Doctor Archive
Thread: Buffs have way to much variance!
/diagnose
I have noticed that I get lower buffs with people who have a high HAM wounds or High Battle Fatigue. Tell people to go watch a dancer before you Buff them.
Etouffee
Master Doctor/ Master Sharpshooter/ Master Debater
Imperium's Fist, Lok >>>>>Intrepid
Action pack with a base of 932, wearing a jacket and shirt that give me well over my +25 bonus
Action pack with a base of 822, no bonus clothing on, plus armor on
... Guess which buff comes out better. The 822 without any bonus.
Buffing is so random and unpredictable I refuse to buff people. For me it is extremely embarresing when a buff comes out like crap. One I can take, but more then that is unbearable.
I really want to give up Doctor and free some SP to pursue other options now that I am reconstructing my character: Life after Jedi. But not having to search all over for someone to buff is really nice, so because of that I hesitate to give up Doctor.
Well, on that I'm not perfectly clear. The Devs have stated that +25 is really all the the system works with when looking at a modified skill. So in that respect the MOST a Master Doc should ever see their Wound Treatment skill be is +125 total. (Ignoring the fact that the skill sheet will show higher.)
However, there are some indicators that maybe, just maybe, the +25 cap only applies to the direct skill modifiers, the ones that you see on your skil sheet screen, which means that in some cases certain racial modifiers that don't have the same name as the skill in question, or "location modifiers" such as the 110 from a droid, are applied after the +25 cap is enforced, so it might be possible that a 110 modifier would mean you get an extra 10%, and therefore a +125 skill would turn into +137. (Unless the apply it directly and you actually get +135, as I'm not really sure how they do that part, either, and with the variability on Buffs it's just too hard to test it.)