Doctor Archive

Thread: Master Doctors should heal better and buff better than non-masters.

Vinaddar
Mon Jan 12, 2004 6:11 pm
#1

The system should allow for MD's to have higher max and average heals and especially buffs than non-masters. It doesn't make sense that a 0 0 4 0 doctor should get the same results as a master. There should be usage modifyers in place to make the result from using the same stim/enhance pack do more for those who have spent more time/points in their field.


Also, when will we have some resolution to the Enhancement Ingredient desparity? Avian meat should not be the required organic for 5 of the 6 buff types. It doesn't even spawn on Dant or Endor (although why all the lantern BIRDS drop herbivore meat is beyond me), and is awful to harvest on such places as Talus. Either a more common meat (herbivore or carnivore) or relax the requirement as it is on the Action buffs. Then there is the different sub-component requirements--why is it not a uniform number (preferably 2 instead of 3) Bio Effect Controllers?


Buffs overwriting--this should become a reality soon. The Enhance-A griefers and the awful results we often get even on the best Enhacements we make is reason enough. Add in the buff timer bug--when you log off buffed, and log back in and can't rebuff yourself until the game says the old buffs wore off--and you have more than a valid reason for change. (Example 1 of awful results: 897 base Action buffs should not result in 20 out of 24 charges landing for 800-1600)


No other crafting class has such a dependence on harvested creatures as doctors and it makes producing large qualtities a virtual impossibility unless you have a PA farming for you. Doctors just can't afford to pay a brigade of Rangers to gather avian meat for days whenever a good variety shifts in. (Yes, Rangers & Scouts use more animal products, but they can use it from more sources and gather it themselves in quantity. And even Chefs--please Devs show these brave souls some love soon!--have alternatives. Docs get 1 recipe line so no avian = no buffs besides Action.)


Could Doctors someday get a Mind Stim-A? Make it med use 100 and no more powerful than our newbie medic stimpack that heals 50 mind, just as long as it's something to get someone out of an incapp. Combat medics are not as readily available and it gives docs another reason to venture out of the cantina...err...med center.


Anyway, just a few thoughts on a much loved profession. [Ask any Melee or Carbineer how they feel about you Doctors : ) ]

Sharwen
Mon Jan 12, 2004 6:16 pm
#2

MD's do get a higher modifier to buffs than non-MD's. It's dependant upon wound treatment skill, and you get +25 modifier at Master I believe.
Zarlor
Mon Jan 12, 2004 7:21 pm
#3

As pointeed out, a Master Doc will average and get higher buffs than a non-Master. Especially in comparison to an 0040 Doc, but simple virtue of the that Wound Treatment skill level.

The ingredients problem is, in may ways, related to the other resource problems which are leading to the calls for some form of resource gathering ability, such as /survey or /harvest-like skill, in the medical professions. We hae no realy word on it yet, but it's definitely in the discussion phase wit the Devs is nothing else. (See the Top 5 response, stickied above for details.)

Buff overwrite is also in the works, we just don;t ahve any estimate on when it will become a reality yet.

On Mind Stims, it is probably more than a possibility, I would call it a very high probability after the combat revamp. Since the exploit that removed maind damage healing from stims will no longer be possible it will no longer be a probelm to again allow mind healing back into stims. So don;t look for Mind Stim As, just look for your Stim E to heal mind, too. That one should see the light of day, IMHO, in about 3-5 months, depending on how long it takes for all of the combat revamp stuff to go in.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
MojiTiwlon
Tue Jan 13, 2004 6:45 am
#4

My buff packs can range from 500 to 2500 (from the same pack) as a master doctor. Not fair




Rifleman/CH
Former Master Medic, Carbineer, Doctor, Artisan, Armorsmith, Combat Medic, Marksman, Brawler, Scout, Entertainer, Swordsman, TKA, Bio Engineer
Rebel Colonel
Completed Rebel Theme Park, Light Jedi Missions, Jabba's Palace, Warren, Nyms, all NPC missions on Corellia, Talus, and Yavin
Sunrunner - Azak City, Talus (Usually on Dantooine or Talus)
75 Badges
CKilla
Tue Jan 13, 2004 7:03 am
#5

MD's do get a +10 med use so we don't need to use experiment points on pushing the med use down and therefore should have better buffs


Although with such huge variance it probably doesn't make much of a difference in the long run

Agent001
Tue Jan 13, 2004 8:45 am
#6






Vinaddar wrote:

The system should allow for MD's to have higher max and average heals and especially buffs than non-masters. It doesn't make sense that a 0 0 4 0 doctor should get the same results as a master. There should be usage modifyers in place to make the result from using the same stim/enhance pack do more for those who have spent more time/points in their field.


First of all, you must be at least 0200 in order to buff at all. Second the difference between a 0240 and a MD is that a 0240 has a wound treatment stat of 35, while a MD has a stat of 100. Even a 0440 only has a stat of 75. So there are your modifiers.


