Doctor Archive
Thread: What are good stats for a cure poison pack?
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Powderhunter03
Sat Apr 10, 2004 10:24 pm
#1
The best I can do is :
34 uses
446 effectiveness
89 use (have to make this a bit low for my 4-4-4-0 Doc/TKA...won't worry about that in the future once he's a Master Doc)
So what are good stats on such a thing? I have NO clue, and am curious. Thanks.
Skydiver01
Sat Apr 10, 2004 11:13 pm
#2
Those are good stats as far as cures go. I'd even go way less on effectiveness and more on charges. If by some slim chance one does not cure you can spam one more. BUT, for a sure 100% cure then go effectiveness. As is your stats look fine.
Callyndra
Sun Apr 11, 2004 2:29 am
#3
I made a batch with 45 charges, 512 effectiveness, 90 med use recently.
Yozorama
Sun Apr 11, 2004 3:05 am
#4
For PvE I've noticed event Cure Poison A's (about 180 eff) is enough to get rid of most poison. Hmm, would it not be a good idea to let Doctors use our Diagnose function to see how much poison/disease/state wounds someone is currently having? (This has probably already been discussed, but I am fairly new to this forum.)
MorvenDee
Sun Apr 11, 2004 3:25 am
#5
I've just made some 601 base cure poison Cs in an attempt to beat the strongest Geonosian Biolab poisons in PvP. The ABECs were experimented for power and the packs have 33 charges. Now all I need is to get attacked
Daugenet
Sun Apr 11, 2004 9:03 am
#6
PvP you better watch out. I was hit with a weapon that takes off 1800 per tic. it was a legendary weapon so there arent many in the game and its not craftable......but i had him hit me with a dose of it to test out a cure pack of mine. its about 550 effectiveness and took me two doses. if you want a cure pack for pvp always go for effectiveness. the extra few seconds that you spend having to dose yourself again may be your friends last
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