Doctor Archive

Thread: did they nerf doc today?

Obata
Tue Oct 26, 2004 3:55 am
#14






vortexala wrote:

*secretly nerfs half the docs*


bwahahahahaha







Please tell me I'm not in that half.





Obata Lightingflier (Deceased): Master Doctor, Master Combat Medic - Wanderhome
Opos Odet (Deceased): Master Artisan, Master Merchant, Master Musician - Wanderhome
mrkab
Tue Oct 26, 2004 2:58 pm
#15



pircio wrote:
there we go, that makes the most sense, they probably just fixed some goofy setting that let you experiment higher than you were supposed to based on mineral stats with certain resources or certain stats.
anyone that had any problems post back your PE's and OQ's and DR's of all your resources and what you were getting as an end result before, and i'll tell you what you SHOULD be getting. or u can check it out w/ my spreadsheet
www.lan4all.net/buffcalc.xls





I LOVE YOU!



Nolan Dempsey
Master Doctor | Master Rifleman | Rebel Alliance Master Pilot
Xinal Denton
Master Bio-Engineer | Teras Kasi Master
pircio
Tue Oct 26, 2004 3:25 pm
#16

haha bro thanks, it might not be 100% accurate, just made it yesterday, ifu see any bugs let me know, test it out for me



Valcyn || IGN:: hexen - master architech, master artisan, businessman extraordinaire
Alt:: Seithe Moonstar - master swordsman, master fencer, master brawler, raging badass
New vendors coming soon, bringing you the finest in structures, homes, and vehicles
pircio
Wed Oct 27, 2004 12:07 am
#17

there we go, that makes the most sense, they probably just fixed some goofy setting that let you experiment higher than you were supposed to based on mineral stats with certain resources or certain stats.


anyone that had any problems post back your PE's and OQ's and DR's of all your resources and what you were getting as an end result before, and i'll tell you what you SHOULD be getting. or u can check it out w/ my spreadsheet


www.lan4all.net/buffcalc.xls



Valcyn || IGN:: hexen - master architech, master artisan, businessman extraordinaire
Alt:: Seithe Moonstar - master swordsman, master fencer, master brawler, raging badass
New vendors coming soon, bringing you the finest in structures, homes, and vehicles
sciguyCO
Wed Oct 27, 2004 2:45 pm
#18






Abrainlessdude wrote:

Crafting
  • Fixed a crafting bug that didn't account for item complexity. Item complexity is now correctly accounts for an increase in experimentation and it will now increase manufacturing/factory production time




  • I doubt that's the issue. It's worded a little weird, but what it means is that experimenting an item increases the amount of time that it takes to manufacture in a factory. Before pub11 an item always took 8s * initialComplexity to pop out of the factory. So an Advanced Biological Effect Controller always took 8 * 15 = 120s to manufacture, regardless of how you experimented on it.


    Each time you do "Run Experiment" the item's complexity increases by one, so if you spend 10 points 5 at a time, you increase the complexity by 2. Prior to pub11, that AdvBECschematic still would've still took 120s to manufacture each one. Now it takes 136s.


    I'm not saying that there weren't any changes to buff experimentation, just that this particular patch note isn't it.






    Kriles Ch'artoff , Chilastra server
    Master Chef (retired)
    Currently doing....stuff
    SlowNStoopid
    Wed Oct 27, 2004 9:24 pm
    #19






    Abrainlessdude wrote:

  • Fixed a crafting bug that didn't account for item complexity. Item complexity is now correctly accounts for an increase in experimentation and it will now increase manufacturing/factory production time




  • You missed the point. It's not an increase in complexity that is being discussed here, it's the arbitrary capping of buffpack effectiveness. Doesn't happen all the time too. Just comes and goes, sometimes u get a cap at 600+, then get it at 800+ the next with the exact same materials. I'd put it down as a bug.
    Tbags
    Wed Oct 27, 2004 10:30 pm
    #20

    sorry....i buffed your wife but wasnt supposed to say anything....



    GZues Homeslic'r
    master doc and master swordsman
    wander free till i die! hobo's forever!!
    yettero
    Thu Oct 28, 2004 4:06 am
    #21

    So ... I've got doc 2/1/1/1 and I'm planning to spend all weekend climbing up.

    Question... if they nerf doc, and we can only get 1500 from our buffs... Wait, I have like 3 questions.

    What is FS? What is a 900 base?

    OK, but still only one question that counts:

    Doc will still be good even if nerfed right? It's really not too late for me to change my plan, but I had my heart set on doctor.



