Doctor Archive

Thread: Doctor PAtch Notes

Lifty
Thu Nov 13, 2003 6:26 pm
#14

Oh MR ALMIGHTY, tell me you're a master in every profession you have trained. EVERYONE is a dabbler in something.


Changing something like that with no warning is just plain raw.

Zarlor
Thu Nov 13, 2003 6:37 pm
#15

Agreed, there was no warning of any such changes. It may just be a bug, possibly related to the changes dealing with fixing the other Ease of Use problems we had in crafting. I suspect it was an unintended side effect and I don;t think we ahve a lot of Doctors over on TC to test all of this stuff out. Heck, I was out of it for most of this patch due to hardware problems and I don;t really have what I need to make crates of stuff over there anyways.


At any rate, I've definitely brought it up on the Corre forum and Traigus and Pahdbacca are right in there seeing what they can do to check things out if any other meds were affected. I'll let you know if I get any word back.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
TwoGuns
Thu Nov 13, 2003 6:38 pm
#16

I am 0234 doctor. I crafted a singleenhance health D just nowand before experimenting the med usage is 95. So this bump in med use isn't just crated items. I haven't tried crafting any other meds to see if they bumped the usage on anything else.

Zarlor
Thu Nov 13, 2003 6:50 pm
#17

Did you try to experiment to get the Med Use down?


Perhaps they were bumped ot flipping something in the code raised the base levels as well.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
ShellyB
Thu Nov 13, 2003 7:01 pm
#18

I have made some Enhancement C and D just to see what would happen, C have med use of 75, and D med use 93.


I have also made crates of Stim-D and they are still the same, med use 40.




Shop located 800m South of Coronet Starport -299 -5500
Lifty
Thu Nov 13, 2003 8:28 pm
#19

Well it's bad enough to change the useage on newly made kits, but to change the use on already created kits is WRONG. Can you imagine the outcry if they reduced all of the FWG5's damage output after the patch just because all new ones created will be lower? There's ALWAYS been pre-patch this and pre-patch that - stuff that was created before a patch and is still useable. These things are consumables too, not droids or guns or things that can potentially last for months and months.



=/

Traigus
Thu Nov 13, 2003 9:11 pm
#20

I think the Buff pack stacking thing is the overwrite you asked for Z... where you can buff STR over an existing STR buff. Not sure exactly what the stack will result in.. or what will take priority.

The labeling in the patch notes is not great. The devs tend to label fixes medic if they are general to healers, or they are typing fast.

I seem to have lost my factory. A friend is making me a new one tomorrow morning. So i'll look more after work.

From what I'm hearing it is enhance packs only. Not enough info to tell fi it is old-crate / newcrate problems, or all of them though... all the docs I know keep a lot of old crates around. I don't know anyone that has tried to make enhances from scratch post patch.

-T



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"We've got a blind date with destiny -- and it looks like she ordered the lobster."

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Traigus
Thu Nov 13, 2003 9:14 pm
#21

And yeah, the materials in crafting fix was supposed to be backed out, for an audit of the crafting system. TH posted on it in the TC forum at one point. I didn't notice any drops when I was crafting stims today.

-T



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"We've got a blind date with destiny -- and it looks like she ordered the lobster."

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Zarlor
Fri Nov 14, 2003 1:25 am
#22

The following are the patch notes that I think most affect Doctors in general. Let me know if you find something else that has been "stealth" fixed, bugged, nerfed or just plain changed that isn't listed in these so I can get the issues all updated. (My own comments are italicized.)


Balance
· Increased the power of quickHeal and reduced its mind cost.
· Increased the power of cure poison and cure disease dots to make them more competitive with the strength of high level dots. (Doctors need them to use the /cureDisease command). (This may still just be the old publish note creeping its way into these Publish notes.)
· Fixed a problem with several healing commands using the default roundtimes and not the roundtime modified by skill mods.
· Changed the queue delay on quickHeal so that it is modified by the Injury Treatment Speed skill mod.
· Reworked the dot mechanics so that dots no longer incapacitate the target. If a given dot pulse would reduce the target to less than one, the pool is instead taken down to 1. Because of this change, the dot grace period for being incapacitated has been removed.
· Decreased frequency of NPC targetted shots vs. mind, focus and willpower.
· Added mediumDisease and strongDisease attacks so creatures assigned those special attacks will be able to inflict hideous disease upon the players.
· Added poison and disease attacks to many creatures.
· Multiple attribute mods wont contradict each other.
· Fixed a bug that enabled medics to get experience by removing dots from pets.
· Added kill contribution to the application of medical dots.
· Loot components from unrelated creatures no longer stack. Only same-creature loot components will stack.
· Increased the decay resist attribute ranges on reactive gas types.


