Doctor Archive
Thread: Doc Buffs De-Mystified, and how Publish 7 will change it.
Keep in mind that the crafting nerf is affecting every TC doc I've read.
Every TC doc I've read says that post patch they are having a tough time making an 800 power pack and they are actually using good resources.
One doc went from making a 853 power pack to one that was barely 800 using the same resources.
BF > 400 most definitly effects buff (and heals, too). Of this, there is NO doubt. You even get a system message telling you so. A BF of =400 will reduce buff effectiveness between 30 and 40%. A BF of 800+ (only seen it 4-5 times) will only buff the fellow at 15-20% of a normal buff.
For BF < 400, things get a bit murky. As a Master Doctor, I can attest that the "precieved" effect is lower buffs. If I am happily buffing someone, and they are all hitting for the low end of the range, I typically check his BF. More often than not (9 outa 10 times) he has a BF >200. I KNOW, based on the formula for buffs, what the absolute minimum and maximum my buff will be. I have never hit below the minimum on a player with <400 BF. I will, however, hit the exact minimum quite often on BF >200<400. And less frequently on BF from 50-200. The fact that I hit the EXACT minimum (which is 2141 with my current packs which are all identical except for action) so often on high, but less than 400 BF players leads me to believe there is a mechanisim in place that says: "BF is high, but less than 400, so this buff will hit low, but will be at or above the bare minimum."
hope this answers your question.
p.s. On a player with zero BF, I hit the exact maximum (3731) quite a bit, too. As if after all the math is done, the formula applies a MAX cap restriction of some sort and cuts it off there.
mcglonec wrote:
Where did this rumor of 1000 being a "perfect pack" come from and how can we kill it? I have never heard, from any definitive source, that there is a hard cap at 1000 for enhancement packs.
It makes sense. Most things in the game have a theoretical MAX. Crafting tools are 15 (14.78 being the highest I have ever seen), Crafting Stations are 45 (44.65 on the one I have). So it goes on and on. The "theoretical MAX" would assume flawless (or maxed out) experimentation, and 1000 quality resources on each component. I have made non-janta packs as high as 943, but the charges sucked. Most of the resources were 950+/- and I fell short of experimentation points on some of the components.
Like so much in the game, there is no documentation for this. Only experience. But once again, it makes sense. Janta Blood throws in a whole new variable, though.
Before doctors declear everything is hunky dory youshould read through the artisian and WS forums.It appears that unless your resourceshave very very high numbers across the board your buffs will never aquire the number you enjoy to day. Here is a link of concered WS masters. Read and head.
http://forums.station.sony.com/swg/board/message?board.id=weaponsmith&message.id=35955
dpowell0 wrote:
Zarlor,
Please take it to the devs that we dont want the buff changes on TC now. Just add the ability to rebuff and keep the current randomness. this is a roleplaying game. there are no physical dice, but there's an invisible dice roll for every act. some randomness is a given. while i do think the current degree of randomness is too large, id keep it if the alternative is static buffs.
Speak for yourself.
Thrail wrote:
So unless I'm wrong (which is quite possible), the theoretical buff cap is 2750, and could only be achieved using a perfect 1000 pack (discounting janta packs).
Where did this rumor of 1000 being a "perfect pack" come from and how can we kill it? I have never heard, from any definitive source, that there is a hard cap at 1000 for enhancement packs.
I am glad you pointed out how the system works, and with the changes to crafting it looks like docs will be getting the shaft. I pointed this out originally here.
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=36714#M36714
dpowell0 wrote:
Zarlor,
Please take it to the devs that we dont want the buff changes on TC now. Just add the ability to rebuff and keep the current randomness. this is a roleplaying game. there are no physical dice, but there's an invisible dice roll for every act. some randomness is a given. while i do think the current degree of randomness is too large, id keep it if the alternative is static buffs.
Well, two points need to be made on this.
First, I can't do that because I'm no longer the Doctor correspondent and this would be a Doctor issue, primarily. Traigus would have to do it.
Second, I cannot in any kind of good conscience say that we would prefer to keep the current level of randomness even if I could bring the issue up because the polling on the issue was 52% for complete removal of the variabilitywhen given only the choice of those two options. Which means the Docs have no clear indication either way for preference. The only clear preference is that Docs would prefer a reduced variability over either the current high variability or no variability, and the devs are fully aware of that (and have been ever since the issue was brought up to them way back when as I have restated it every step of the way those few times this issue came up.)
Besides, the problem with keeping the variability along with the rebuff ability is that we could then just waste a few extra charge and make sure all of our buffs are over 3k+ consistently and it has been stated that such would be unbalancing to the system. So our wishing we could have that simply won't make it so. It would just be overruled in the name of balance by the Devs.
Message Edited by Zarlor on 03-06-2004 05:46 PM
Thunderello wrote:
To flame the person who was talking about "Bad Docs" Hiding behind the Random generator crap, No one is a bad doc, not everyone has been docs since the server started and have resources in the 100,s of thousand with like 988OQ and 980DR ect from the "Old" Stuff, so no we are not bad docs, we make packs with the stuff we can get hold on.
Kepp your mouth shut, i cant make a 1200 pack with crappy 980OQ Ractive gas ok, i make 860 packs, and if that makes me a bad doctor then i dont know why i am one, i worked my arse of to get that **edit**.
860? Let's agree thatyou qualifyfor "Average Doc." I am an "Average Doc" as well. My everyday packs are 880.
Of course, "/shout Get Your Average Doc Buffs HERE!" doesn't sell very well.
1200? That's a heck of a pack. Must be Janta. Cause I recently made a non-janta pack with every experimentable quality at 985 or higher (including ALL the resources for the advanced subcomponents), and it came out at 953 after 12 points of experimentaion.