Doctor Archive

Thread: Heightened Senses Healing An Explanation

raz1337
Wed Sep 08, 2004 3:55 am
#14


A ctually, the heal recovery time for a master doctor applying wound heals is 15 seconds, it just seems like longer because of lag.


And for the record, unless the injury treatment speed skill mod is bugged, it does *not* affect wound healing, which is what timer buffing essentially uses.

Message Edited by raz1337 on 09-08-2004 06:58 AM



Annoka Starkep ~~~~~~ Danielle Sevi


Jedi are like ants in an ant farm, you watch them work and play, and if one is being bad, you squish them
beantownphan
Wed Sep 08, 2004 11:05 am
#15

I also trained this branch as a freebie unlock. It makes NO difference in buff strength or heal recovery time. My buff macro had a wait of 16 seconds before I trained in it and I'm still getting the same (almost instantaneous) systemmessage of "you may now heal blah blah"followed by the application of the next enhancement after I trained. Buff power is still the same.


Iwish I had read this before I trained in it- I just assumed I would get a little buff improvement, but no. Docs, don't train in this...



Syban Glowak BRUTE e Master Smuggler e Master Armorsmith
Gibauk Glowak BRUTE e Master Armorsmith (retired) e Master Carbineer (retired)
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pervel
Wed Sep 08, 2004 12:12 pm
#16






MikeHeXt wrote:


I can't exactly explain it, I buff people alot faster.







So maybe that is what they mean in the in-game description on the skill mod: "... This also changes the effects of enhancement medications."


Just to confirm, a Master Doctor has a heal recovery time for wounds/enhancements at about 17 seconds. Are you saying that your heal recovery is now down to about 12 seconds?

Burnham
Thu Sep 09, 2004 9:01 am
#17

What I want to know, is does this mod affect the speed at which a Jedi can heal themselves using Jedi healing skills.



Zaphad Beeblebrox, Imperial Ace Pilot
Arrya
Thu Sep 09, 2004 1:54 pm
#18

One thing Injury Treatment does appear to help is using First Aid on bleeds. Can anyone confirm that the FS skills make First Aid more effective?



_______________________________________________________
Arsenal
The little green Napoleon
_______________________________________________________
Logansplatz
Thu Sep 09, 2004 5:11 pm
#19

appreciate the post and the work folks have done .. im realy bummed ... have no desire to be a jedi , i was realy excited about the fs healing tree and what it might mean to my doc , good luck guys !!! Eclipse docs keep praying for herb meat maybe one day we'll get some.
astiateu
Fri Sep 10, 2004 10:25 am
#20

Just to report in... it does NOTHING for me either.


I'm disappointed. I needed Asti to be a doc with an edge and she's the same lol.

I sent a ticket to soe asking if the tree was broken, but they said if I thought is was, submit a bug. Not helpful.


I gave up



Auto-it... leads to the dark side.
PantieRaider
Sat Sep 11, 2004 6:55 pm
#21

http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=67764



--------------------------------------------------------------------------------------------------

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dmameld
Sun Sep 12, 2004 2:01 pm
#22

All I want to know is if it allows you to heal without having novice medic. Now that would be the biggest benefit. 15 extra skill points!!







-talon-


pistoleer/bh
skywalker007l
Sun Sep 12, 2004 11:16 pm
#23

No, you wouldn't be able to heal with just this tree because you would still need the medical usage mod of +5 to use a stim...



Callopo Noak
Callysto Noak
Fishy Member of the New World Order
Intrepid Galaxy

Lobaca-Scylla
Fri Sep 17, 2004 8:36 am
#24

I actually did the math on this a few days ago heres what it looks like:


CONVERSIONS
30:1 weapon exp --> FS EXP
10:1 weapon exp --> Combat Exp
3:1 combat --> FS Exp

3000 weapon exp nets you 300 combat exp which gives you 100 FS exp.......

3000 weapon exp convereted nets you 100 FS exp.......

Since you accumulate combat at the same time as weapon and are able to convert it at the same rate.....you could easily equate the equation to this:

Weapon Exp Converted = Combat Exp Converted

So.....

Ecentially a combat profession accumulates 1,600,000 convertable experience at 30:1 (remember we said that you get the same resulting exp from combat as you do the weapon exp that got you the combat exp....so i doubled the main wepaon exp cap for simplicity and droped the combat factor.)

1,600,000 ---> 30:1---> 53,333.33 FS Exp

A doctor caps at 80,000 and converts at 10:1

80,000 -->10:1---> 8,000 FS Exp

A combat class would need to cap their experience 23 times (actually 22.96 rounded up.)

A doctor would need to cap their experience 154 times (actally 153.125 rounded up.)

**********

Obviously we have to run back alot more times and that sucks cause of how far out it is to the village.

The only explanation I could see for the difference would be that it takes a master combat class much longer to cap their expiereince markers.

I am a Tera Kasi Master / Master Doctor i see both sides of this. It takes me more then three hours to cap out my experience as a TKM. As a doctor buffing in coronet it only takes 11 people and I cap. This takes me about 20 minutes tops....the ride to the village is what sucks..
Agraco
Sat Sep 18, 2004 9:30 am
#25

I just don't understand the purpose of the tree if it does nothing for wound/buff times or even slightly affects their output. Improving my stim pack healing is the least of my concerns as a Master Doctor.



Agraco
Ahali Fellowship

"I refuse to answer that question on the grounds that I don't know the answer."

- Douglas Adams
KamaKuro
Sat Sep 18, 2004 10:42 am
#26






Agraco wrote:

I just don't understand the purpose of the tree if it does nothing for wound/buff times or even slightly affects their output. Improving my stim pack healing is the least of my concerns as a Master Doctor.







Agreed.. so I use a Stim D/E.. and I heal for 1750 as opposed to 1670.


Wound treatment would beverynice...




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