Doctor Archive

Thread: ALL DOCs CU UPDATE!!!!!!! BUFF INFO INCLUDED READ READ!!!

Skurr
Fri Mar 18, 2005 5:03 pm
#1

Right here:

http://forums.station.sony.com/swg/board/message?board.id=Developers&message.id=63147#M63147

Blair wrote (amoungst other things):

"Health, Action, Mind pools
A character's maximum health will increase with the character's combat level up to 300%. New character health will be 1000, maxed character health will be 3000.
Players will be able to reference their combat level.
Short term buffs will modify this health value no more than 20%.
Long term buffs will modify this health value no more than 10%.
Species modifiers will affect no more than 10% of a base statistic."
<

.....Buffs
The group UI will be re-worked so that you can see the buffs and de-buffs applied to other group members.

Healing/Doctor/CM Changes
Medical crafting will be handled by the crafting line in Medic as well as Bio-Engineers.
Doctors will have enhanced abilities that are enhanced with the use of consumables called enhancers.
Enhancers are on a 1000 point scale - the higher the number the better.
The quality of Enhancer charges will vary per ability. We are aiming for an average of ~20%.
We are adding craftable stimulant packs (stims) that can be used by anyone. Stims are one shot consumables that require no skill boxes to use.
The use of the different stims will be determined by the player’s combat level. (i.e., novice players will be able to use the lower level stims while the elite players will be able to use the higher level stims)
Players will use stims by double clicking them. Each use will consume one charge. Each use has an associated cool-down time.
Stims can modify your health ~10%. You can’t use your stims to heal someone else
.

Message Edited by Skurr on 03-18-2005 04:06 PM

Message Edited by Skurr on 03-18-2005 04:31 PM



S K U R R
MASTER HEALER
RFLOWING FIST SOCIETYR
IGN: SKURR SERVER: BRIA
"Where I walk, I walk alone. Where I fight I fight alone"

Skurr
Fri Mar 18, 2005 5:15 pm
#2

Lol no more buffpacks. It sounds like all crafting will be done in the Medic tier and Docs are going to be advanced healers that have to use "enhancers" to use their enhancements. And instead of buff packs we can make stims that everyone can use not just docs, unlike with buffpacks. Lol go figure..... what do you guys think of this?

The health point thing is interesting. With me being a master rifleman, after the cu my base health will be the max 3000. In other words it would be unwise to dabble in different professions. Very...interesting. Very interested to see what will happen with doc as far as battle goes.

Message Edited by Skurr on 03-18-2005 04:30 PM



S K U R R
MASTER HEALER
RFLOWING FIST SOCIETYR
IGN: SKURR SERVER: BRIA
"Where I walk, I walk alone. Where I fight I fight alone"

MasterNerfSlayer
Fri Mar 18, 2005 5:25 pm
#3

This is why myself and other correspondents have been dancing round many questions for some time. Now you know.




RETIRED DOCTOR & MEDIC CORRESPONDENT
Imperial Colonel Kiveryn [Commando / Carbineer] Starsider [Black Epsilon]
Imperial Leiutenant Kirrilee [Dark Jedi Knight] Starsider [Imperial Inquisition]

Unlocked April 1st, 2004

vortexala
Fri Mar 18, 2005 5:26 pm
#4

Beat me to the post...


Ah well, here's the clicky for the lazy



~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
MasterNerfSlayer
Fri Mar 18, 2005 5:29 pm
#5

Beat me to it too...




RETIRED DOCTOR & MEDIC CORRESPONDENT
Imperial Colonel Kiveryn [Commando / Carbineer] Starsider [Black Epsilon]
Imperial Leiutenant Kirrilee [Dark Jedi Knight] Starsider [Imperial Inquisition]

Unlocked April 1st, 2004

wyrwulf
Fri Mar 18, 2005 5:52 pm
#6

So does this mean that the skill points for doc are reduced as not to include the crafting branch, how is this going to work.



Deex
Master Doctor since Oct 2003 (retired 15 Nov 2005)


Kogi
Master Weaponsmith (Holding out hope) /Merchant

LXB League City, Dantooine
padme1967
Fri Mar 18, 2005 6:02 pm
#7

My first impressions and hopefully it isn't as bad as I see it

-I can no longer be a master of 3 profs. I currently have tkm/md and master medic. Not sure whatwill happen to this template when this goes live.

-I am losing the way I make my living which is making stim b's.folks can heal themselves now and I can neither make the stim or use it to heal someone else

-I can't make buffs

-I can buff the health bar only?(I think)

-Only one wound to heal



So if I am understanding if I am going to be a doc I have to drop combat to pick up BE which I can't master?

