Doctor Archive

Thread: Idea to possibly fix low buffs or someone doing a retaliate buff

Elemenopee
Sat Oct 18, 2003 10:38 am
#1

Ok we all know about low buffs and how they can be a menace at times, or even have been given say a Enhance A from another doc in some form of retaliation.

My proposal/idea is simple one really, but one that might fix a lot of problems with enhancements. Simply put, use Bleed code for Enhancements (by this i'm talking about a marksman's bleed ie. healthshot1).

Before you start wondering how this ties in, let me explain. As it currently stands, the Bleed damage is a random one based off a weapon's min/max values. Not only that, if you do a bleed shot say it is low 100 hit points, if you reapply it and get say a high 800 hit bleed, the 800 bleed takes over. This totally negates the bad bleed.

Isn't this exactly how we have wanted enhancements to work? To leave the varibility, yet have the option to reapply it w/o having to die or let the timer expire?

Just typing that last sentance i see that an argument could be made that doing this could ruin the purpose of the buff timers. However I say it would not do that! Look at it this way. Sure you can reapply it if you had recieved...or gave a low buff and on the surface it would seem that reapplying for a higher buff would defeat the purpose of having to wait to reapply. But as it stands Bleeds work like this. If you give a high bleed for 800pts dmg...then you tempt your luck at trying to get a higher one but you fail and get a low one. The high 800pt one is still active and so is it's timer. With that said it would work the same way with buffs. Where if you got a high one, then the timer would kick in. The only way it would reset if you reapply AND gave an even higher buff and the new buff's timer would activate. So this means that trying to reapply while you have the ability might all be awaste if you get a low buff.

As it stands buffs using the healing code pipeline just doesn't fit at all. Specifcally buffs use the wound code. The problem is that wounds don't have the problem with bad heals that buffs do. If you get a bad heal you have a short wait and reapply it. There is no real timer with the wound pack itself. While there is the appearance of a timer with you having to wait to reapply, this is not dictated by the quality of the wound packs...but your skill level.

Bleeds on the other hand DO have a timer that is extremly similar to Buffs timer. In that once a bleed has been applied to a mob or npc there is a timer that starts where you must wait for it to finish, that timer is represented in the 6 dmg ticks it does and the around 30 second wait between dmg tick. You must wait this out until you can reapply a bleed...unless of course you get a higher dmg one in the interim. This seems like an absolutly perfect match for buffs since they seem to mirror themselves extremly well.

I'm not saying that buffs need to be completly taken out healing pipeline because the timer to apply should still be there, and the bleed code does not need to be fully used, since bleeds can stack with higher levels which could be problematic if you could stack an Enhance A+B+C+D for a super buff...or maybe some people might prefer that i dunno bugt i'm just saying that wouldn't necessarily have to implemented.

What does everyone else think? Really it comes down to we are too restricted by the healing pipleline...when a solution seems present in bleed code



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Swepa Codo
Former Master Doctor / Almost Master CM / Almost Master CH
Intrepid, Moenia

"If you can't convince them, confuse them"
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