Doctor Archive
Thread: Am I missing something about medical xp or am I bugged?
As a L80, I was getting ~7500 XP per critter ( probably including 10% ent bonus, not including 2x or 4x EXP weeks ).
When I dropped to a L54, I was only getting ~4000 XP per critter ( like above, ent bonus only ).
I'm currently at L66, and think I'm pulling about 5500 XP per critter.
All three above examples are from memory, hunting in L80 groups against bols or pickets.
So yes, MAX XP you can get per critter is capped by your current CL.
And don't forget that attacking a mob with your weapon will automatically split your med xp with your weapon xp.
And get medic 4440 if you can, so you can bacta spray while fighting with a group. Masses of xp can be had that way...
Well I don't have any combat skills so splitting xp isn't really much of a problem - cloning is usually the limiting factor on that xp gain.
Sohow does an area heal increase xp? I seem to get the same xp no matter how many people I heal during the "attack". My observation is that the xp granted is per creature rather than per group member heal so I'm not following you here. I can see that an area heal might grant you the same total "lair or mission" xp slightly faster than simply targeting each individual and healing them during the combat. Or are you saying that an area heal grants xp differently?
Thanks,
Sienn
Sienn wrote:
Well I don't have any combat skills so splitting xp isn't really much of a problem - cloning is usually the limiting factor on that xp gain.
Sohow does an area heal increase xp? I seem to get the same xp no matter how many people I heal during the "attack". My observation is that the xp granted is per creature rather than per group member heal so I'm not following you here. I can see that an area heal might grant you the same total "lair or mission" xp slightly faster than simply targeting each individual and healing them during the combat. Or are you saying that an area heal grants xp differently?
Thanks,
Sienn
I suppose I'm going from my experience in Phase 4 of the Village during the Sith attacks. Everyone is fighting and getting damaged and you do an area heal and see something like:
10:38:56 am: xxx died, you get 4500 medical xp
10:38:56 am: xxx died, you get 4500 medical xp
10:38:57 am: xxx died, you get 4500 medical xp
10:38:57 am: xxx died, you get 4500 medical xp
That would be for one Sith Outlaw dying and 4 people attacking it, all of whom recieved a 1-shot heal from me. Perhaps they "fixed" this, but that was my experience. Obviously it wouldn't work that way in a traditional group setting with one tank soaking up all the damage...
For example, a Doc 4--- is going to have a higher CL than a Doc 22--. As a result, not only can they bank more XP before capping ( 1.2M XP vs. 700K XP ), they should gain more XP per critter.
I'm aware that Doc 4--- requires more XP to gain than Doc 22--, but my experience has led me to believe you gain CLs faster by driving up a single branch at a time.
Hmm bouts of medical xp all from the same Sith? Either it works differently in the Village (I assume this is the place on Dath for FS stuff?) or the process has changed. I am definitely not getting medical xp for each person healed while fighting the same creature/NPC.
cheers,
Sienn
Sienn wrote:So how does an area heal increase xp?
Thanks,
Sienn
It won't increase the amount of XP you will get 'per critter'. Healing one person, or seven, for one point or 50,000 makes no difference in overall critter XP awareded.
However, it does three things:
1) Allows you to be a bit sloppy, and still get the XP. All you have to do with a group is stay within 15m of most of them, and when somebody's health drops, a bacta spray will give you the healing goods. In addition, if those group members are fighting multiple critters ( not good organization, but happens frequently in public groups ), that bacta spray may heal people fighting several of the critters, giving you XP 'dibs' on all of them.
2) It has a longer range than bactaShot/bactaJab/bactaInfusion ( 15m vs. 10m ), so you can heal a perimiter character at a longer range. And you don't have to target them either. This can be helpful if the group is dropping critters pretty fast, and you don't have time to close within 10m, target the wounded, and then fire a heal before the critter is dead. Granted, Bacta Toss had a 30m range, but it also takes time for the animation to happen: my experience has been Spray is a lot faster to fire.
3) It typically increases overall health healed ( if several are taking damage ), increasing your ration of healing vs. damage ( if you're fighting, which you've already stated you are not ) and increasing your possibility of aggro.
In a well-coordinated group, you'll typically have a single tank, or all the tanks grouped together nicely, and spray/toss are more or less irrelevant. Unfortunately, coordinated groups aren't common, and those that are frequently are so adept at hunting that nobody gets hurt at tall ( root / knockdown / blahblahblah for 1500 points of damage, etc. ). As a result, I believe in preparing my healer for work in unorganized groups. Spray goes a long way towards having that happen without constant micromanagement.
I get about 10k med and 10k weapon from a bol. Would I get 20k med or 20k weapon if I killed it without healing, or healed someone else w/fighting?
20k seems a bit crazy....
1) If I kill a critter by shooting it ( no healing ), I might get 6000 Carbine XP and 600 Combat XP.
2) If I assist someone by healing ( no shooting ), on the same critter I might get 6000 Medical XP.
3) If I shoot and heal, I might get on the same critter 3000 Med XP and 3000 Carbine XP and 300 Combat XP, if the amount of damage I healed is approximately the same as the damage I dealt out.
4) If I shoot and heal (mostly) I might get 6000 Med XP and 1000 Carbine XP and 100 Combat XP, if the amount of damage I healed was a lot more than the damage I dealt out.
In all cases, I won't get more than 6000 XP for the critter: the medical / fighting XP "share" the same overall pool of XP for determining how much of each type of XP I receive.
I haven't sat down to figure out how Combat XP works into the equation, but it's typically 10% of the weapon XP. Whether or not it factors in for "a slice of the pie" is something I haven't conclusively proved yet.
Clearer?
Clear as mud ![]()
Seriously, though, that is exactly how I've observed it to work. And again, if multiple people are fighting multiple mobs in a close group, a single bacta spray will give you xp for all mobs currently being fought - assuming that someone that has been fighting each of those mobs has taken damage.
For those "uber" groups that just don't take damage, I've found that firing off a wound heal (assuming they have wounds) will also bank you some medical xp if you heal them while they are fighting, although firing off a buff will not - even though it puts you "in battle" (your icon flashes red, battle music starts).