Doctor Archive

Thread: Can someone please check my math?

mcglonec
Fri Oct 31, 2003 8:55 am
#14






Zerona wrote:

Your formula for the enhance packs worked successfully for my sample tests of and Enhance D and Enhance C as both a Master Doc and 4-4-4-4 Doc. I think there is a good case that it is correct. Also, based on some information provided to us by the developers, this is likely the same formula for Stimpack usage (with Injury Treatment of course).




Thanks for the testing, Zerona. That's a great help.




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JudasTyberius
Fri Oct 31, 2003 3:14 pm
#15

Incorrect. You MUST have master wound treatment to use Rez Kits. There is more to it than just having the med use skill level. you must actually HAVE the Rez Skill.



Ledo Valasio - Master Bounty Huh?
TwilightScout
Fri Oct 31, 2003 3:25 pm
#16

Ranged E takes 3 now.

Drag distance- I'm not a master doctor and my drag range is 24m I believe. Probably tied to some skillmod that I don't have enough of.
NinjasLovePirates
Fri Oct 31, 2003 7:37 pm
#17

I checked on Injury Treatment with my Bio-Clothes...


With Stim A's (76/76) I got a lot of 180-190 heals with the +60 clothes, and a couple 200+ (highest was a 217)


Then, with only +30 clothes, I got a lot of lower ones (60's-80's) and a pretty good amount of 140's and the occasional 197-199. At first I thought that it capped at 199 with only +30, but I did get one heal that was like 207 or 213.


So, if Injury Treatment affects the consistancy of heals, then the +60 does affect heals more than +30 (25 cap), or there was a lot of bad luck for those 30-some +30heals and a lot of good luck on the 20-some +60 heals.


If Injury Treatment only affects the max amount you can heal, then there might not be a difference between +30 and +60. Again, with a small pool of about 60 heals, these results could be very false.


If there's an official Dev statement saying that clothing skillmods cap at +25 total, +25 each article, or 125 total (including natural skill level), I'd like to see it. I'm going to have on at least +30 Injury/Wound Treatment at all times anyway, with +16 melee defense and +56 defense vs stunif there'sa cap. An extra +15 inj/wnd treat w/o cap, so it doesn't matter a whole lot, but it would be nice to know for sure howthings stand




Rick Maher
Master Armorsmith, Master Smuggler
"Uh... had a slight weapons malfunction. But, uh, everything's perfectly all right now. We're fine. We're all fine here, now, thank you. How are you?"
~Han Solo proving that Smugglers are the masters of talking their way out of a problem.


NinjasLovePirates
Sat Nov 01, 2003 1:55 am
#18






mcglonec wrote:

This is very difficult to test as the variability in wound treatment/enhancments is so large. However, I'm taking that information from some of the best BE's/Tailors that I know. I'll simply have to trust them unless someone can point out evidence that contradicts that information.




I'm going to test this... I'll have to find someone with a good deal of wounds, but I'll test with my 5 Wound Treatment, my 35 Wound Treatment, and my 65 Wound Treatment. I'll see what differences I get...



Rick Maher
Master Armorsmith, Master Smuggler
"Uh... had a slight weapons malfunction. But, uh, everything's perfectly all right now. We're fine. We're all fine here, now, thank you. How are you?"
~Han Solo proving that Smugglers are the masters of talking their way out of a problem.


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