Doctor Archive

Thread: Publish 10: Intended tweaks to the area cures and resists.

Agent001
Mon Aug 09, 2004 6:34 pm
#1


With 9.3out, Keldarin let us know that there are a couple things they intend on tweaking in 10. 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.

Message Edited by Agent001 on 08-13-2004 06:34 AM

TenshiHanaKinu
Mon Aug 09, 2004 7:17 pm
#2


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



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Marrow1
Mon Aug 09, 2004 7:36 pm
#3

The use of havla will still be around for buffing which takes 17 or so sec at M. Doc.




__________[Marrow]__________
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TenshiHanaKinu
Mon Aug 09, 2004 7:42 pm
#4






Marrow1 wrote:

The use of havla will still be around for buffing which takes 17 or so sec at M. Doc.






I guess for that one isolated emergency incident when a person needs to be fully buffed in a short time span it will still be useful. I will just destroy the one in my main inventory, and leave the crate in my droid. I'm just trying to optimize my inventory for the additional items we will have to carry after Publish 9.3



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Zarchad
Mon Aug 09, 2004 10:05 pm
#5


Ugh yea, I know what you mean TenshiHanaKinu. I like to be prepared for anything so my inventory is already filled up with stat cure packs, stim D, fire blankets, cure poison, cure disease and of course buff packs.


Sigh, guess after the patch I am gonna get even more stuff to carry around.


Shouldnt really complain though, since now we gonna have the means to truly counter our arch-enemies the CM

Message Edited by Zarchad on 08-09-2004 10:07 PM



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Mmaxx
Tue Aug 10, 2004 5:04 am
#6






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.



TenshiHanaKinu
Tue Aug 10, 2004 5:48 am
#7

Yeah, but the resources to make AoE C's appear to be a little rough to be lobbing around carelessly. I'm sure that the issue of AoE power will be addressed once they catch it so I'm not going to bank on it . Publish 9.4 ain't out yet, they could still add some 'corrections' in.



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Mmaxx
Tue Aug 10, 2004 6:08 am
#8

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..
lore7
Tue Aug 10, 2004 10:16 am
#9

Holy *edit*, the devs are really trying to fix the game/balance it..... from those patch notes...... nice..... im speachless.



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Cronan44
Tue Aug 10, 2004 11:52 am
#10






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.




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?






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elayn
Tue Aug 10, 2004 12:44 pm
#11

Those who broke our sacred oath will f34r us now!



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mahir
Tue Aug 10, 2004 1:35 pm
#12

yeah... you NEED ADMs


Made some Rancor Bile for personal use because it has like 100 charges, but the range is like 9. ADMs, range can go to like 36 (i think cap is 39.. got 91% at 36)



Glac'r [Starsider]

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Menoetius
Wed Aug 11, 2004 12:29 am
#13






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.




Menoetius / Eryn (12 pt MD/MCM)
Doctor and Combat Medic Supplies
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