Doctor Archive
Thread: CU enhancers not working??
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MDK_man
Sat Apr 16, 2005 10:19 am
#1
Ok on CU i mastered Doc to see what it would be like. Well there are alot of diffrent enhancers (sadly none docs can craft :smileysad
but i got some of the blue frog and tryed to use the enhancers and none seemed to work i tryed double clicking i hit use. Am i just stupid and am doing it wrong or are other people not being able to use these. If you can use the ones you got off the frogs how did u do it?
Mr_Desert
Sat Apr 16, 2005 10:22 am
#2
I only got 1 to work, all said effectivenedd 0.0 tho, that might be it
MataHairy
Sat Apr 16, 2005 1:17 pm
#3
MDK_man wrote:
Ok on CU i mastered Doc to see what it would be like. Well there are alot of diffrent enhancers (sadly none docs can craft :smileysadbut i got some of the blue frog and tryed to use the enhancers and none seemed to work i tryed double clicking i hit use. Am i just stupid and am doing it wrong or are other people not being able to use these. If you can use the ones you got off the frogs how did u do it?
I'm crafting some now. Send Matta a mail on TC3 and I will send you a waypoint and leave a bag of goodies for you to test.
mcorey
Sun Apr 17, 2005 2:19 am
#4
I crafted a full set with my MBE toon, then took them out to play with my MDoc/MCM toon (the latter reflecting one of my live toons). Here's what I found:
Enhancers are not skill buffs. They do not make your existing abilities better. They do not have a duration.
Enhancers *are* the advanced skills, available for rent on a per charge basis.
As an MDoc/MCM, everything I did with enhancers was identical (within a reasonable margin) to the advanced/improved skills. At a guess, what they're meant to do is give a leg up to work-in-progress docs/combat medics and/or dabblers. At master level, they're worthless. That would explain both the high resource cost and the high number of charges - one enhancer would probably be useful for quite a lot of play time.
I was *extremely* disappointed in them, especially after spending over a dozen load-proceed two steps-crash cycles getting the resources from the frogs, making the schematics, and firing up seven factories.
Enhancers appear to use the base skills of the user, just as stims/woundpacks/etc do now. Someone posted in another thread that he was getting 300ish heals at MDoc (+125 healing efficiency). At MDoc/MCM (+200 healing efficiency), I consistantly got 700ish heals from both skills and enhancers. Buffs - both skill and enhancer based - were identical.
We've all figured out by now (I hope) that there's less cooldown time when shuffling between multiple healing skills rather than spamming the same one over and over. Unfortunately, using an enhancer and then the identical skill is the same as using the skill twice in a row - doing so results in the full cooldown time. No advantage there.
The only real benefit I can see for these would be for non-masters - get a diluted "improved" or "advanced" skill at the same time you get the base skill.
Handy? Maybe. Worth the effort? Not in my opinion. Enhancers will not be part of my play style.
The only thing I can't figure out at this point is what the experimental power is for. Given the mediocrity of the resources available and the fact that my best enhancers came in the 60% range, I'm wondering whether the power value is completely meaningless (and thus the 0.0 effectiveness froglick enhancers being perfectly legitimate). The only plus side to this would be that you could focus experimentation on charges to get the most use out of them.
The devs told us at one point that the enhancers weren't essential. I now understand why.
MC
Enhancers are not skill buffs. They do not make your existing abilities better. They do not have a duration.
Enhancers *are* the advanced skills, available for rent on a per charge basis.
As an MDoc/MCM, everything I did with enhancers was identical (within a reasonable margin) to the advanced/improved skills. At a guess, what they're meant to do is give a leg up to work-in-progress docs/combat medics and/or dabblers. At master level, they're worthless. That would explain both the high resource cost and the high number of charges - one enhancer would probably be useful for quite a lot of play time.
I was *extremely* disappointed in them, especially after spending over a dozen load-proceed two steps-crash cycles getting the resources from the frogs, making the schematics, and firing up seven factories.
Enhancers appear to use the base skills of the user, just as stims/woundpacks/etc do now. Someone posted in another thread that he was getting 300ish heals at MDoc (+125 healing efficiency). At MDoc/MCM (+200 healing efficiency), I consistantly got 700ish heals from both skills and enhancers. Buffs - both skill and enhancer based - were identical.
We've all figured out by now (I hope) that there's less cooldown time when shuffling between multiple healing skills rather than spamming the same one over and over. Unfortunately, using an enhancer and then the identical skill is the same as using the skill twice in a row - doing so results in the full cooldown time. No advantage there.
The only real benefit I can see for these would be for non-masters - get a diluted "improved" or "advanced" skill at the same time you get the base skill.
Handy? Maybe. Worth the effort? Not in my opinion. Enhancers will not be part of my play style.
The only thing I can't figure out at this point is what the experimental power is for. Given the mediocrity of the resources available and the fact that my best enhancers came in the 60% range, I'm wondering whether the power value is completely meaningless (and thus the 0.0 effectiveness froglick enhancers being perfectly legitimate). The only plus side to this would be that you could focus experimentation on charges to get the most use out of them.
The devs told us at one point that the enhancers weren't essential. I now understand why.
MC
mcorey
Sun Apr 17, 2005 2:34 am
#5
On a related note:
I also made some stims. Experimentation (10 points) went towards filling power first, with leftover points making only a marginal increase in charges. (Typically around 1-2 per 2 experimentation points.)
