Doctor Archive

Thread: Resist buff C's what kind of absorbtion % is possible?

Ataho
Wed Dec 29, 2004 2:29 pm
#1


Okay, first of I'm a non-doc....I have been reading/searching for posts about the resist C buffs and trying to find out what to expect from the 12pts. docs on my server..


So far I have been reading about absorbtion ratesranging from 10-25% with full experimemtation.....


If someone could please post a more accurate percentagewith best possible ressouces.....with and withoutJanta blood.

Message Edited by Ataho on 12-29-2004 04:31 PM



_____________________________________________________
May the purity of your sabers light reflect the purity of your heart.

Ataho's Guide to Jedi Crafting - All servers top lightsaber resources - LS crafting tool v1.5
Unlisted Jedi resources - PM me to update
Ledao
Wed Dec 29, 2004 3:42 pm
#2






Ataho wrote:


Okay, first of I'm a non-doc....I have been reading/searching for posts about the resist C buffs and trying to find out what to expect from the 12pts. docs on my server..


So far I have been reading about absorbtion ratesranging from 10-25% with full experimemtation.....


If someone could please post a more accurate percentagewith best possible ressouces.....with and withoutJanta blood.

Message Edited by Ataho on 12-29-2004 04:31 PM






Absorption has a theoretical max of 25%. However, since it uses OQ and PE as determinants, and PE is capped at 700 for 1 of the necessary resources for each type of pack (tat herb for poison resists, wild corn for disease resists), the attainable max (even with perfect resources) is more likely to be 23 or 24%.


Janta blood doesn't help directly -- it increases the base effectiveness of the pack, which might allow you to use all your points in absorption rather than dividing them between 2 experimental qualities, but a Janta resist C starts out with 5 absorption just like a pack made with a normal BEC... (and, janta blood doesn't add 1:1 to effectiveness on these...)



When I make 'em, my goal is typically as much absorption as possible while getting the effectiveness over 170. With the resources I'm currently using (which are very, very good, but not perfect...), that means 19 absorption and between 175 and 185 power, without any experimentation on duration...


Hope that answers your question.





Ledao Bohi, Master Doctor
Now with 3 locations: Ledao's Meds in beautiful downtown Galatorbria, Rori (327 -1770), Ledao's Fine Pharmaceuticals @ UAT City, near Coronet (970, -5590), and Ledao's Premium Meds and Resources on Tatooine @ (-1922, -4041) just 750m SW of Bestine.
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Ataho
Wed Dec 29, 2004 3:55 pm
#3

Thx for the answer...five stars for you:-)


a follow up question though....


Why the effectiveness over 170? Wont the poison/desease stick at some point anyway?



_____________________________________________________
May the purity of your sabers light reflect the purity of your heart.

Ataho's Guide to Jedi Crafting - All servers top lightsaber resources - LS crafting tool v1.5
Unlisted Jedi resources - PM me to update
Ledao
Wed Dec 29, 2004 4:13 pm
#4






Ataho wrote:

Thx for the answer...five stars for you:-)


a follow up question though....


Why the effectiveness over 170? Wont the poison/desease stick at some point anyway?







Well, this part isn't especially scientific (since SOE doesn't realease their formulae for checks like this...), but in my experience, most CMs will be using poisons with 160 potency or less (getting the potency up higher than that makes it hard to get the effectiveness very high, even with loot drops -- not that it can't be done, but most pre-resist buff poisons were 100-120 potency, and now it seems like ~160 is par for the course)... So, lower effectiveness than that makes it fairly unlikely that the resists will actually resist anything...


You're right, of course -- in almost all circumstances, the CM will keep tossing DOTs until they stick. But, if the trade-off is (and this is hypothetical) between 19 absorption and poisons sticking 40% of the time on the one hand, and 21 absorption and poisons sticking 60% of the time on the other, I'm going to choose 19 and 40% every time (since each resist costs the CM 4 seconds and a fair bit of mind)...


Anyway, that's my thinking on it. There's been some testing done on the CM boards though -- you may want to investigate that...





Ledao Bohi, Master Doctor
Now with 3 locations: Ledao's Meds in beautiful downtown Galatorbria, Rori (327 -1770), Ledao's Fine Pharmaceuticals @ UAT City, near Coronet (970, -5590), and Ledao's Premium Meds and Resources on Tatooine @ (-1922, -4041) just 750m SW of Bestine.
Comprehensive Stock and Price Listing Here
Ataho
Wed Dec 29, 2004 4:38 pm
#5

Thanks again fortheanswer....I'll try to dig something up on the CM forum:-)



_____________________________________________________
May the purity of your sabers light reflect the purity of your heart.

Ataho's Guide to Jedi Crafting - All servers top lightsaber resources - LS crafting tool v1.5
Unlisted Jedi resources - PM me to update
Marrow1
Wed Dec 29, 2004 5:12 pm
#6


I gree with all the points made above.


You may want to think about if you want to make C's or B's, however.


1. B's do not require the resources that limit your effectiveness and they are more general. As a result the eff will end up being higher.


2. If our a 12point doc you can max out the eff and then have a few points left over duration which is a big win since these things only last in the 30-60 min range.


As mentioned above most CM pot are in the 150ish range. When making a B resist you can get them with an eff of about 220+. So this means that rather than resisting 60% your more likely to resist in the 85% range (made up numbers).


For me, I would rather get a little more less likely to get hit than to have an absorption of only 20%. I would also like that med to last as long as it can as well.





__________[Marrow]__________
____[*aka Fringing, Babwe, Hurtz *]____

__/\_/\___/\_____[last of the known Doctor Correspondents]/\___/\_/\__
Happymob
Wed Dec 29, 2004 7:48 pm
#7






Ataho wrote:

Thx for the answer...five stars for you:-)


a follow up question though....