I fail to see what it is docs will actually be doing? Will we be healing states and rez'ing dead players? And with the crafting tree gone what will we have in the place of it?

Skurr
Fri Mar 18, 2005 6:05 pm
#8

According to the cu update Doctor is one of the professions with additions/deletions of skills and as of yet they have not explained in detail these said changes other than a few key aspects. Doctor, it seems, will also be included in those proffessions in which players are allowed to re-spec their skill points. So not too much to worry about



S K U R R
MASTER HEALER
RFLOWING FIST SOCIETYR
IGN: SKURR SERVER: BRIA
"Where I walk, I walk alone. Where I fight I fight alone"

Skurr
Fri Mar 18, 2005 6:13 pm
#9


Padme wrote:




My first impressions and hopefully it isn't as bad as I see it


-I can no longer be a master of 3 profs. I currently have tkm/md and master medic. Not sure whatwill happen to this template when this goes live.


If you read closely it was concerning how player will no longer be able to master 3 ELITE proffessions


-I am losing the way I make my living which is making stim b's.folks can heal themselves now and I can neither make the stim or use it to heal someone else


If you still have master medic you will still have the skills to make some stims as part of the crafting tier will be in medic the other in bio engineer and Im sure Docs will be granted some ablility that will make the revelant SWG. Though it might not be in a way we are currently used to.


-I can't make buffs


You can make stims and enhancers for docs to use which will be necessary for new doc abilities that have as yet to be explained


-I can buff the health bar only?(I think)


Health will be the only bar TARGETED to take damage, you will still have mind and action and some secondaries that enhance that health bar butas of yet thier is no info as to what stims heal what aspects,but by the tone of the Update different stims will heal different things


-Only one wound to heal


possibly not enough info concerning wounds



Before everyone has a cow take a deep breath, this was just a tid bit of info. They stated that more detailed info will come shortly so please dont go and cancel accounts. In the worst case senerio, we might be required to relearn our profession and/or respec our skill points. No love loss.

Message Edited by Skurr on 03-18-2005 05:20 PM



S K U R R
MASTER HEALER
RFLOWING FIST SOCIETYR
IGN: SKURR SERVER: BRIA
"Where I walk, I walk alone. Where I fight I fight alone"

padme1967
Fri Mar 18, 2005 6:58 pm
#10






Skurr wrote:



Padme wrote:







-I can no longer be a master of 3 profs. I currently have tkm/md and master medic. Not sure whatwill happen to this template when this goes live.



If you read closely it was concerning how player will no longer be able to master 3 ELITE proffessions


No player will be able to master three elite combat professions, thanks for clarifying that ;-)


possibly not enough info concerning wounds




  • The only wounds a player can receive are health wounds. All other wound types will be removed from the game.


  • Before everyone has a cow take a deep breath, this was just a tid bit of info. They stated that more detailed info will come shortly so please dont go and cancel accounts. In the worst case senerio, we might be required to relearn our profession and/or respec our skill points. No love loss.


    You are right of course. Just a little initial shock. We will definitely be relearning this profession. So all in all it should be fun.



    kingen23
    Fri Mar 18, 2005 7:19 pm
    #11

    There isnt a crafting doc anymore, if you want to craft you need to BE. This is a sad day for all crafting docs, there just isn´t enough skillpoints for master BE/doc and some merchant skills. If you want to continue what you are doing you need a second account.







    /Meidae Jades Master doc/master swordwoman

    Leckan Dark Jedi Knight MLS/MH/4xx4 Enh

    Bring back my combatque
    Transig
    Fri Mar 18, 2005 8:17 pm
    #12

    Right they way i understand it is that the better you are at a combat skill the more hit points you get (if you feel i'm being obvious sorry just trying to get it straight)so level up = higher hit points like the other games.One of the things i liked about swg was that basically we are all more or less potentially on the same playing field then buy buffs and better armour or not .I also like being able to attack the different stats now it looks like just the one, will they be reducing the amount of damage per shot or hit because if not you are going down much quicker with only 1000 instead of 2500 betwen all 3.Please tell me if i've got this wrong or not,it's 3am when i'm reading this so i might be just misreading.
    Atobusarragra
    Fri Mar 18, 2005 9:57 pm
    #13

    One concern I have is with resources.


    Countless hours and credits spent collecting good resources may all be wasted. If I can do no crafting with them, or have to sell them on to a BE at a far lower price. Or worst, of all, if they become irrelevant under the new system. I would really like some info on the resources and crafting aspect though, it means, should I continue to collect, or liquidate everything and just sit pretty on credits?


    Also, I hope the skill point requirements for Doctor and Combat Medic are reduced if we can no longer craft.


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