Doctor Archive
Thread: TC update march 3rd (power listing on cure poison and disease packs)[updated]
I don't understand what you mean by it can't be effectiveness? The reason I say that I think it affects effectiveness is that what I think has been happening, with no random factor involved (from basic, preliminary testing, mind you, so I full admit I could be WAAAAY off with this), is that a cure removes it's value from the effectiveness of a poison. In other words if you have a poison tht has an effectiveness rating of, say 300 (a 600 tick poison, basically) and I had a cure with an effectiveness rating of 150, then if I only did 1 cure I would cure 150 points off of the effectivenes rating of the poison. If I did no further curing that would mean that poison would now only tick for 300 (since it is now only at 150 effectiveness). Kind of like /firstAid does on bleeds.
That's the base assumption I've been working with based on what I've been seeing, at any rate. I can't seem to shake that there were some things said by our developer (on the Correspondent forum, though) that further made me think that was the case, but it was a while back now and I don;t have the best memory in the world so I could be misremembering or misinterpreting what he said.
Heh, you could very well be right, and I am completely wrong. I never used crappy materials in making cure packs, and I always put 4 points into effectiveness, I could be the wrong person to judge. I have had 1 cure pack heal a target with 2 different poisons on him.
If your definition is correct, the cure pack would be almost coded in like armor(cure effectiveness vs. poison effectiveness = ability to resist). If my definition is right, The cure pack basically gives you another chance to resist the poison. (although in this case it is called subsided to the person cured) My basis on thinking I am right, (while I fully admit I could be wrong and you are correct), is a CM's DoT's are "all or nothing" in their damage, and also it would be impossible for a doc to make a cure with a high enough effectiveness to counter C poisons (usually effectiveness over 200, even without adv components), and will cure diseases easily (usually effectiveness under 100, even with adv materials. Yes, I make diseases over 100 effectiveness as well, but a good portion of area diseases are under 100 effectiveness) I sincerly doubt you can get the effectiveness over 200 for poison cure C packs(which you would have to if your idea of the system is correct). Potency is always a much lower number, and a more stable target to shoot for countering a CM's DoT's. Generally across a server, all combat medics have around the same high end potency, effectiveness though varies greatly... any multiplication factors mitigate or even go against the doc's to be honest. I can tell you when I craft a schmetic what my CM's DoT's will do damage-wise, no doctor can say the same about any of his medicines(admittedly this is changing with buffs in the near future, but buff's aren't the basis of this discussion)
I think we need some feedback from the "powers that be" to put this issue to rest, as it honestly could be either method I believe.