Doctor Archive
Thread: Help Needed: Testing our skills in the CU
Ananais2 wrote:
MataHairy wrote:
Can someone check how medical level effects the heal strength?
well i had been meaning to give this a bit of a test, so here are some heal values for different levels, i stoped at a few box combos that have the healing efficency mod and grant new heals, these numbers are far from exact, only used 5-10 heals a set to get an average min and max. Started with some medic, went up to master doc, would have went into CM for the extra heal efficency but the server just shut down
anyway these should give you a rough idea.
The list below is in order of template, ill colour code the specific heals to make it a little easier to read, im not going to attempt a table on these boards lol
bacta shot
bacta toss
bacta spray
bacta jab
medic 4040 - +25 heal eff- 300-325 a heal useing bacta shot
medic 4240 - +25 heal eff- 200-250 a heal useing bacta toss
medic 4440- +25 heal eff- 150-175 a heal useing bacta spray
master medic - +45 heal eff - 370-400 useing bacta shot
master medic - +45 heal eff -275-205 useing bacta toss
master medic - +45 heal eff- 165-195 useing bacta spray
master medic, novice doc - +55 heal eff -430-445 useing bacta shot
master medic, novice doc - +55 heal eff -290-305 useing bacta toss
master medic, novice doc - +55 heal eff - 170-215 useing bacta spray
master medic, novice doc - +55 heal eff-95-130 useing bacta jab
master medic, 2000 doc - +75 heal eff - 575-620 useing improved bacta shot
master medic, 2000 doc - +75 heal eff-330-360 useing bacta toss
master medic, 2000 doc - +75 heal eff-205-230 useing bacta spray
master medic, 2000 doc - +75 heal eff - 95-130 useing improved bacta jab
master medic, 4000 doc - +100 heal eff - 630-670 useing improved bacta shot
master medic, 4000 doc - +100 heal eff - 350-380 useing bacta toss
master medic, 4000 doc - +100 heal eff - 215-240 useing bacta spray
master medic, 4000 doc - +100 heal eff - 205-225 useing improved bacta jab
master medic, master doc - +125 heal eff - 640-700 useing improved bacta shot
master medic, master doc - +125 heal eff - 370-390 useing bacta toss
master medic, master doc - +125 heal eff - 200-235 useing bacta spray
master medic, master doc - +125 heal eff - 265-310 useing improved bacta jab
Great info thanks!
Clearly this needs some tweaking
Advanced Medical Augmentation III and IV are boath:
Battle Armor Rate of Fire Mitigation 30%
I believe the level IV box should be an Accuracy Mitigation of 40%, s the master box has the rate of fire 40% skill
With my Pistoleer/Doc template i plan to keep, i now have 21 skillpoints left to invest in something useable. i decided to get Combat Medic 0400 as i tested it on TC and the Fire/Poison/Disease throws are nice addons to my arsenal.
Ok, i will need elite skills (CM) which i could not get with the medic skills i surrendered, so i have to grind them after CU. i have 80K med xp (max cap) which are still 80K after the respec
in all other combat professions i max at 900K weapon-xp - if i pickup BH and want to learn the pistol skills, that will be enough to learn boxes 1 to 3.
so i would like to see an adjustment of our earned xp to the new system when the CU hits.
Message Edited by Vymordryss on 04-25-2005 08:15 AM
c-mot wrote:
so i would like to see an adjustment of our earned xp to the new system when the CU hits.
The respec program takes into account the skillpoints required for the skill, not the experience, so you should be able to respec some of the novice skills to CM. You can transfer two skill boxes of starting professions to one skill box in an elite profession. The respec program seems fine-tuned and easy to understand. Just make sure you're confident in your change before you click Okay and confirm it, as you don't get a second respec.
Chek wrote:TC4 Corbantis test today:These results make me firmly believe that I'm giving up doc and won't be playing after the CU. I was trying to be open minded and was planning to keep doc post-CU, but unless the amount of damage per heal is increased, I'm not.I went to Tatooine in a group and my advanced bactajab only healed 197 per, and stim C (which is all I'm qualified to use) only healed for 300 per heal (even though it's a 425 heal stim). If is wasn't for the jedi in my grouping raining heals of 1500 per (with no delay) on me I'd have been dead much more often than I was...which was several times.Post CU doc is like novice medic...and the amount of damage healed is way out of balance.Also, healing wounds...after clone. Healed a max of 73 per, and it took several improved heal wounds to completely heal. Pre-cu one heal by a doc was all it took.Message Edited by Chek on 04-23-2005 12:43 PM
As mentioned above, it's an abvious bug that Bacta Jab is very much weaker than Bacta Shot. Used together they're not bad (since they are on separate timers), but Bacta Jab is useless by itself currently.
Wound healing does seem quite slow considering Docs get no experience for it. While I understand healing up wounds shouldn't be a super-quick process, it doesn't have to take forever either. Hopefully this is another thing to be tweaked as testing continues.
Chek wrote:Heals drain way too much action/mind and don't heal very much damage in comparison with the amount of action/mind used.
With the recent patch over the weekend, healing actions now use more mind and less action. Since most combat specials use mostly action, this makes healing and fighting at the same time much more plausible. Also, the action and mind pools regenerate faster now (with an increase in ability cost), making timing more important. For pure healers, however, it shouldn't be a problem.
Message Edited by AdelphaB on 05-02-2005 04:22 PM
Can Anyone Pahleez tell me what the FRAC the Medical Centeris good for now? Am I wrong, it seems worthless to me now. I was working on MD before the CU, but now I cant heal and get XP unless I im in combat? I tried this with a group of 5 and I still could not get any XP. I cant get any XP anywhere. Why make the doc combat only? What is the damm doc or MD really good for anymore?
This really does not make any sense. Can someone clarify?
perhaps these are not bugs and are because we do not use the actual packs yet
Marrow1 wrote:
AlariFairlyn wrote:
Wound Healing:
Only tested as Master Doctor so far, but it is very much worse than on live. With a half-decent wound pack on live, I can heal 1000 wounds in a single shot, and then do it again 4 or 5 seconds later. In testing in the CU, my best wound heal has been 150 wounds so far, and then a wait of about 15 seconds before I can do it again.
/cry
This, combined with our ridiculously inferior healing capabilities (500-700 every 6 or 7 seconds in test, as opposed to 2000+ heals every 3 or 4 seconds in Live) seal our fate as not only being a healing only prof (no longer being able to craft) but being a rubbish healing prof at that.
I believe both of these are bugs and will be fixed.