Crafting
· Fixed experimentation on enhancement medicines so that skillModRequired is reduced, not increased.
· Increased the experience given for crafting advanced biological effect controllers so that it falls in line with other medicine craftables.
· Crafting can now make use of nested containers.
· Fixed experimentation formula to use the correct range when determining how much an item attribute changes. The formula was supposed to be based on the resource max range, but was using the entire attribute range. A crit success experimenting with an attribute can push the attrib over the resource max value, but never over the item max attrib value. (Actually, to the best of my knowledge, this particular change was actually backed out of the code so it is NOT in for this publish while they double-check it.)
· Made it so you can't delete a factory crate that's being used in a crafting session.
· Prevent old crates from being split.


GUI
· Fixed the enhancement medicine radial menu so that target self actually targets self.
· Changed the display for insufficient skill in consumable use so that it more clearly indicates what is required.


Combat Medics
· Added the healMind command for Combat Medics. This enables the Combat Medic to restore mind pool damage at the cost of mind wounds to himself. (Of note to Doctors because it addresses the old Mind Damage Issue.)
· Moved the schematics for combat medical components to the combat medic skill tree.
· Combat medical components now use combat medic experimentation and assembly for crafting purposes.


Medics
· Increased the power of firstAid. It now reduces bleeding at a rate of 3 times the medic's injury treatment.
· Changed the effect of wound treatment skill mods on curing poison and disease. It now acts as a % increase to the base medicine value. This puts it in line with how these mods work with other healing actions.
· /healState and /healEnhance no longer require an argument. It will automatically select a medicine if nothing is specified. This enables these commands to be used in the toolbar.


Vendors
· Added 'Pets / Pet Supplies' and 'Medical Supplies' categories to vendor planetary map listing and area barking.


Wearables
· You can now wear a backpack with Grand Healers Robe, Grand Ball Gown, and the Luxurious Gown. Why you would want to desecrate such fine dresswear with a backpack is beyond us, but you can if you feel like it.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Subacca
Fri Nov 14, 2003 3:08 am
#23

I'm glad that Enhance D's, unless experimented down so far they're nearly Cs anyway, are now 93-95 usage.



*Master Doctor* <---where the best buffs should come from. You want to hit good buffs? Experiment the hell out of your C's or get master.



Kellar Voresh


Master Doctor, nearly Master Pistoleer and going strong

Morricone
Fri Nov 14, 2003 3:52 am
#24

Ooh ! There we have a elitist litte boy



Let me guess Im sure you think its good that someone who can craft the D-pack cant use it ?

Redfyree
Fri Nov 14, 2003 4:31 am
#25

Annokan "That's what you get for dabbling


I'm a master doctor and even I find that offensive.


Do you realize that someone with 4-4-4-4 CAN NOT use the enhance D's?


I most certainly wouldn't call someone with every box filled bit the top master box, a dabbler.


Also it's fine an dandy for you people to say that master doc's should be the only ones to be able to use enhance D's, but by god they should have mentioned they were thinking of doing this AND they sure as hell should have put it in the patch notes.


There are a lot of doctors that make their money selling enhance D's, myself included and now i've got a couple of million credits worth of enhance packs that 95% of my customers can no longer use and therefore won't buy.




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apheli0n
Fri Nov 14, 2003 5:49 am
#26

Dabbling is good -- why would you want to limit yourself to experiencing just one or two professions? I hit master doc, then I dropped to 0430 because I enjoyed the buffing, but I don't like crafting, and I don't care about healing wounds or enhancing quickly. That is the role of the master doc, to be the best at all doc skills.


At 0430 it takes me forever to enhance myself, much less a whole party. I cannot craft anything in the field, so if I left my rez kits at home, I'm SOL. I cannot heal wounds quickly during a big pvp war.


I was a master doctor before, and I understand the work it takes to get there. Obviously changing the med use on existing packs is totally unacceptable. I see a problem in 0230 being able to buff for the amount that a master doc does. He doesn't have the skills that make a master doc truly useful. Plus, he really still can't buff as well, as a master with clothing has 125 wound, and he only has 100.


I dropped master doc because I enjoy experiencing more than just two professions at a time. If they nerf us, I will go back to master doc, but I won't be as happy as I was at 0430 along with partial pistol and ch.




Aochron - Europe-Infinity
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