Doctor Archive
Thread: newbie cure statepack question
Heya docs,
I'm just getting to master medic and for awhile I will have some skill points to spend in either doctor, or CM but not many. So I have a couple of questions:
1) Are cure statepacks useful at all? Being a mainly combat oriented character I've suffered from many of the states these things are supposed to cure. The states are more like minor inconvieniences rather than some horrible condition, and the timer on them is really fast. So it doesn't seem to be a really big deal to be able to cure these states.
2) What level of med usage is the base for Stim-Es?
1. In my limited experience, the states don't seem to last long anyways, and also, if there are people getting struck with those states, chances are they're getting massively damaged too (vs. creatures at least), so I'd rather heal their damage then cure their state since states aren't as you said, life-threatening. I do keep one each of all 4 state stimpacks (blind, dizzy, intimidated, stun) just if I feel like using them ![]()
2. On the only stim E I've made, it came out to a base of 48 med use. Shouldn't vary much around there unless you're using crappy materials or had that experimented ease of use bug thingy (which I didn't experiement on).
Stim E is master medic use...
it might be possible to lower it to 40 from 48 base but the pack would suck...
in that case its better to use a fully experimented charge/effectiveness D
State packs might be more useful except for two things, state reapplication, as Elenora pointed out, and the timer bug where state pack appear to ignore your Diagnostics level state healing speed.
Persistence, Immunity from a state short time, seems like a nice idea to handlesituation 1, IMHO.Situation 2 needs a Dev fix.
There is a third issue, I think, with states that needs to be addressed, though. For most folks they just don't mean anything. At least Bleeds and Poison are obvious, with dramatic little animations that really catch people's attention. Most poison and bleeeding also causes extra damage (as well as the wounds they are probably cranking out on your secondary stats) so their effects are somewhat noticeable. The other states are less noticeabel but might get folks scrambling for cures if they understand what exactly was really going on with them.
Dizzy downright scares me. On rare occasion a dizzy state will knock whoever is affected over on their back and they aren't getting up until you cure that state on them or it wears off. It's a lot like they just got incapped. Even when healed there is a delay. With no real defense up it doesn't take much to kill that knocked-down player.
Stun and Intimidate are harder to see what they do, though. I'm pretty sure you can see the effects best on a brawler. I might be watching the HAMs of the groups tank and see that they are going down at a certain rate. Let's say 200 wound avearge every time they get hit. As soon as they get a Stun state, though, it all of a sudden looks like they are taking 4-500 wounds per hit. If I could toss a Stun state pack in there at the normal stim speed rate I might be able to save some meds and stop the tank from getting so hurt so quick. But that may just be an anomoly of what I THINK I'm seeing. I could be way off-base with that.
I'd love to see some good clarification on the real game-mechanics effects of states.