Doctor Archive

Thread: Schematic info for all the new poison/disease Doctor items.

VTmoon
Tue Aug 03, 2004 1:38 pm
#53

Agent what is the med use??? please say 90!!!


Make something for us master docs, so will be needed for more than just buff whores.




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Menoetius
Tue Aug 03, 2004 2:10 pm
#54

As for the CD part of the schematic, look at the Cure State packs.



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AltharXXX
Tue Aug 03, 2004 2:37 pm
#55

First ... even with area cure disease/poison it is possible for doctors to cure it and it gets reapplied within the same second. follow that with the reapplication can hit instantly if it lands in the right part of the tick ... and you should get the impression that 'toe to toe' a doc vs a CM - the combat medic will win (eventually.)


As for use - well rest assured that people will want these buffs. You don't have to be overt to get them - just becomeovert later. (by the way, an Overt Doctor sitting in a private house doesn't get ejected for applying these to overt players...)In factioned guilds I'm sure the CMs will be happy to assist their docs in preparing these items.


The dylium intrusive ore is likely to be a huge problem. It appears on swgcraft.com so likely it exists... but I've never seen it on two servers which I have MAS on - and MAS are always interested in intrusive ores... Hopefully it is just something added to the spawn tables reciently.


Overall - I am absolutely sure the buffs will be usefull. And thanks for the post with the schematic details.




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Gouta
Tue Aug 03, 2004 4:10 pm
#56


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.
Agent001
Tue Aug 03, 2004 9:43 pm
#57






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
Gaesierum
Tue Aug 03, 2004 11:43 pm
#58



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.



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blahblahdedah
Wed Aug 04, 2004 12:42 am
#59

Thank you for taking the time to post this information. How long do these disease / poison buffs typically last?



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Zon-
Wed Aug 04, 2004 3:04 am
#60


Quick question whats the difference between absorbtion and power?



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Jackdurdan2000
Wed Aug 04, 2004 4:35 am
#61

Thanks Man, for the list updates, great another painful meat hunt



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Reza95
Wed Aug 04, 2004 5:32 am
#62

thanks for the resource list


so sad to actually have to rely on shifts and stuff, checking iootnega.com.. resources.. nope, no good shift at the moment, sigh... more resource to harvest/mine, more cost, higher prices and more people complaining about us doctors





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Agent001
Wed Aug 04, 2004 6:02 am
#63






Zon- wrote:


Quick question whats the difference between absorbtion and power?






this only applies to the "C" level resist buffs


C level resists alsolower the actual amount of damage the poison does (the absoprtion part), as well as decreasing the chance of hitting (the regular power stat). B level resists only decrease the chance of getting hit, you still get 100% of the damage the poison is rated for.

Message Edited by Agent001 on 08-04-2004 07:03 AM

Mmaxx
Wed Aug 04, 2004 10:25 am
#64






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


TravonLepen
Wed Aug 04, 2004 10:48 am
#65

yay.... more hard to find resources....


can't wait until the newest round of price gouging starts...


Like someone else posted...great ideals, poor implementation...



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