Doctor Archive
Thread: Resist Buffs = Not Happy :(
Page 1 of 1
KnightHawk420
Tue Aug 24, 2004 4:21 am
#1
Anyone else just not happy with the new resist buffs. I'm not...
For starters I'm none too happy about experimentation on these things. Your forced to make some rather hard choices about stats. Lets say best case scenario your making resist C's.
You have 4 experimentation choices.
Effect
- If you max this out you lose out on absorption and duration. And it's none too reliable. A serious CM WILL get thru this.
Charges
- Negligable
Absorption
- The best part I see about C resist packs. This reduces the amount of the tick. However it's pitiful. In my own test I maxed out experiment on this line and ended up with a pack that only decreased a 450 tick by about 100. Which still left a fat ole tick of around 350. Since were maxed here this resist neither lasts long, or resists very often.
Duration
- One of my biggest complaints of these packs. It seems to me making a C with even the best resources the best duration you could get would be about 2 hours. At the cost of all other stats. If you put more into other stats then you lose duration. And IMHO a duration of 30min to 40mins is barely usefull in extended combat. It's not too uncommon to sit around doing nothing for 30 mins - 1 hour waiting for attacks or whatever else.
The end result seems to me resist packs are almost not worth using. And making C packs seems even less usefull. Never the less I'll strive to make the very best and use them when I can. It just seems to me these things could of be made to be more usefull. All they really seem to do is somewhat mitigate the amount of triage a doc may have to deal with if your lucky. There is far too much "luck" involved when it comes to these things. I'd rather see the end results be a bit more solid with regards to various effect vs potency matchups. It seems to me now the whole thing is a bit too all around the board.
Meanwhile, I have to admit I love area cures... but those seem a bit too powerfull...Shouldn't they be weaker than singles? doesn't seem to be that way... /shrug.....
Whats been your experiences so far with these new implements? comments?
Brainplay
Tue Aug 24, 2004 4:51 am
#2
You should have never never ever gotten these things. The smuggler mitigation spice should have been pushed into live and generalized for all poisons. You could have gotten that 75% CM reduction you've been praying about for a limited time and no need for any med skill or droid to use it either.
KnightHawk420 wrote:
Anyone else just not happy with the new resist buffs. I'm not...
For starters I'm none too happy about experimentation on these things. Your forced to make some rather hard choices about stats. Lets say best case scenario your making resist C's. Welcome to the world of CM's now.
You have 4 experimentation choices.
Effect
- If you max this out you lose out on absorption and duration. And it's none too reliable. A serious CM WILL get thru this. IF he maxes his potency and kills alot of chickens to sacrifice to some unknown god plus we have to lose out on our effectiveness as well. It's taking several tries for the average CM to make it through such high base resists on the average resist packs.
Charges
- Negligable
Absorption
- The best part I see about C resist packs. This reduces the amount of the tick. However it's pitiful. In my own test I maxed out experiment on this line and ended up with a pack that only decreased a 450 tick by about 100. Which still left a fat ole tick of around 350. Since were maxed here this resist neither lasts long, or resists very often. 100 points shaved off and you're complaining? The absor. rate is % based so the higher the more you get. 1/4 is a pretty decent amount for something that didn't resist what it was intended.
Duration
- One of my biggest complaints of these packs. It seems to me making a C with even the best resources the best duration you could get would be about 2 hours. At the cost of all other stats. If you put more into other stats then you lose duration. And IMHO a duration of 30min to 40mins is barely usefull in extended combat. It's not too uncommon to sit around doing nothing for 30 mins - 1 hour waiting for attacks or whatever else. New tactic involved now. Means you'll have to be ready to rebuff as soon as they start dropping. Did you really think 3hr's would be acceptable for this?
The end result seems to me resist packs are almost not worth using. And making C packs seems even less usefull. