Doctor Archive

Thread: Schematic info for all the new poison/disease Doctor items.

DoctorGriggs
Fri Jul 30, 2004 9:00 am
#27



StPhil wrote:
Well, that's it. I quit. The casual gamer has not the inventory space or house space or harvesters for all of these additional random pieces of crap. As if the crafting component was unfun enough before.
And quote me now, these carrots are a prelude to the buff nerf bat. Buffs will be nerfed soon! The end is niegh! (not that buffs don't need some tweaking, but that little piece is the only piece that's still fun for me)





Dude, I am a master doctor/master combat medic and I carry buffs, cures, state cures, area stims, ranged stims, stim e's, rez kits, fire blankets, bivoli, havla, brandy, ahrisa, muon, weapons, armor, etc and I STILL have room for like 25 items in my inventory.

Take a deep breath and relax. This is a GOOD thing man.



Griggs - Undead Priest
Co-Leader of the Unholy Legion - Kalecgos

DoctorGriggs
Fri Jul 30, 2004 9:03 am
#28



jkray8472 wrote:
Hey Agent:
Notice how the area effect is contingent upon the CD of the resources? (by 33%). Well...none of the resources that go into the actual packs contain any sort of Conductivity. I've never seen a corn, reactive or inert gas, or meat that has the conductivity stat.
While I applaud the Devs on their attempt to make the CD applicable the same way it is with Combat Medic schematics, it appears that they are again lacking in common sense. With no CD, will the packs only be able to achieve 2/3 their maximum range?
Edit: the individual resources used in the subcomponents do not affect the final build--only the stats apparent in the pack. In order to maximize the area for one of these, you would need a dispersal mechanism that has its area maxed out...but the conductivity of the resources that went into this Dispersal Mechanism would be irrelevant to the final build of the pack.

Message Edited by jkray8472 on 07-29-2004 10:08 PM





Good point Kiarda. Might be a mistake in the schematic.



Griggs - Undead Priest
Co-Leader of the Unholy Legion - Kalecgos

Marrow1
Fri Jul 30, 2004 9:33 am
#29

As a PvPing doc this is some great news. Just great. I could not have asked for more.


As for what others have said.

1. Too much stuff to carry? Pick and choose. Leave some crap at home.

2. CM not willing to sell subs? Come on, any same faction CM will be more than happy to sell to a fellow faction member knowing that it may save thier hinny.

3. Rare resouces.. Nothing wrong with that. That is half the fun of crafting.

4. CD not being part of the resource stats... Same issues is seen in buffs(UT) but I don't see them being too weak.

5. Who cares if it is or is not a money maker. If you need money go run Janta missions like every other guy out there.


As for me I am just happy to craft some new crap and play with some new stuff. Good times.


To be fair I would have given the area cures to CM but oh well.


T's good to be a doc.




__________[Marrow]__________
____[*aka Fringing, Babwe, Hurtz *]____

__/\_/\___/\_____[last of the known Doctor Correspondents]/\___/\_/\__
mahir
Fri Jul 30, 2004 10:01 am
#30

Okay, I agree that this stuff will be awesome. I've been wanting suchs items back in 2003. Back when, Disease and Poisons didn't have stats on them. Back when you experimented on charges on the poisons b/c everyone though all cure poisons were the same. I recall PvPing with like 6 other people and ONE CM could take us down. ONE. Why? Because the doctors couldn't cure poison fast enough. This is before FotM for bothdoc and cm.


Fast forward to today. One CM can still do this and its not for people being docs either. Doc/CM have been FotM by now so people know about them. We know how tocombat it and we still have problems.


I do not fully agree with AoE being Doctor, b/c I do agree on people's points that maybe it could be CMs. Fact of the matter is, cures are the Doctors job. If you could throw the cure then it should DEFINITLY be CMs.


Also, the obscure resources of course are not available on your server right now. They are meant to be obscure. I looked at the list and went "huh? I've never heard or seen any of these". This is a challenge and I welcome it. Makes the game at list interesting again



Glac'r [Starsider]

Slave of Fofam
digiwrath
Fri Jul 30, 2004 1:32 pm
#31

area Cs are going to be EXPENSIVE, folks. domestic meat is worse than avian in terms of obtainability.


http://www.swgcreatures.com/searchlisting.asp?meat_type=8&Submit=AdvSearch


only 12 documented creatures in the game drop domestic. highest level there is 32, and half of them are on yavin.



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

"Rosebud peas. Full of country goodness and green peaness."

Digi Wrath - Master Ch forever
IamCadan
Fri Jul 30, 2004 1:33 pm
#32

The only thing I'd say about all this is to give the area cures to CMs. Instead of them just tossing the poison/diseases like there is no tomorrow, they'd have to balance it out with keeping their own group alive by tossing cures around.

But I do like the idea of buffs for the resisting them. But they shouldn't last too long nor should they overly powerful. If it is, you'll be taking the nerf bat right upside the CM's head and end up destroying the profession.




OilFan - Elder Jedi
Lako - MBH/TKM MBH/Master Rifleman Remade BH

Alderaan fired first!!
DaejaVoodoo
Fri Jul 30, 2004 1:36 pm
#33

Nice work on posting the info, hats off


However,why the hell do they have to make Tat Herbi as one of the elements... herbi which PE will not go above 700. Its overpriced to hell and back as it is..... I'm sorry im just not buying into this is "Good" for community.... you want good, then how about some "Force Resistance Buffs" now thats good!

Oh and to get us to interact with the CMs???? bah, it should be that CMs get the Area heal states, and area heal poisons/disease. Docs should be limited to buffs of those. Or better yet, make the CMs do those new types of buffs. Dont make me have to rely on another profession so I can get all the elements to make the crap. This must have been the samebuttmunches who's idea was to make it so smugglers had to deal with AS and WS just so they could do their job.....BRILLIANT!



Daeja Voodoo - Eclipse
Rikk Leoric - Eclipse

Visit GD Mining for all your resource needs. Vendor located at
-4175 5374 1,382m from the Theed Starport straight out the shuttle launch door.
Renairdor
Fri Jul 30, 2004 2:25 pm
#34






IamCadan wrote:
The only thing I'd say about all this is to give the area cures to CMs. Instead of them just tossing the poison/diseases like there is no tomorrow, they'd have to balance it out with keeping their own group alive by tossing cures around.

But I do like the idea of buffs for the resisting them. But they shouldn't last too long nor should they overly powerful. If it is, you'll be taking the nerf bat right upside the CM's head and end up destroying the profession.






Would not be very balanced to let the CM's launch, and heal, poisons. They would be the 'poison and disease domination class'.


Docs may be able to cure such things, but Docs have no offensive powers. CM still do. If the enemy Doctors are defeated, then the CM's will devastate the enemy. This just brings a healthy dose of 'needed to keep your doctor alive' in a battle and generates some tactical options.


CM are exceptionally useful in group healing already. If the devs wanted CM to deal and cure poisons, they would have given them cure poison singles.


Ren

Kassuff
Fri Jul 30, 2004 3:09 pm
#35






Asuph wrote:

Great idea, Extremely poor implemementation.


If the rescources dont change, expect exactly 0 of the advanced ones to be made.


As of right now.. None of tha advanced rescources exist on Sunrunner at all.


Combine all thatwith the fact that we NEED TO BUY COMPONENTS FROM A CM to build aC' pack.... If you were a cm, would you sell them? If cm's needed doc components for poison and disease packs, fine, but they dont.


From the testcenter stats ive seen on these... They will last about an hour for a c' level resist pack. They require more rescources than a regular buff pack, and more specific components... Whos gonna pay 5k for 1 hour of disease resists? Not to mention, there wont be any overt's getting this.. Nobody likes a tef...


Loose the CM stuff, loose the new non-existant rescourses....Give us a BE component, and maybe a chef component... Or just fix cm like you are supposed to.





Dylinium was just on Sunnrunner in the last couple weeks and I missed it...DOH!. The gemstone I've seen before too, I might even have some. There's nothing that says you cant use B and A cures. Since thisobviously geared towardPvp, 1 hour, even 30 minutesis more than enough time consideringmost playersfight, get incapped and clone several times in that time.


I still cant believe Doctors are being given area-effect devices. If that doesn't infringe on the CM profession, I dont what would. CM should have at least been givensame cures, orto both professions.I would have rather see the nerf bat be swing at CM rather than giving doctors AE cures.....and that's coming from a doctor (and 4-time MCM).


I dont think doctors will have a hard time buying CM components. I had a hard time making money as a CM, I would welcome a chance to sell crated components.


Anyway, another sad chapter begins in the SWG saga.

Asuph
Fri Jul 30, 2004 4:20 pm
#36

Your missing my point... They are making it harder on all classes, because CM is such a problem. Now docs will have to create these new packs, and players will have to purchase them, in order for this "fix" to work.


The devs have left it up to us to fix it, rather than fixing CM in the first place.


Compound that with the lack of rescources that are required, the rarity of those resources, and the already large doc inventory..... What do ya get? The same problem as before... Only the poison doesnt last 10 mins now.. It lasts 5, with the same chance of landing, and same tic once it does land.


If the devs did this right, the tics would be 25% of what they were, and all dodge/counterattack/blocks would work on them too... Just like every other attack.
jkray8472
Fri Jul 30, 2004 4:38 pm
#37





DoctorGriggs wrote:


Good point Kiarda. Might be a mistake in the schematic.




I don't think it's a mistake on the schematic. CM range uses Conductivity...I think they were attempting continuity, but they made an oversight--none of the resources they require actually use conductivity. They either need to add some sort of metal component (like CM ranged and area devices have) so CD can become a relevant stat, or remove it altogether.







Happymob wrote:





jkray8472 wrote:



While I applaud the Devs on their attempt to make the CD applicable the same way it is with Combat Medic schematics, it appears that they are again lacking in common sense. With no CD, will the packs only be able to achieve 2/3 their maximum range?




More like 5/6 of maximum area. The dispersal mechanism component has an area stat and approximately half of your area on the final combine will likely come from that.


Experimenting only for area, it's not hard to get a dispersal mechansim to around 20 area.







Yes, the dispersal mechanism has an area stat. However, the "final build" takes into account the stats from a subcomponent, and then the qualities of the specific resources required.


The Dispersal Mechanism (or Rancor Bile--which has a 0 area for those of you curious about using them in place of crafted Dispersal Mechanisms) does have an Area Stat...and this contributes to the minimum area of the final pack. However, the resources that go into the final build also contribute to the starting area, and the maximum experimented area. OQ of these resources affects the area, increasing it up to 66% of it's "theoretical" maximum (of a pack crafted entirely with 1000 quality resources). However, the lack of any conductivity stat on these resources means that a pack using 1000 OQ resources will STILL only be at 2/3 of its maximum area.


The Devs should either change the requirements, or put in an extra component for "nonferrous metal" or some other resource, like combat medics have in their schematics. It would maintain the same continuity that they seem to be attempting to hold to between CM/Doc crafting, and allow them to easily fix the problem.


The other option is to make the area of the pack contingent up on teh OQ(66%) and another stat (maybe DR) for the last 1/3 of the area's theoretical maximum and minimum range.


Is that clear?






--------------------------------------------------------------------------------
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Kiarda Kismet
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Unlocked 6/5/04
neutrineaux
Fri Jul 30, 2004 6:14 pm
#38






Asuph wrote:


Ohh, im sure they will be avialable, but they shouldnt be required.... If they want to make it class dependant, Chef or BE would be a better choice.. BE if i got to pick... They need some cash flow badly...


Or, just like you sort-of mentioned... The componenets could be in novice med, and the good ones in CM.. that way trades could be set up.

Message Edited by Asuph on 07-30-2004 04:46 AM






like CM's have cash flow, lol. but you can pick up CM crafting easily, since you only need master medic to go CM, and the medical crafting xp is the same as for doctor.




no, wait, i saw this game... "pong" i think it was called. it was really easy to understand! maybe you could make swg more like pong! think of it! fast paced action! iconic characters! MORE FUN!


Asuph
Fri Jul 30, 2004 6:18 pm
#39

On the same hand.. You could pick up doc, for the cashflow....
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