Doctor Archive
Thread: Publish 7 changes to enhances!
Imperio59 wrote:
This lack of randomness ties in with being able to rebuf over a lower buff. If they didnt have that, rich people could "rebuff" until they hit the maximum possible (around 3 or 3.5K).
I think the formula will be around base pack power * wound treatment skill/100* 2 or 3... I am sure that there will be a renewed interest in BE clothes after this patch.
This also ties in with the experimentation changes. I'll have to see how it all interacts as a whole, but i'm happy that they will not be random anymore. That way Docs can now advertise "Buffing 3500 each stat for XK credits" and the poorer will get the worse buffs for cheaper, and the rich will want the best docs who will have the best packs, the best clothes, and they'll pay dearly for it too
You think they're going to eliminate the randomness yet leave the max buff the same? Doubt it. More likely they make the buffs max at what would currently be the average.
The majority of Docs would, indeed, prefer that randomness of buffs be reduced over complete removal. This, we have been told, would require a great deal of coding and a major overhaul of healing code to implement.
However, the actual vote (which we really did get quite a LOT of votes on for this forum) when given on the the two options of current high variability and complete removal of variability showed a simple majority (52%) voted for complete removal of all variability. So technically the majority vote is actually for no variability at all given only those two choices.
This will be the first thing I test on TC when it comes up, my current packs are 853 base, 883 for action. I have the 110% med droid and +25 BE enhancements. I will buff as many people as I can tonight and let you know on this thread what what happens. Also want to craft the new fireblankets ![]()
Since I also have a MDE on TC this is going to be a busy time for me.
Took Alot
Master Doctor/Master Pistoleer on tc1
City of Skystone/Tatooine
Also bear in mind... the removal of random buffs will magnify the difference in skills and tools.
That guy sitting in the starport with 0-4-4-0 and med use 90, 740 power buffs that only last 1:40 using a +65 droid and no BE clothing won't hit for 1800 anymore... and people won't think he's a good guy to go to for buffs. He'll likely hit foraround 1400 or so.
dpowell0 wrote:
I'm not a big fan of the idea of rebuffing. I think it will hurt our profession and just generally make our lives more annoying.
1) High quality enhance D's are already pretty hard to come by regardless of attribute ( at least on my server, Eclipse). With rebuffs, I predict that we will be going through action and health packs at a MUCH faster rate than the substat packs. The idea of running out of health and action packs while I've gota backpack full of stamina packs is not very exciting.
2) We all hate having to deal with the whiners complaining about our buffs. With rebuffs, I think it's going to encourage that behavior. I foresee a line of pissed off people waiting for buffs, cuz some dummy wants me to keep rebuffing his health and action till theyre both 3k or more.
CANT THEY JUST MAKE OUR BUFFS LESS RANDOM?
Set values for buffs is not the answer. I think we all want the buffs to be random. All professions deal with randomness in some way. It goes back to the old pen and paper roleplaying days. Roll your dice. You always have the chance to succeed or fail. Doc should be no different. What I want, is for the degree of randomness to be reduced. Im a master doc with bio enhanced clothes and i always use good packs. My buffs land anywhere from 1k to 3.5k. That's just too random for me. I want buffs to vary, but the range shouldnt be so broad.
I've heard talk that this is too hard for the devs to do, but I disagree. They definately made buffs more random in the last patch so I dont see why they cant just make them less random.
Anyways, sorry for the rant, but I'm frustrated with the state of buffs right now.
-Lossk
MatchstickNaritus wrote:This puts the emphasis on the skill of Doctor and the tools they use. I say goodbye randomness... the loss of the occasional high-end buffs is more than worth it.
Except that those "ocassional" high-end buffs aren't ocassional. they have given us the ability to override buffs now, so you can get 3k+ on all stats under the current system and the overriding buff change. There is no need to also institute an average buff
JasonK wrote:
pentjaksilat wrote:
Lexy wrote:
Like I said, the good docs are getting a massive nerf, while the bad docs will only be affected slightly. What's the average for a 900-2500 buff, compared to 1400-3900? 1700 vs 2650. But, look at how much of a decrease that is for bad docs compared to good docs, lowering the high buff from 2500 to 1700 is only a loss of 800 points. Lowering from 3900 to 2650 though is a massive nerf.
Why do you think Matchstick isn't upset at the change? He's a doc that won't be affected as much by the change
/addignore Matchstick
lol, gotta love the kids
that's pretty flawed logic...as a reciever of buffs, it's much much MUCH easier to compare 1700 against 800 than it ever was to compare 1400-3900 against 1700-2650...there's way too much overlap, hard to ever know who has the "good" buffs since good rolls > good packs...
now if you see someone advertising 1700pt packs and the other doc is only slinging 800pt, you'd be a fool to use the latter.
you think this only slightly affects "bad docs?" got news for you...bad docs will now just be simple to steer clear of, and good docs are by far more easily able to prove their services are superior...this change hurts your "bad docs" much much worse.
~pentjak
What are you talking about? You're not even comparing comparable numbers. 1700 vs 800 is the average of not-so-good buffs and the amount of the nerf for the same buffs. Why would you compare the pre-nerf average to the amount of the nerf for the same buff pack? 1400-3900 is the current varience of good buffs but 1700-2650 is the averages of not-so-good and good buffs. Why are youtaking the averages of not-so-good and good buffs and pretending that it's a range of something (1700-2650 is not a range, it's two seperate averages) then comparing it to something that is a range?
Here's what you can compare:
2500 to 1700 is a loss of 800 points on not-so-good buffs
3900 to2650 is a loss of 1250 points on good buffs
1250 vs 800. Good buffs lose 50% more than not-so-good buffs.
If I were you I'd stop commenting on other people's logic.