Doctor Archive
Thread: With the new Venom that the Combat Medics got.. (Inquiry)
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.
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 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
Message Edited by Zarlor on 03-03-2004 07:55 AM
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.
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).
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
-T
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