Doctor Archive

Thread: CM and Doc Cooperative Tests and Results

Datto
Wed Aug 11, 2004 3:25 pm
#1

Howdy There,

Tests from the front line I bring to you!

Thank you Naklo and Iome for their involvement.

We got together to test poisons, diseases, enhancements against those and area cures. The information is interesting to say the least.

Lets start with Poison Resistence in buffs vs Potency in DOT's.
If Resistence is at 100 and Pot is at 100, you will have a 50% chance of hitting (each throw) on a DOT.

Doctors with excellent resources hit the 200 area for resistence, 250 with janta blood (4 units). If you want to hit more often, you need more potency.

The absorption rate on all enhances is weak, capping around 20%. This is wasted in experimentation. Doctors should focus on resistence and duration.

Now onto the very wrong part. The resistence isn't so bad, its the doctors ability to heal in area. With a cure poison pack (single target) from before this patch, if you had a 400 tick poison, and a 100 point cure, you'd need to put it on 4 times. But the areas heal all poisons or all diseases with no regard to power.

What this amounts to is you can make 100% range experimentation and get just as effective a product, one that will kill far too high a poison/disease in 1 shot. I tested this with both weapon and CM generated dots, of various effect and pot.

In summary:
CM's need High Potency
Doctors need high resistence
Doctors need Range on cures (for now)
Datto
mahir
Thu Aug 12, 2004 11:42 am
#2

So after the tests, whatcha think. Longer duration or more base?


I used some 188 60minute resists in combat at AH. When the poisons/diseases finally started flying, I'd say one out of every 15 hit, but was it the 5% autohit? At one point is the base sufficient and we just gotta worry about the 5%...


Thats what I'm really curious about



Glac'r [Starsider]

Slave of Fofam
TenshiHanaKinu
Thu Aug 12, 2004 1:42 pm
#3

Have these errors been submitted to Test Center yet? I would like to see them fix the power of Poison AoE's so that it's not so messed up like this. This is supposed to be the advantage of Master Doctors.



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nnnnnnnnnnnnnnnnnnnn Moya's Extended Biography (Synopsis)
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nnnnnnnnnnnnnnnnnnnn (( RP )) Level 90 Medic
nnnnnnnnnnnnnnnnnnnn Master Politician // 4444 Reb.Pilot
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Datto
Thu Aug 12, 2004 4:57 pm
#4

Hey all,

My opinion to be most effective you need a base above 175. Nearly no combat medics have been producing supplies with that potency and at that level it seems to be near 5% chance of getting hit. After that duration is my priority.

As for a 12 point doc...they get 2 more points to whatever you choose not to max, so yes, it is important. It might be the difference between a 30 minute buff and a 45 minute buff.

I don't know about the errors being submitted to the TC. I submitted them as /bug and posted my findings to the doc/cm boards, that is all.
Datto
Morningbrood
Fri Aug 13, 2004 12:10 am
#5



mahir wrote:
So after the tests, whatcha think. Longer duration or more base?





I'd be curious to know everyone opinion on this as well not being a 12 pnt doc means I have to make a real desicion on these.

Should I make them last and hour or get the highest base possible?




-= Ahazi =- Rati - Master Doctor -- Master TKA
-= Lowca =- Ehiwiaki Ekoo - Master Smuggler -- Master TKA -- Master Pistoleer
-= Naritus =- Wave Gedock - Master Artisan -- Master Weaponsmith -- Master Architect -- Droid Engineer

Tatatetoo
Fri Aug 13, 2004 12:13 am
#6

I used to know a Little Eva.



Tatateto,
Chilastra,
Master Doc/CM
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