    --
    If riding in an airplane is flying, then riding in a boat is swimming.
    pircio
    Sat Oct 30, 2004 2:59 pm
    #22

    FS is force sensitive


    900 base means the buff power is 900, its the buffnumber BEFORE your modifiers and skills are accounted for


    have they nerfed doc yet? no


    do they plan on it? depends on how you look at it... from what i know they ARE planning on making changes to buffs... but they are also making changes in combat.at this point if they decide to change buffsthey are almost forced to make it EQUAL TO or BETTER THAN the current system. otherwise people get pissed, start leaving the game, and they lose paying customers, which is what they care about. so maybe we only will be buffing for 1500.... but that 1500 when u compare it to the new combat system maybe better than comparing it now...


    go for doc, its fun, i'm sure you'll enjoy it either way. at the VERY LEAST you'll get a badge for it, and known that you've mastered a tough profession. you can always drop it later, but i honestly dont think you will



    Valcyn || IGN:: hexen - master architech, master artisan, businessman extraordinaire
    Alt:: Seithe Moonstar - master swordsman, master fencer, master brawler, raging badass
    New vendors coming soon, bringing you the finest in structures, homes, and vehicles
    Morganite
    Sun Oct 31, 2004 8:41 pm
    #23






    Abrainlessdude wrote:


  • Fixed a crafting bug that didn't account for item complexity. Item complexity is now correctly accounts for an increase in experimentation and it will now increase manufacturing/factory production time




  • That has nothing to do with the final stat's other then how long it takes in a factory. Every time you experiment, it is supposed to add complexity to the item, which affects how long it takes in a factory, not the statistics of said product. That is why it is preferred to do 1 experiment with 10 points, then 5 with 2. Now it really means something, as the guy who did 1 exp with 10 points will get his ABEC's done quicker in the factory then the guy who did 5 exp's with 2 points each.




    MMM Industries, found at 2540 -4661 near Mos eisley. Food, weapons, powerups, armor, med's, speeders, repair tools, we have it all..


    Offer all auction winnings to the food vendor at said waypoint..
    6Gun
    Mon Nov 01, 2004 2:50 am
    #24


    Two days ago i noticed my buffs hitting for about 200 less then normal. I am aMaster Doc cloths are all in good shape no bf and yes mom I ate my bivoli O's. Today same buff packs that hit for 2400 for 3 hrs 3 or 4 days ago now hit in the area of 1900 for 2.5 hours.

    This was on my second account toon so i know there were no bf issues there.

    Message Edited by 6Gun on 11-01-2004 01:51 AM

    Takami-Kos
    Mon Nov 01, 2004 7:10 am
    #25






    sciguyCO wrote:





    Abrainlessdude wrote:

    Crafting
  • Fixed a crafting bug that didn't account for item complexity. Item complexity is now correctly accounts for an increase in experimentation and it will now increase manufacturing/factory production time




  • I doubt that's the issue. It's worded a little weird, but what it means is that experimenting an item increases the amount of time that it takes to manufacture in a factory. Before pub11 an item always took 8s * initialComplexity to pop out of the factory. So an Advanced Biological Effect Controller always took 8 * 15 = 120s to manufacture, regardless of how you experimented on it.


    Each time you do "Run Experiment" the item's complexity increases by one, so if you spend 10 points 5 at a time, you increase the complexity by 2. Prior to pub11, that AdvBECschematic still would've still took 120s to manufacture each one. Now it takes 136s.


    I'm not saying that there weren't any changes to buff experimentation, just that this particular patch note isn't it.








    hmm.. does that mean that if I experiment 1pt at a time, (as i know most weaponsmiths do, not sure about docs, atleast i don't do it (but then again I'm a subcomponent crafter only lol) )


    hmm, got a bit lost with the brackets lol, will start again



    does this mean that if i experiment 1pt at a time, that my factory time will be by far longer than the fella that experiments 12pt's at a time? cuz if so that's borked lol




    Regards





    Takami Kos
    .......:::: Proud nobody()of Oasis ::::.......
    .......:::: Changing colors mono Wannabe ::::.......
    | Master Swordsman | The Iceman | Master Doctor |

    Morganite
    Mon Nov 01, 2004 12:17 pm
    #26






    Takami-Kos wrote:





    sciguyCO wrote:





    Abrainlessdude wrote:

    Crafting
  • Fixed a crafting bug that didn't account for item complexity. Item complexity is now correctly accounts for an increase in experimentation and it will now increase manufacturing/factory production time




  • I doubt that's the issue. It's worded a little weird, but what it means is that experimenting an item increases the amount of time that it takes to manufacture in a factory. Before pub11 an item always took 8s * initialComplexity to pop out of the factory. So an Advanced Biological Effect Controller always took 8 * 15 = 120s to manufacture, regardless of how you experimented on it.


    Each time you do "Run Experiment" the item's complexity increases by one, so if you spend 10 points 5 at a time, you increase the complexity by 2. Prior to pub11, that AdvBECschematic still would've still took 120s to manufacture each one. Now it takes 136s.


    I'm not saying that there weren't any changes to buff experimentation, just that this particular patch note isn't it.








    hmm.. does that mean that if I experiment 1pt at a time, (as i know most weaponsmiths do, not sure about docs, atleast i don't do it (but then again I'm a subcomponent crafter only lol) )


    hmm, got a bit lost with the brackets lol, will start again



    does this mean that if i experiment 1pt at a time, that my factory time will be by far longer than the fella that experiments 12pt's at a time? YEScuz if so that's borked lol Couldnt agree more, it is a moronic "fix" to an "issue" not a single person ever complained about.




    Regards










    MMM Industries, found at 2540 -4661 near Mos eisley. Food, weapons, powerups, armor, med's, speeders, repair tools, we have it all..


    Offer all auction winnings to the food vendor at said waypoint..
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