Also, when will we have some resolution to the Enhancement Ingredient desparity? Avian meat should not be the required organic for 5 of the 6 buff types. It doesn't even spawn on Dant or Endor (although why all the lantern BIRDS drop herbivore meat is beyond me), and is awful to harvest on such places as Talus. Either a more common meat (herbivore or carnivore) or relax the requirement as it is on the Action buffs. Then there is the different sub-component requirements--why is it not a uniform number (preferably 2 instead of 3) Bio Effect Controllers?


It should be consistent, but is it a game breaking thing? Not really. Thus it will be dealt with after the Devs are finished with much more important things, like the GCW, general combat, Droids, etc...... Avian meat is not that hard to get if you have some friends and know where to go. Dathomir, Rori and Naboo are great places for Avian Meat. Between a couple of people harvesting, you can easily get 1k an hour. You just need to get some friends willing to go out with you.


Buffs overwriting--this should become a reality soon. The Enhance-A griefers and the awful results we often get even on the best Enhacements we make is reason enough. Add in the buff timer bug--when you log off buffed, and log back in and can't rebuff yourself until the game says the old buffs wore off--and you have more than a valid reason for change. (Example 1 of awful results: 897 base Action buffs should not result in 20 out of 24 charges landing for 800-1600)


Yea, the buff timer bug is anoying.


No other crafting class has such a dependence on harvested creatures as doctors and it makes producing large qualtities a virtual impossibility unless you have a PA farming for you. Doctors just can't afford to pay a brigade of Rangers to gather avian meat for days whenever a good variety shifts in. (Yes, Rangers & Scouts use more animal products, but they can use it from more sources and gather it themselves in quantity. And even Chefs--please Devs show these brave souls some love soon!--have alternatives. Docs get 1 recipe line so no avian = no buffs besides Action.)


Yeah, it can be tough, but you know where this comment would be more beneficial? Over on the Ranger/Scout boards. Go post over their that you want the Devs to increase the harvest ammounts for Rangers and what not, thus making it easier and more profitable for them to get us what we need.


Could Doctors someday get a Mind Stim-A? Make it med use 100 and no more powerful than our newbie medic stimpack that heals 50 mind, just as long as it's something to get someone out of an incapp. Combat medics are not as readily available and it gives docs another reason to venture out of the cantina...err...med center.


Wait for the upcoming combat changes and see what the Devs do about this.


Anyway, just a few thoughts on a much loved profession. [Ask any Melee or Carbineer how they feel about you Doctors : ) ]




Roemo
Tue Jan 13, 2004 11:23 am
#7

To me it seems that as a you progress in the Dr tree/skill your max possible heal/buff number goes up, but the minimum doesnt raise at all. I.E. a good stim B will heal 200-500 HAM in the hands of any novice medic. Yet for a master doctor all that seems to raise is the max I could heal/buff for (maybe in 800-1000), but I still hit these 200 HAM novice lvl buff/heals with the same power packs. I hope this issue is addressed and the min avg of a doctor heal/buff is raised.



Roemo  Smugglers Junction
Vinaddar
Tue Jan 13, 2004 6:09 pm
#8

Thanks for the feedback guys. I do realize the MD gets a higher med use skill, it just doesn't show very often in the results. For the record, MD gets a +10 med use and a x x 4 x doc has 90 me use. It seems the buffs range from just as low as non-MD's and don't reflect the top end very often at all--especially in the past week or 2 or 3 where results of 3k or higher are almost non-existant. For an experiment, make a pair of C or D buffs and give one to a younger doc and both list your results--they won't vary much if any.


Been asking other Docs on Valcyn and this seems tobe the commontheme as far as averages being lower and top end uses being rare now.


Glad to hear about the mind heal issue.


Thanks again guys, you're polite and informative.


Vinaddar

Vinaddar
Tue Jan 13, 2004 6:14 pm
#9

Oops, had med use on the brain. Please disregard that bit.


Vin

Zarlor
Tue Jan 13, 2004 6:18 pm
#10

Well, Med Use doesn't affect buffs, well other than letting you use a higher rated buff that has a highr Med Use level. The relavent midifying skill is actually Wound Treatment. THat's the one that modifies the buff's base power level and the skill that is affected by the BE-enhanced clothing everyone mentioned.

It's sometimes hard to see the improvements because of the high variability of our buffs, but if you really watched your averages you would see that that the improvement is there.

We had a vote for removal of the variability, bu it was only about 52% for that, so the Devs decided that was not strong enough to go with that. Most Docs really want just a reduced variability on buffs, but since the variability is coded into every healing action int he game, it would require a big coding change. So instead out solution will be allowing a lower power buff to be overwritten by a higher powered buff (presumably determined when you try to apply it if the new buff rolls up higher than the currently applied one.) So that should help out some. It'll cost us a few extra charges here and there, but the Master Doc bonuses should be more apparent overall.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Steegee
Wed Jan 14, 2004 3:38 am
#11

great solution, would also help with the timer bugs.





Linse D'aja (Annoying Spy) - D'aja (Elder Jedi)


All right, but apart from the sanitation droids, bionic limbs, hyper-drive, moisture vaporators, galactic order, abolisment of slavery, star charts, the compact and efficient central government and interplanetary free trade, what has the Empire ever done?"

shhhh, don't scare the coyote
Page 1 of 1
Previous Next