Doctor Archive
Thread: Heightened Senses Healing An Explanation
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raz1337
Sun Sep 26, 2004 10:49 am
#27
With 3,000 health and action, more powerful stims helps, lol
PantieRaider, I updated the first post with that information, and gave you credit.
Message Edited by raz1337 on 09-26-2004 01:58 PM
xDuncan
Mon Sep 27, 2004 7:43 pm
#29
Lobaca-Scylla wrote:
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..
Sure you have to cap your XP more if you are a Doctor, but you can just sit 100 mts away from the village and buff your pet over and over (u need a camp because you cannot call your droid and your pet at the same time, so you must be sitting out in the wild).
And I think speed is usefull when using stimpacks..¿have you ever been in a party as a doctor with 5-9 combact guys going to the corvette when someone alert by mistake a couple of battle droids?...
Message Edited by xDuncan on 09-27-2004 07:43 PM
raz1337
Mon Sep 27, 2004 9:44 pm
#30
Cas_Lowca 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.
It also does not help the speed or injury healing for Jedi.
COMPLETLY BROKE and useless skill I am sure!
Life doesn't revolve around buffs.
A medic actually has *gasp* stimpacks, that might actually be useful when the god forsaken combat revamp comes around.
SakeO
Tue Sep 28, 2004 12:22 am
#31
It seems like you get a bonus to stims but not buffs so as not to put non-FS buffing docs out of business because they cannot compete. Doesn't the experimentation bonus work in a wierd way where you cannot get better successes, just more or something?
I know there was a concern that FS in some fields would make it so you HAD to be FS to compete. This could explain how why it is this way.
SakeO
Kyoso
Wed Sep 29, 2004 2:41 am
#32
Yep, we have to run around alot, unless you sit on village healing/buffing someone all day long.
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