Doctor Archive
Thread: Doctor Modifiers
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fox183
Thu Jul 01, 2004 8:22 am
#1
I have a question for you out there on the modifiers for Doctors.
I have heard that the cap on all modifiers is 100. Is this true?
I can ready say that I understand the modifiers in the game anyways.
How does this work out with the following?
- Wound Treatment
- Healing Speed
- Medical Experimentation
- Crafting Success rate
An Example would be: I have Master Doctor, that gives me 10 experimentaion points. What do I need in order to have 12? Would I needa apron, and some skill tape granting me 5 more for a total of ten, giving me one additional experimentation point? Is that how that works?
Any helpful comments are greatly appreciated.
Rchuno
Thu Jul 01, 2004 8:32 am
#2
You hit the nail on the head. You have to get 110 medical experimentation increase points to get the crafting 11 and 120 to get to the 12.
Wound treatment just adds into the modifier in your healing
Healing speed does just what any other speed does. It speeds things up as a modifier.
And as to crafting success rate I am not sure how that works. I have never used those mods before, but I think they do work.
butchakaboof
Thu Jul 01, 2004 10:19 pm
#5
Agent001 wrote:
+25
+25 in addition to regular mods. So expirementation would be 100 with MD, and you can add +25 to that. That is why you can only gain 2 extra expirementation points. You could have +30 or more in mods, but only +25 would affect your abilities.
fox183
Fri Jul 02, 2004 7:20 am
#6
So, I assume that a +25 modifier would pertains to all attributes? (Speed, Wound Treatment, Medical Experimentaion, ect...)
After the+25 you are just wasting the modifier?
Agent001
Fri Jul 02, 2004 7:51 am
#7
yes, but it gets a bit more complicated
the +25 limit is correct, but there are a couple loopholes
for instance, you can combine +25 wound treatment from BE clothes and +25 wound treatment from Bivoli food to get a total of +50
you CAN NOT stack two seperate items of clothes that both have +25 to get +50
hope that makes sense
Ialwysdie
Fri Jul 02, 2004 7:57 am
#8
So, I assume that a +25 modifier would pertains to all attributes? (Speed, Wound Treatment, Medical Experimentaion, ect...)
After the+25 you are just wasting the modifier?
No the modifiers from skiltapes,BE clothing, and such say wich skill they Modify.
You could have +25 Wound Treatment and +25 Medical Experimentation.
It's just let's say you have a +25 WoundTreatment pair of Pants and a +5 Woundtreatment Shirt for a total of +30 to Woundtreatment. Since the most U benefit from is 25 wearing the pants is all u need. Wearing the Pants and shirt although its +30 You only get benefits up to +25
So you could have a +25 WoundTreatment Pair of Pants and a +25 Medical Experimentation Shirt or However the combination of Skill Modifiers to Clothing but Your Max Benefit is +25 to a paticular Skill.
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