Why the effectiveness over 170? Wont the poison/desease stick at some point anyway?




Not really. Combat medics can essentially flex potency between 100 and 200. 100 is the extreme where they experiment the ARC for duration and put everything in effectiveness (damage) on the final assembly.140 is a more typical poison with the ARC experimented for potency, but the final assembly still all effectiveness. 200 is is when the ARC is potency experimented and 5 or 6 experimentation points are put into ease of use (which covers potency) on the final assembly.


170 effectiveness is very effective against the 100 and 140 potency poisons. It's less wonderful against the 200+ potency poisons. In no cases are you guaranteed to resist and in no cases will a poison automatically hit. Absorption is guaranteed to reduce damage ticks and make cures easier to apply. /shrug. I haven't completely decided myself after multiple months whether I like max resist B enhance packs, max absorption C packs, or balanced C packs best.




Imadoh and Ikiecobi
Quality Resources and the Corellia Butcher - NoCo
NoCo Trade Center, Corellia (just northeast of Coronet) 796, -3076


Brainplay
Sun Jan 02, 2005 7:47 am
#8






Happymob wrote:





Ataho wrote:

Thx for the answer...five stars for you:-)


a follow up question though....


Why the effectiveness over 170? Wont the poison/desease stick at some point anyway? If the Combat Medic continues to throw then at some point they will break through those resists. Unfortunately for the Combat Medic they are rooted to the ground for 4 seconds and may not do anything else at that time including heal themselves. While 4 seconds doesn't seem like much it is enough to almost completely cross 64m. The time adds up as they become punching bags or headshot targets as well unless they've found some strategic location where it would be hard to get to them. Trust me, except in a grand melee situation, any PvPer worth their salt can make a spamming CM hate life real fast. Throw in the 0 defenses and the spamming CM had better of taken his/her thakitillo.




140 is a more typical poison with the ARC experimented for potency, but the final assembly still all effectiveness. ARC's are potency and duration only. Infection amp is the effectiveness. Still all good advice though.










Keorythe

h Combat Medic h


/Forcing Counterstrike PvPers to PvE since 2003 \






A Combat Medic Alpha tester who never got the chance to alpha test

Ataho
Sun Jan 02, 2005 3:23 pm
#9

Found a top doc on my server that can make the following resist packs:-)


19% and 183 effect or 22% with 167 effect.....I planing on taking the 22% once:-) any comments?



_____________________________________________________
May the purity of your sabers light reflect the purity of your heart.

Ataho's Guide to Jedi Crafting - All servers top lightsaber resources - LS crafting tool v1.5
Unlisted Jedi resources - PM me to update
Brainplay
Mon Jan 03, 2005 8:09 am
#10






Ataho wrote:

Found a top doc on my server that can make the following resist packs:-)


19% and 183 effect or 22% with 167 effect.....I planing on taking the 22% once:-) any comments?






The 19% 183eff. is the better of the two. Higher effectiveness for these things is better than 3% absorbtion. Whats 3% of 650? Whats 3% of 190? Not having the poison/diseasestick in the first place is a much better option.





Keorythe

h Combat Medic h


/Forcing Counterstrike PvPers to PvE since 2003 \






A Combat Medic Alpha tester who never got the chance to alpha test

Ataho
Mon Jan 03, 2005 12:17 pm
#11






Brainplay wrote:





Ataho wrote:

Found a top doc on my server that can make the following resist packs:-)


19% and 183 effect or 22% with 167 effect.....I planing on taking the 22% once:-) any comments?






The 19% 183eff. is the better of the two. Higher effectiveness for these things is better than 3% absorbtion. Whats 3% of 650? Whats 3% of 190? Not having the poison/diseasestick in the first place is a much better option.



The poison is gona stick no matter what and if I dont heal it completly I can't get re-poisoned, right? and I would benifit with the 3% extra:-)

Message Edited by Ataho on 01-03-2005 02:18 PM



_____________________________________________________
May the purity of your sabers light reflect the purity of your heart.

Ataho's Guide to Jedi Crafting - All servers top lightsaber resources - LS crafting tool v1.5
Unlisted Jedi resources - PM me to update
Brainplay
Tue Jan 04, 2005 4:35 am
#12







Ataho wrote:


The poison is gona stick no matter what and if I dont heal it completly I can't get re-poisoned, right? and I would benifit with the 3% extra:-)



Message Edited by Ataho on 01-03-2005 02:18 PM





Untrue on either accounts. First off that poison being thrown on you may land on the first attempt or it may just keep bouncing off of the resists. Its going to depend on the quality of the CM crafter and the resources used to make it. Both of those are in short supply. The lower the resist effectiveness the more chance the poison will break through. The few CM crafters I've spoken to face to face have started making poisons with no less than 160 potency to help them break through resist B's which often are only 170 effectiveness. Unfortunately unless you stuff them with spider venom which is rare enough the power suffers.


Secondly, poison works more like water filling a glass. If someone throws a 1000 damager per tick poison on you and you cure 800 worth you're left with 200. If they throw that same poison pack on you it fills back up to 1000k


Today after 3 buffs session worth of straight PvP I was poisoned twice by partial CM templates using old school low potency poisons. At one point I didn't even realized that one of them was tef'ing until he had bounced 2 poisons off of me (his 3rd one bounced too) and I proceeded to show him why you don't PvP without resists against a real MASTER combat medic.


Resist work. But you have to put effort and care into your crafting of them in order to work.





Keorythe

h Combat Medic h


/Forcing Counterstrike PvPers to PvE since 2003 \






A Combat Medic Alpha tester who never got the chance to alpha test

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