Doctor Archive
Thread: My thoughts on buffs
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PsionicHawk
Mon Apr 19, 2004 3:06 pm
#1
Let me first state I am a MCM/Doc. I consider myself an MCM first and part doc second. I collect my own resources and take great pride when I find a really great resource that will improve my CM crafting. I have not made many doc items in awhile.I don't post on these forums much but I have been around since just after launch. That being said here is my idea, sorry if something similar has been said before.
Instead of buffs simply adding thousands to each pool what if it was precentage based.
I believe a theoretical cap of buffs is currently 1000 (can go with with jantha blood and other expectional loot items). Many doctors pride themselves on reaching near this mark.
I propose a new theoretical cap of 50 for Health and Action (HA)(once again, it can go higher with exceptional loot items). I have looked at many differant numbers and this number seems to be the most well suited for this situation.
On top of this will go your doctor bonus, +X. So a master doc could get a non loot buff pack of 150. With skill enchancement it would be 175.
Formula would be:
Base + Base * (Pack + Skill)/100 = New Health/Action
Lets take a look atmin/max points (Normal / With skill enchancement):
- a 400 HA bar a doctor could buff up to 1000 / 1100
- a 600 HA bar a doctor could buff up to 1500 / 1650
- a 800 HA bar a doctor could buff up to 2000 / 2200
- a 1000 HA bar a doctor could buff up to 2500 / 2750
For secondary stats I propose something differant since the numbers don't quite match up with what I feel they should be. 50% for the enchancement pack + 2x Skill
Base + (2 * Skill) +Base * (Pack / 100)
More min max points (Normal / With skill enchancement):
- a 400 secondary a doctor could buff up to 800/850
- a 600 secondary a doctor could buff up tp 1100/1150
- a 800 secondary a doctor could buff up to 1400/1450
- a 1000 secondary a doctor could buff up to 1700/1750
I realise enchancements aren't as effective here but I do think that buffing secondaries should be harder then buffing primaries.
Under this system the highs and lows of buffing will be gone. It will be similiar to dancers buffs as it client (thier Health, Action, and secondaries) based as well as resource based.
This will prevent the 400 HA people form having godly stats and will really require people to figure out what stat distribution they want. Let me know what you think and if it is a lousy idea I'll let it drop.
My two cents.
PsionicHawk
Mon Apr 19, 2004 3:14 pm
#2
Numbers can be changed easilly enough if needed to make people happy, but under this system
- Numbers are based on the persons stats
- Secondaries are harder to buff
Those are the two main ideas I would like to see implemented.
DarthXanthic
Mon Apr 19, 2004 3:21 pm
#3
Buffs aren't capped at 1000 power, I've made 1100+ before and seen 1200+ before.
DarthXanthic
Mon Apr 19, 2004 3:23 pm
#4
Also, there aren't high/low buffs anymore, all the stats end up being the same if you make all the packs with avian/reactive.
I don't think nerfing buffs is the answer.
I always die from mind, even at 400/400/1100, its always mind.
LordOfFatness
Mon Apr 19, 2004 3:25 pm
#5
This system is pretty intriguing. To DarthXantic, one thing this would do is make stat migration more strategic. You wouldn't want to floor your health at 400 if that would only yield, at best, a buff of 800.
DarthXanthic
Mon Apr 19, 2004 3:29 pm
#6
With stim e's and 90% armor, it wouldn't matter much regardless.
As I said: mind is what kills you, not health.
PsionicHawk
Mon Apr 19, 2004 5:25 pm
#7
Massive health and action buffs when you have 400 base health aren't helping matters.
Your telling me in PvP if you have a full set of entertainer buffs, brandy, and muon with health and action set at 400 you'll still get incapped only in mind? Only if the people your fighting aren't paying attension. In all seriousness I was trying to come up with system that ould make stat migration more dynamic not one that would be classified as a nerf. This would be similiar in the way which dancers and musicians give buffs. However if people are still against it I'll let the matter drop.
DarthXanthic
Mon Apr 19, 2004 7:04 pm
#8
Yes with my 2700+ buffs, 87% armor, vercuptti, canape, brandy, powerboost and muon I still get incapped by stun having rifleman using headshot 3, that is what I'm saying.
WarFerret
Mon Apr 19, 2004 7:17 pm
#9
The problem with making buffs based on existing stats is it means that non humans get shafted.
As a trandoshan I simply can't shift enough points into my action pools to level everything out, my health caps are too high and my action caps are too low, it's the reverse for twileks and everyone else has the same problems.
Making buffs stat based only exacerbates the problems non-humans/zabraks already have.
Get rid of the stat caps and I'll agree with this idea, but with them in place it screws over everyone who doesn't want to play the super flexible monkeys.
Maibec
Mon Apr 19, 2004 8:44 pm
#10
Anyone who thinks that mind incaps are not an issue in PVPif you're mind buffed+2 brandys+2 canapes+Muon just simply doesn't do much PVP. I can't remember the last time I was incapped via health or action.
Maibec
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