Doctor Archive
Thread: Schematic info for all the new poison/disease Doctor items.
blahblahdedah wrote:Thank you for taking the time to post this information. How long do these disease / poison buffs typically last?
Was curious about this as well. How long does the average Poison/Disease resistance packs A,B, and C's last for.
Gouta wrote:
blahblahdedah wrote:
Thank you for taking the time to post this information. How long do these disease / poison buffs typically last?
Was curious about this as well. How long does the average Poison/Disease resistance packs A,B, and C's last for.
0.5-2 hours depending on pack and resources
Asuph wrote:Ohh, im sure they will be avialable, but they shouldnt be required.... If they want to make it class dependant, Chef or BE would be a better choice.. BE if i got to pick... They need some cash flow badly...Or, just like you sort-of mentioned... The componenets could be in novice med, and the good ones in CM.. that way trades could be set up.Message Edited by Asuph on 07-30-2004 04:46 AM
I agree BE could use some help. Tailors and Chefs are trying to revive this profession from the near death experience that the Creature Handler nerf dealt them. Still, if we can sub rancor bile I suppose that wouldn't be too bad, until the price of one unit of rancor bile exceeds 1 mil cpu, hehe. Besides, I can see CMs providing the needed components...to a doc of their faction.
Zon- wrote:
Quick question whats the difference between absorbtion and power?
Message Edited by Agent001 on 08-04-2004 07:03 AM
jkray8472 wrote:
Hey Agent:
Notice how the area effect is contingent upon the CD of the resources? (by 33%). Well...none of the resources that go into the actual packs contain any sort of Conductivity. I've never seen a corn, reactive or inert gas, or meat that has the conductivity stat.
While I applaud the Devs on their attempt to make the CD applicable the same way it is with Combat Medic schematics, it appears that they are again lacking in common sense. With no CD, will the packs only be able to achieve 2/3 their maximum range?
Edit: the individual resources used in the subcomponents do not affect the final build--only the stats apparent in the pack. In order to maximize the area for one of these, you would need a dispersal mechanism that has its area maxed out...but the conductivity of the resources that went into this Dispersal Mechanism would be irrelevant to the final build of the pack.
Message Edited by jkray8472 on 07-29-2004 10:08 PM
the fact the area anything was given to Docs instead of CMs is a complete farce. CMs had to forfeit 29 skill points to obtain the ability to use ranged skills and have an entiretree devoted to distance. Inoculations can be the domain of Docs since it is quite similiar to Buffs but area anything going to Docs instead of CMs is the result of the Devs not actually playing the game they are working on or too much attention being paid to the nerf cryers.
If the range of this exceeds 10m, you should be happy. One of the devs must have realised this and snuck the CD into the equasion just because Docs have no more range skill then a Droid Engineer.
Jo'ran