Doctor Archive
Thread: Have buffs been nerfed?
6 different stats (and 6 different packs) are all different experiments.
60 health buffs using crated stims is good though.
(Though I think keldarin once said that thousands of indentical examples would be better
Boy I hate statistics...
At least people read your posts.. I write 10 pages on _every_ topic... Yiou just write 10 on doccs (and 5 on Cms).
-T
in the patch notes i found this line.
now this says to me that they changed something. i am not sure what it was but i was showing some huge buffs last night on guys wearing full sets of composite. i only buffed about 20 people but there was a difference between buff passes when they were wearing armor..
not a conspiracy just a difference i noticed. oh and didn't the starting complexity on buff packs used to be 38? its 40 now and i am critting all over the place..
Zarlor wrote:
...Not that it matters, though, because nobody ever does it anyway.
One problem with doing this is that, unlike other meds, such as stimpacks, enhancement packs are rather expensive to make. Resources alone can easily make an enhancement pack cost 3000 credits+ to make. That said, however, each enhancement pack should have 25+ charges so a sample of 100 enhancements would cost about 12,000 credits for the tester, which, for me,isn't really all that much, but for some folks, it is. And, of course, it just takes time.
I'm sure I've stated nothing here that is going to blow anyone's mind. Just pointing out another reason that no one bothers to gather hard numbers when they think something has changed. For the most part, I think people are just too busy/lazy/unsure to do it.
mcglonec wrote:
Zarlor wrote:
...Not that it matters, though, because nobody ever does it anyway.
One problem with doing this is that, unlike other meds, such as stimpacks, enhancement packs are rather expensive to make. Resources alone can easily make an enhancement pack cost 3000 credits+ to make. That said, however, each enhancement pack should have 25+ charges so a sample of 100 enhancements would cost about 12,000 credits for the tester, which, for me,isn't really all that much, but for some folks, it is. And, of course, it just takes time.
I'm sure I've stated nothing here that is going to blow anyone's mind. Just pointing out another reason that no one bothers to gather hard numbers when they think something has changed. For the most part, I think people are just too busy/lazy/unsure to do it.
So true, so true. I had been all set to actually take a weekend and do this testing myself. It was not because of a post-patch buff nerf paranoia but due to a trend I(and a few others) had noticed of lower self-buffs compared to buffs performed on other(which, in all honesty, I still see) But the time it takes to actually do said experiment, not to mention the cost prohibitive nature of it, is somewhat daunting.
Besides...a little red pyramid had told me to go do something else. And, like the fool I am, I did...
I 'might' get around to it now that I am reclimbing the Doc Prof(need my Doc Badge because, well, I busted my butt to get MD the first time around, deserve something to prove I had it at one point in time) so I may just take the time and grind out some crap buffpacks and use them on a pet. No promises though. Who knows when another bright lego block is going to appear and tell me to do something...
Iwow wrote:
in the patch notes i found this line.
Performance buffs now modify the players base attribute not their current max attribute.
now this says to me that they changed something. i am not sure what it was but i was showing some huge buffs last night on guys wearing full sets of composite. i only buffed about 20 people but there was a difference between buff passes when they were wearing armor..
not a conspiracy just a difference i noticed. oh and didn't the starting complexity on buff packs used to be 38? its 40 now and i am critting all over the place..
THat has to do with the how the "performance profession" buffs, like Musician and Dancer buffs, work. Previously it was possible to take food and spic eto buff your mind stats and then getting them buffed by one of the above would double the maxed out, stacked up mind attribute. Now it chcecks you base and only doubles that instead. In other words if you have a mind of 1000, then stacked in food and spice to take it to 2000 and then got buffed, previously you would have buffed up your mind to 4000 (double your new 2000 rating), now it porperly only buffs it up to 3000 (it doubles your original 1000 to 2000 then adds in the extra 1000 from your other buffs.)
Doesn't really have anything to do with Doctor buffs at all.
Bit offtopic but... there is 1 guy on Chilastra who I consistently seem to buff for below average values. Weird. In fact it turned into somewhat of a running joke, where he's saying I use the reject packs on him.
TwilightScout wrote:
I have been buffing for the same amounts post patch. Buffed 2868 yesterday in fact, new high for me. I normally apply enhancements with a droid.
Bit offtopic but... there is 1 guy on Chilastra who I consistently seem to buff for below average values. Weird. In fact it turned into somewhat of a running joke, where he's saying I use the reject packs on him.I don't see this problem with buff values on myself though, on 2 servers.
Did you check his battle fatigue?
Bugs the heck out of me that he keeps getting the really good buffs. Maybe we should switch 'em
it is very possible that self-buffs are lower.
Remember medics weren't getting their heal speed added in when healing temselves for a very long time.. it is possible Docs are not getting wound treatment on themselves...
We need some numbers nad some proof.
I don't have access to Doc skills on TC yet, so I can't really say.
-T
(TwilightScout is probably using the bad buffpacks on that person.... Well documented mean person.)
Traigus wrote:
Sometimes I wonder if base stats don't affect things...
it is very possible that self-buffs are lower.
No, that's not the case. I don't have enough data to prove the range, but I have one piece of data that disproves the theory. Using a pack with roughly 880 power (and a droid + BE clothing), my maximum enhancement should be about 3300. I once enhanced someone else for exactly 3300 and then, using the same pack, one charge later enhanced myself for 3264.
Certainly, it's not a lot of data, but that single enhancement shows me that a doctor is quite capable of enhancing him/herself just as well as someone else.
I have crates and crates and crates of adv med componants laying around and will try to run some tests this weekend but I have one question:
Everytime I try to buff a pet it buffs myself instead and then when I retry it I get a message saying about how I already have a enhancement to that attribute. I was under the assumption that buffing pets was deemed 'overpowering' and taken out awhile ago.. ??
My only other option is to log my wife's and my accounts in at the same time, buff and then log out for a while. But the question is: how long is the "while"? I've heard 5 mins I've heard 10 mins, does anyone know how long you have to be offline before you lose your buffs?
Caliwyrm wrote:
Everytime I try to buff a pet it buffs myself instead...
Put the enhancement pack in your hotkey bar and use it by targetting your pet and clicking there. Works much better. The radial menu options on enhancement packs have always been screwy.