Instant Stim D: CL60, 16 charges, 837 power.
Instant Stim C: CL35, 16 charges, 608 power.
Instant Stim B: CL15, 17 charges, 296 power.
Instant Stim A: CL1, 12 charges, 161 power.
The power of the froglick stims might be within reach with some really good resources, or at least that number may be the theoretical maximum. The charges are another matter entirely, and are a far cry from even the 50ish charge stims we have in live.
Nobody needs to feel threatened by these. With the minute per use timer, even the high end stims are far less effective than a live healer, and the low charges will keep the churn high. Best use: Emergency coverage when the healer is already providing emergency coverage to someone else.
(I did a lot of my testing by going out to the Tusken v Jawa battlefield (which, with the lack of faction, was a bunch of tuskens and a bunch of jawas hanging out and glaring at each other). When I got swarmed periodically, I was healing myself three or four times in a row - once per minute would have resulted in my death fairly quickly.)
MC
(Edited to include exact stats now that I'm back in game, and to include Stim B and C stats.)
I also made some stims. Experimentation (10 points) went towards filling power first, with leftover points making only a marginal increase in charges. (Typically around 1-2 per 2 experimentation points.)
Instant Stim D: CL60, 16 charges, 837 power.
Instant Stim C: CL35, 16 charges, 608 power.
Instant Stim B: CL15, 17 charges, 296 power.
Instant Stim A: CL1, 12 charges, 161 power.
The power of the froglick stims might be within reach with some really good resources, or at least that number may be the theoretical maximum. The charges are another matter entirely, and are a far cry from even the 50ish charge stims we have in live.
Nobody needs to feel threatened by these. With the minute per use timer, even the high end stims are far less effective than a live healer, and the low charges will keep the churn high. Best use: Emergency coverage when the healer is already providing emergency coverage to someone else.
(I did a lot of my testing by going out to the Tusken v Jawa battlefield (which, with the lack of faction, was a bunch of tuskens and a bunch of jawas hanging out and glaring at each other). When I got swarmed periodically, I was healing myself three or four times in a row - once per minute would have resulted in my death fairly quickly.)
MC
(Edited to include exact stats now that I'm back in game, and to include Stim B and C stats.)
Message Edited by mcorey on 04-17-2005 10:18 AM
MataHairy
Sun Apr 17, 2005 8:56 am
#6
I played with my new enhancers today and found the same results:
(1) Nutrient INjection and Endorphin INjection were the same with or without enhancers.
(2) Half the time I couldnt buff people but got a message [invalid_pvp_target]
(3) Rebuffing did not reset the buff timer.
(4) Buffs were the same for master doc and non-master
Here is the base buffs:
Nutrient Injection +10% health, +10% health regen, 40 min
Endorphin Injection +10% action, +10% actino regen, 40 min
Seretonin INjection +10% min, +10% mind regen, 40 min
Adrenaline Boost +40 combat speed, 15 min
Disease Innoculation +80 resist, +25 adsorption, 40min
Poison Innoculation +80 resist, +25 adsorption. 40 min
Message Edited by MataHairy on 04-17-2005 08:56 AM
Eskie
Sun Apr 17, 2005 9:04 am
#7
Point 2) is because of the GCW healing restrictions - as civilian you can only heal other civilians or on-leave players.
mcorey
Sun Apr 17, 2005 9:54 am
#8
At novice doc (I finally dropped to do some more testing), I got the same buff from enhancers and skill:
Nutrient Injection - 10% Health, 36 minutes.
I was able to overbuff this lower level buff at MDoc with the 10% Health/10% Health Regen/40 minute advanced nutrient injection.
I was unable to use an enhancer for which I didn't have a base skill.
This brings us back to the question asked by the subject of this thread: Are enhancers working as intended? Right now, they simply appear to be a mechanism to invoke the same skill you already have. Are they meant to offer the next skill up (for example, advanced nutrient injection when you only have the basic) or perhaps something in between?
MC
Nutrient Injection - 10% Health, 36 minutes.
I was able to overbuff this lower level buff at MDoc with the 10% Health/10% Health Regen/40 minute advanced nutrient injection.
I was unable to use an enhancer for which I didn't have a base skill.
This brings us back to the question asked by the subject of this thread: Are enhancers working as intended? Right now, they simply appear to be a mechanism to invoke the same skill you already have. Are they meant to offer the next skill up (for example, advanced nutrient injection when you only have the basic) or perhaps something in between?
MC
MDK_man
Sun Apr 17, 2005 11:47 am
#9
Hmm this is really interesting and a big letdown i have a huge feeling Docs are gona be loseing a big thing in this game i really now feel like Docs wont be needed at all other than to Rez and maby PvE once and a wile maby if they made it so enhancers did a little something more than the advanced skill it would be better but with only 40min buffs i dont exspect people to come and get some every 40min or so. I really dont want to have a Combat Doc i had him to have a toon that was none combat but Im thinkin im going to have to respec seeing as they are forceing Docs into combat Rolls I also hope these enhancers get fixed to do something or they would be almost pointless for BE to craft since they take so many resources and once a person get master Doc they dont need them anymore
- Thanks for all the good Info guys
Message Edited by MDK_man on 04-17-2005 01:48 PM
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