Doctor Archive

Thread: Cures for Poison/Disease

Songe
Thu Jun 03, 2004 11:27 am
#27

Well yea, theremust bemore to docs than just buffing. Also, it would make cures available to CMs, don't you think they are powerful enough as it is?



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Novice Lekku Stomper
Songe
Thu Jun 03, 2004 1:01 pm
#28








Dragonian wrote:
My 2cr as a 4440 Doctor

I think the cure pack (as they are) should be moved to somewhere in the medic profession. The current cure packs just aren't powerfull enough to warrant Doctor's skills. Though some may have to be reduced to be moved to medic.


Cure packsCs arepowerful enough to counter any poison or disease if made with good resources, even most of the ones made with spider venom How don't they warrant doctor skills?.

What Doctors really need to help combat CM's is schmatics for more advanced versions of the cure packs. Schematics requiring similar resources as the CM schematics they would counteract. Schematics that would yeild cure packs with better range and higher potency but no AOE.


It's called janta blood, but in most cases you won't even need it.

Another thing Master Doctors could use are schematics for Vaccine Packs. Schematics that also require similar resources as the CM schematics they would vaccinate against. Schematics that would yeild vaccine packs that could (if not completely void an applied effect) reduce the effect of a successfully applied poison/whatever from a CM. Again, no AOE.

Vaccines packs could be used via the /healVaccine command that only MDs possess

If these were balanced, would these make sense to Doctors and CM's alike?


Wait for the combat revamp.










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Novice Lekku Stomper
Songe
Thu Jun 03, 2004 1:10 pm
#29

And I don't think medics are useless at all. Of course at novice you won't help much but a master medic will be pretty efficient in a group, with fast and pretty good heals. For non elite professions, they are prolly better off than artisans compared to any crafting profession or markmans and brawlers compared to elite combat professions.



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Novice Lekku Stomper
Happymob
Thu Jun 03, 2004 1:15 pm
#30






Dragonian wrote:

Another thing Master Doctors could use are schematics for Vaccine Packs. Schematics that also require similar resources as the CM schematics they would vaccinate against. Schematics that would yeild vaccine packs that could (if not completely void an applied effect) reduce the effect of a successfully applied poison/whatever from a CM. Again, no AOE.




I'm with you until you ask for a vaccine that can be applied before combat that completely voids a poison during combat. Doctors before PvP are common (obviously since most people show up to PvP buffed), so if every buffed player is also immune to poison, I might as well not show up.


Once again, asking for my offense to be completely nullified by something that is done before combat is the equivalent of having a 100% anti-rifleman vaccine that completely prevents rifleman damage (I pick rifleman since they get the second most PvP complaints). It is pretty obvious how rifleman would react to such a proposal.


I know that a lot of pureweapons players would love tosee poisons go compltely away, but then PvP becomes even more boring as it will always be won by whoever has the best defense template combined with the best armor. Push for better resist options. Push for better/faster cures. Just don't push for complete nullification or significant damage reductions. Combat medics tend to get a little antsy when people do this.




Imadoh and Ikiecobi
Quality Resources and the Corellia Butcher - NoCo
NoCo Trade Center, Corellia (just northeast of Coronet) 796, -3076


Lexy
Thu Jun 03, 2004 1:50 pm
#31

Perhaps add the Cure Poison and Cure Disease commands to Master Medic, but re-adjust the med use levels on the Cures. Master Medics can only use A's, 0020 doc can do B's, and 0040 can use C's.

This would allow Master Medics to cure poison and disease, but at a low level so it will take several applications. The best cures though, the 1-shot cures, would still require a somewhat higher level of doc.

And then change the Wound treatment speed tree to include State and Poison/Disease innoculations to replace the cure poison/disease commands.
Scoooter
Fri Jun 04, 2004 12:10 am
#32

Well here is my opinion...


Doctors should have NOTHING that is AOE.


Cure poison is best in doc because Doctor skills are clearly the antithesis of CM


Billy is correct we need to be able to cure mind damags (not mind wounds). Right now pvp is unbalanced because of that.


An innoculation buff to a stat is a good idea. Buff's have reare components anyway. We have just as many rare items as CM. Even buff packs contain 8 items that are either rare or rare to come up in good quality. Since an innoculation would ony affect a single person it will be constraained. And they could work it based on both time and effectiveness. Of course time determining how long it lasts (probably short) and effectivness adjusting what can get through. The could even place in based on the poisons effectiveness it could reduce the effectiveness of the next time the person gets hit to balance it






Scoooter - Master Pilot/Master Politician
ScootBacca - Master Creature Handler/Master Rifleman
Co-Leader - mVa
Mayor of Mos Vegas, Tatooine, Valcyn
Dragonian
Fri Jun 04, 2004 12:55 am
#33

My 2cr as a 4440 Doctor

I think the cure pack (as they are) should be moved to somewhere in the medic profession. The current cure packs just aren't powerfull enough to warrant Doctor's skills. Though some may have to be reduced to be moved to medic.

What Doctors really need to help combat CM's is schmatics for more advanced versions of the cure packs. Schematics requiring similar resources as the CM schematics they would counteract. Schematics that would yeild cure packs with better range and higher potency but no AOE.

Another thing Master Doctors could use are schematics for Vaccine Packs. Schematics that also require similar resources as the CM schematics they would vaccinate against. Schematics that would yeild vaccine packs that could (if not completely void an applied effect) reduce the effect of a successfully applied poison/whatever from a CM. Again, no AOE.

Vaccines packs could be used via the /healVaccine command that only MDs possess

If these were balanced, would these make sense to Doctors and CM's alike?



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Oovik Nokook (Master Armorsmith, Master Artisan) at your service
Datchery
Sat Jun 05, 2004 9:10 am
#34

Ok. Happymob, I can see your point, I am 'not' suggesting a "complete protection". This would be working along the lines of say, state defenses. In this case however, there would be a limit to the maximum amount, so NO "+100 defense vs. disease c". Instead we'd have have tiers to how effective a anti-venom or vaccine would be (these both would fall under 'cures') this would be based on several factors (quality of materials/what box of doctor the cure comes from/healing skill level of doctor who is actually 'doing' the curing)


First: Cures as they are now. 6m range, single target, cures 'just' the effect of poison/disease (or in some cases doesn't even completely cure it) This is the weakest type of cure available to almost all doctors.


Second: Same cures made with high quality ingredients of equal or greater value than those of the poison/disease used -> Complete curing, 6m range, provides small to medium protection against re-infection: like a player having +20-40 defense against poison x or disease y. This means that Combat Medics 'can' re-apply the way they still do, but the player has a chance of not being infected again. This effect lasts for 5-10 minutes.


Third: High Quality cures made only by Master Doctors and usable by only those with near to the highest levels of medicine use. These are 4m range, require the use of materials that are rare as those in the Combat Medics best diseases/poisons, completely removes any disease/poison, provides medium-high protection (+50-70), and poison/disease mitigation1. This effect lasts for 5 minutes. (Note: Mitigation works by reducing the 'high end' of a damage range by 20%. So, if a weapon does 48-100 damage, it will only do 48-80 with mitigation 1)


Note: All these cures would remainuseable ONLYAFTER a character is diseased or poisoned.

-Datchery
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