cures in just one shot, so now that it takes 2, I'm just curious, is it the "lable" of the C Cure or does the Effectiveness Percent matter when you experiment it in hopes of curiing this new Venom Faster? I would really like to know this and whether the actual gathering of high quality materials to push my cures to 98% Effectiveness really matters.





CMs just keep getting more and more powerful. I dont think I have run into this poison yet, but I know I gave some guy you knowa couple+200 vials Anyway, it makes me even more glad I dropped CM as it is becoming easier and easier to win fights with just a click or two.CMs really need a nerf.To all those who may flame me, I was one of the first CMs on Corbantis and dropped it a few months ago because I was annoyed at how it ruined fights without an opossing CM in it. Soon as I did, pvp against our rival rebel guild was much more fun as it wasnt an easy win with poison.



Ovonn Ig'A
Master Doctor
Master Fencer
Aukness
Tue Mar 02, 2004 12:22 pm
#15

The good news is the Genosian loot was nerfed. This is 2nd-hand knowledge but I am told the CM loot went from 500 power to 80 (the patch notes say "slightly reduced"... I guess 'slightly' is a very relative term).
Gaiden133
Tue Mar 02, 2004 4:29 pm
#16

Thanks Ovonn, and basically, what I wanted to know from this thread is simply whether our cures effectiveness mattered in the cures we do of the poisons, apparently from what I am hearing, It isnt . Like I said, hopefully our cures then will get a power rating and make actually the gathering of the Quality Flowers/Inert Gas/ALS/ABEC Worth it to make these cures.




[Gaiden]
[Rebel Colonel]
[-Rifleman at heart forever-]

Zarlor
Tue Mar 02, 2004 8:14 pm
#17

Actually I very strongly suspect based on very preliminary testing I did a while back and based on some comments our Dev has said before (on the Corre forum, though, obviously) that there there really is a power rating on Cure packs. I would really, really, really like to see it added to the display on the pacis but it's never made it into the Top 5 before. I don't even think it's made it into the Top 20, but I could be misremembering there.


At any rate I think that many Docs have worked under the assumption that effectiveness made no difference on cures and that is likely why folks are running into the 3 tries to cure problem, since currently testing does show that cures are outstripping like poisons. Without the rating, though, or without firther definitive testing I can;t say for absolute certain that there is a power rating on cures, but I will say that my suspicion strongly favors that there is one.





Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
ZeligtheLiar
Wed Mar 03, 2004 6:38 am
#18






Zarlor wrote:

Actually I very strongly suspect based on very preliminary testing I did a while back and based on some comments our Dev has said before (on the Corre forum, though, obviously) that there there really is a power rating on Cure packs. I would really, really, really like to see it added to the display on the pacis but it's never made it into the Top 5 before. I don't even think it's made it into the Top 20, but I could be misremembering there.


At any rate I think that many Docs have worked under the assumption that effectiveness made no difference on cures and that is likely why folks are running into the 3 tries to cure problem, since currently testing does show that cures are outstripping like poisons. Without the rating, though, or without firther definitive testing I can;t say for absolute certain that there is a power rating on cures, but I will say that my suspicion strongly favors that there is one.









I suspect that dots/cures here in SWG are coded the same as they were in EQ. Each dot had a number of, say, poison tokens, and every time it recycled it applied its full damage and some of those tokens were removed. When all the tokens were gone the dot expired.


Each cure had a strength in EQ, which was the number of tokens it removed IF it was even strong enough to overpower the dot at all. (power of curing caster vs. level of dot) If you had a weak cure, it would take you many, many castings to remove all of the tokens, thus causing the dot to expire.


Ruda Erev, Naritus


Zarlor
Wed Mar 03, 2004 6:54 am
#19

Well, what I think we are looking at here isn;t so much tokens, as much as it is Power of the Cure just being removed from the Power rating of the Posion. (Both rating meaning the modified rating based on the Doc/CM using them, of course, assuming our skills even modify the cure rating.) I've never sat down to test exactly that yet, though.

So in effect I think you are right, but I think the "tokens" are the power ratings themselves. (Not sure if it is the Effectiveness or the Potency rating that is being used on the CM pack for this purpose, though.)

Message Edited by Zarlor on 03-03-2004 07:55 AM



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Skybo
Wed Mar 03, 2004 7:48 am
#20

Gaiden133;


Just a comment on one small part of your post:


"(He was a CM/Docw/ pistol skills)"


You had already mentionedhe was a Master Combat Medic; how much of a Doc was he? Because if he was Master Combat Medic and Master Doctor, he has exactly 18 points left over to "play with" in Pistols, which would leave him two points shy of being able to get Novice Pistoleer (Master Combat Medic also requires Novice Marksman plus the 14 points in the Ranged Support tree).


At best, therefore, he could have Pistols IV and sport an FWG5 with Heat, but I personally still like the Republic Blaster better for its Armor Piercing rating of 1.


The super-venom has been reduced, btw, as pointed out further down in the thread, down from a +500 to "about" a +50-80, from reports I have seen. It was one of the first things to get reduced in the Hot Patches soon after the last release.






Whyizzderzomennymororzzezzazzezdenderizorzez?

Skybo Sadar, Lieutenant Colonel, Rebel Alliance, X-Wing Alliance Guild
Master Combat Medic/Master Doctor/Master Medic
Home of the Norman P. Bates Motel & Museum!
(5090, -3850), Moenia, Naboo
TwilightScout
Wed Mar 03, 2004 8:23 am
#21



Zarlor wrote:
Well, what I think we are looking at here isn;t so much tokens, as much as it is Power of the Cure just being removed from the Power rating of the Posion. (Both rating meaning the modified rating based on the Doc/CM using them, of course, assuming our skills even modify the cure rating.) I've never sat down to test exactly that yet, though.
So in effect I think you are right, but I think the "tokens" are the power ratings themselves. (Not sure if it is the Effectiveness or the Potency rating that is being used on the CM pack for this purpose, though.)

Message Edited by Zarlor on 03-03-2004 07:55 AM





I'm almost positive the "power" (effectiveness, really) on the cure gets subtracted from the effectiveness of the poison. Same as first aid on bleeds.

(although, it's been quite a while since I saw cures behave this way as I don't really pvp anymore).
Gaiden133
Wed Mar 03, 2004 4:27 pm
#22

Skybo - Yeah I am pretty sure he was a MCM/MDoc and probably only taking up a few skills in pistol skills. His strength isn't in his pistols, rather more of his uses of his poisons, which in a sense works, since once he gets off all the spamming, usually his rifleman buds will be around to assist him. Their teamwork is deadly.

Regardless if they did nerf it at all, I am pretty sure infection amplifiers will get stronger in due time or some bizare poison subsitution like the venom will come in game, so maybe a rating on the cures might be something nice for us to have, especially considering im hearing people cure the venom in 2 cures, some say 3, we may never know till a dev says somethiing to us




[Gaiden]
[Rebel Colonel]
[-Rifleman at heart forever-]

Traigus
Wed Mar 03, 2004 5:00 pm
#23

ratings went onto TC this morning. Please see the sticky thread.
-T



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"We've got a blind date with destiny -- and it looks like she ordered the lobster."

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Lexy
Wed Mar 03, 2004 5:55 pm
#24

Got someone using a rare, hard to get, heavily camped component in their poison against you? Then do the same!

Cure poison and cure disease use BEC's, so stick a Janta blood in there. 100 more power, enough (likely) to 1 cure any loot component poison.

And those uber poisons will be gone soon, they only have so many chages on each kit Those loots were only around for like 3 days on Live.
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