Doctor Archive
Thread: 100% chance to avoid any buffs below 1200
Page 1 of 3
Lexy
Sun Feb 29, 2004 11:58 am
#1
Get buffs kits that are 875 power (if available to you and within price range)
Get +25 wound treatment BE clothes
Get +25 BE enhanced Bivoli Tempari
Get droid with 110 med rating, and a crate of droid batteries
*Edit* Be sure to actually USE the batteries on the droid
Publish 7 we will get a battery meter, until then recharge between patients, batteries are cheap 
Use /diag on patient to make sure there is 0 BF (low amounts of BF may vary your results only slightly)
And avoid the low level camps, as they have lower than 100 modifiers (basic small camp is a .65 modifier).
Buff away.
With this set up it is *IMPOSSIBLE* to hit below 1200 on any buff. You're lowest buff will be 1203, and highest will be 3609.
This is aimed to all those docs that are constantly complaining about buffs below 900 or 1k. Hope this helps.
BTW, formula is this:
Buff kit power * (1+(wound treatment/100)) * (droid rating/100) = Average buff
Average buff * 1.5 = high buff
Average buff / 2 = low buff
PS: I've not done any testing, but I've heard that if someone brings a low-level medical droid into your range (how close a droid has to be to you to let you heal) it can mess up buffs too. For example if someone drags a 60 rating med droid near you, you may get buffs well below your listed kit amount. Again, I've not tested this and cannot confirm whether it's accurate or not.
Get +25 wound treatment BE clothes
Get +25 BE enhanced Bivoli Tempari
Get droid with 110 med rating, and a crate of droid batteries
*Edit* Be sure to actually USE the batteries on the droid
Use /diag on patient to make sure there is 0 BF (low amounts of BF may vary your results only slightly)
And avoid the low level camps, as they have lower than 100 modifiers (basic small camp is a .65 modifier).
Buff away.
With this set up it is *IMPOSSIBLE* to hit below 1200 on any buff. You're lowest buff will be 1203, and highest will be 3609.
This is aimed to all those docs that are constantly complaining about buffs below 900 or 1k. Hope this helps.
BTW, formula is this:
Buff kit power * (1+(wound treatment/100)) * (droid rating/100) = Average buff
Average buff * 1.5 = high buff
Average buff / 2 = low buff
PS: I've not done any testing, but I've heard that if someone brings a low-level medical droid into your range (how close a droid has to be to you to let you heal) it can mess up buffs too. For example if someone drags a 60 rating med droid near you, you may get buffs well below your listed kit amount. Again, I've not tested this and cannot confirm whether it's accurate or not.
Message Edited by Lexy on 03-02-2004 06:01 PM
VikaLine
Sun Feb 29, 2004 12:07 pm
#2
This will be ineffective after publish 7 since buffs will become a standard set amount rather than a fluctuating amount.
Lexy
Sun Feb 29, 2004 12:12 pm
#3
I know that. The majority of people clammoring for the TC change to go live are the docs who get buffs below 1k and are tired of it. Therefore, a nice average buff looks like a good alternative to them. I'm just trying to give actual numbers to them, so they can see for themselves how they will be affected by the change.
It's not the randomness that's causing bad buffs. It's how people are using their buff kits.
It's not the randomness that's causing bad buffs. It's how people are using their buff kits.
Cheldin-Bria
Sun Feb 29, 2004 3:21 pm
#4
VikaLine wrote:
This will be ineffective after publish 7 since buffs will become a standard set amount rather than a fluctuating amount.
Does that mean that after publish 7 I can use the crappiest materials imaginable when making my buff packs and still buff for the same amount that everyone else gets? I know that sounds absurd, but I'm trying to figure out what "standard set amount" means.
Edit-- never mind, please pardon my ignorance. After reading about the TC changes, I understand. ![]()
Message Edited by Cheldin-Bria on 02-29-2004 02:26 PM
Traigus
Sun Feb 29, 2004 4:57 pm
#5
Standard, meaning that all of the buffs you make will have buffs calculated from your buff pack power, with no randomness applied afterward (like it is now). Your buffs will have a fixed value (based on power, so bad materials make bad buffs).
-T
-T
Ytsniea-culsin
Sun Feb 29, 2004 9:37 pm
#6
Not too familiar with the BE clothes, can someone enlighten me a bit please?
OneHung
Mon Mar 01, 2004 1:44 am
#8
VikaLine wrote:
This will be ineffective after publish 7 since buffs will become a standard set amount rather than a fluctuating amount.
can't wait.
Zarlor
Mon Mar 01, 2004 1:45 am
#9
Knocky wrote:
What happened to the +25 cap?
THat's primarily a +25 clothing cap. Food will stack on top of that.
Knocky
Mon Mar 01, 2004 4:09 am
#10
Ytsniea-culsin wrote:
Not too familiar with the BE clothes, can someone enlighten me a bit please?
Tailors can use tissue made by Bio Engineers that can add attridutes to clothing.
In Doc/Medics cases, Tailors can make clothing that add a maximum of +25 to your wound and injury treatment stat. Generally you can by them for about 1000 credits per point (at least on Chilastra)i.e. 25000 for a item that adds +25 to you.
Your wound treatment ability is the stat that is calculated into how powerful you can apply buffs.
Knocky
Mon Mar 01, 2004 4:10 am
#11
Zarlor wrote:
Knocky wrote:
What happened to the +25 cap?
THat's primarily a +25 clothing cap. Food will stack on top of that.
That is great! ![]()
Until the Devs realize this then it will get nerfed. ![]()
VikaLine
Mon Mar 01, 2004 7:35 am
#13
Cant wait for that then, I know a guy making +25 Bivoli on my server right now. Only problems are he wants like 300k per crate and he's always sold out lol.
Page 1 of 3