Doctor Archive
Thread: Publish 10: Intended tweaks to the area cures and resists.
- Reduced the maxarea on the Area Cure medicines by 10 meters. This makes the max theoreticalarea 30m.
- AlteredPotency resistance formula. Low resistance value buffs will not have as significant an impact on the resistance rate. High potency values will be more meaningful and can better counter the resistances. In short, poisons and diseases will be harder to resist.
- Added a 3 second minimum time limit to the healing and cure timer.
Message Edited by Agent001 on 08-13-2004 06:34 AM
Message Edited by TenshiHanaKinu on 08-09-2004 10:29 PM
Marrow1 wrote:
The use of havla will still be around for buffing which takes 17 or so sec at M. Doc.
Message Edited by Zarchad on 08-09-2004 10:07 PM
TenshiHanaKinu wrote:
Works for me.
Edit: A question. Since the minimum healing time will be 3 seconds and 4 seconds is the speed at which a Master Medic heals (and injury treatment speed is no longer granted (correct me if I'm wrong) after Master Medic, it essentially becomes pointless to carry Havla, to gain a maximum of 1second (whereas it used to reduce it to the "speed cap") quicker healing times.
If so , though I never really use Havla, it's one less item for me to carry.
Message Edited by TenshiHanaKinu on 08-09-2004 10:29 PM
The tests done on these new area cures means you don't have to carry single cures anymore either. These new area cures are curing stacked poisons in a single application. It doesn't appear that it follows a formula either, it was originally stated that the cure would have to be twice as potent at the poison but the area cures are fixing stacked stronger poisons everytime (ie multiple applications of stronger poisons are being cured with one application of a lesser cure). Hehe the area cures are stronger then the singles by a large margin.
That isn't mentioned as being addressed in 9.4 so that frees up even more space for you. Don't worry about innoculating yourself either if you have the area cures. The innoculations were originally designed to have a possibility of being beaten and that possibility will get better in 9.4. Also they do not appear to last very long anyway. Not much point getting an innoculation if it only works for about 30 minutes and can be beaten if your area cure will remove whatever poo is slung at you anyway.
If they are adding in a 3 second delay, does this take into account docs that have the extra +25 injury speed to hit the cap?
Agent001 wrote:
With 9.3 coming out tommarow, Keldarin let us know that there are a couple things they intend on tweaking in 9.4, which should come out in a week +- a few days. The tweaks are:
- Reduced the maxarea on the Area Cure medicines by 10 meters. This makes the max theoreticalarea 30m.
- AlteredPotency resistance formula. Low resistance value buffs will not have as significant an impact on the resistance rate. High potency values will be more meaningful and can better counter the resistances. In short, poisons and diseases will be harder to resist.
- Added a 3 second minimum time limit to the healing and cure timer.
Mmaxx wrote:
I'm sure it will be corrected but from the tests making those area Cs aren't really necessary either. Area As will do the job just fine. What do they need? Creature food and Gas? Even if they didn't, it takes 10 seconds for a poison to tick so you could toss 3 Area As before the first tick anyway. You'll still need to get a dispersal mechanism from a CM or pick up a jar of rancor bile if you can't find any CMs. Those Area Bs in the current state should definately do the job and they only need meat and inert gas..... Doesn't eating too much meat give you inert gas..
Rancor Bile has only 2 stats - charges/power. DM/ADM have 3 stats - charges/range/area effect. The usage of bile does nothing to increase the area effect of the cure.
Also the Area effect is not a radius but a diameter.