Doctor Archive
Thread: Doctor Buffs Borked with Patch
Here's the big new one, though, Ressusciation no longer maintains a buff. Just like cloning the buff will drop!
I ran into the exact same thing. Last night, I was forced into doing several things to "apologize" for having to revive someone. First I had to give them spiced tea and then I had to rebuff them as they didn't get the two hour service they paid for. Used to be you had to die and then choose to clone. Now, the minute they drop down, they lose all the buffs they had.
On a good note, it didn't appear to have any timer issues as I was able to reapply it. But it is really devaluing the benefits of buffing and running with a Doctor as their revives are more curse than cure.
I really, really, really hope this was an unintentional bug.
I haven't noticed any difference with my buffs after the patch.
1. Buffs remained after crossing zones or traveling.
2. I have always had buffs drop after a res, just like cloning.
3. The bug/feature where the mind stat gets stuck has been there before and after the patch.
I have noticed though that there were instances where my buff had run out, and was unable to rebuff because I kept getting the message that an enhancement has already been applied to that stat. I simply log out for a few minutes and log back in and it fixes it.
On this subject, is there any way to fix the bug where your own healthbar doesn't show buffs? Everyone else I buff displays fine, just not my own.
I noticed too that my buff disappears when I clone, which is fine in a way, but I'm not able to re-buff myself. Is this a bug? Any way to fix this one?
I only started using buffs a couple of days ago, so I don't know too much about them yet.
Haven't had the zone change bug, I've only had revive for a week or two, but it's always removed the buffs for me.
One thing I did notice was experimenting is a little weird. When experimenting on effectiveness, after a certain point, I only go in 3% increases, no matter how "great" or "amazing" the success is. Now the stats change accordingly. I'm actually making better buffs, overall then I was before, but it's weird behavior. "great" has always = 7%. but typically shows 3% with the buff Ds. Just wondering if anyone else has seen this? I usually experiment 1 box at a time BTW.
Baaric:
Experimentation decreases in effectiveness every time you do it.
For example, you may get a 58% increase in effectiveness by experimenting four points into it on your first attempt, or you can gain 19% overall by doing it four separate times for one point each.
There is risk in using all of your experimentation points at once, however... and that is the chance of critical failure, which increases dramatically the more points you use at once.
CarverOrmazd wrote:
Baaric:
Experimentation decreases in effectiveness every time you do it.
For example, you may get a 58% increase in effectiveness by experimenting four points into it on your first attempt, or you can gain 19% overall by doing it four separate times for one point each.
There is risk in using all of your experimentation points at once, however... and that is the chance of critical failure, which increases dramatically the more points you use at once.
Not true. Experimentation only increases complexity, and risk, every time you do it so 4 separate points will make more complex then one 4 point shot. But your effectiveness does not decrease every time you experiment.
1 point of great equals 7%
1 point of amazing equals 8%
1 point of good, I believe is around 5%ish
1 point of moderate, I believe is around 3%
Don't remember the rest as I usually quit if they're not all great. ![]()
If you experiment your points all at one time, say you have 5 box, you will use your 5 experiment points, if you get a great success you'll get 35% bonus to that, you'll increase complexity by 1. If you do 1 box 5 separate times, you use 5 points, if they're all great, you still get a 35% bonus, but you just increased the complexity by 5. If you have boxes left, which each box is 10%, you'll still have the chance to use more points, since 35% will only fill 3 box, and not 5. At that point if you use 2 more, either all at once or individual, you'll still get another 14%, if you get a great. The only thing that'll change you % is the quality of you goods, and how close to their "max" they are. Example are the current goods I'm using I can get to 91% on my BECs using 9 points.(28% base + 63% experment 9*7)If I use my last point, I'll get only 3% more no matter what the success, as this is a limit of the materials. If I put that last point else where I get 7%.
What I'm seeing, and this is only since the hefty patch we just got, is that, only on buffs,when I experiment 1 point after say 50%ish It only goes in 3% increases, yet the stat boost are showing as a 7% increase on a great success. As such I'm actually getting better buff then I was before, I was turning out 693ish now I'm in the low 700s. No other medicines I experiment behave this way. It's just weird is all I'm saying.
and was wanting to know if anyone else was seeing this.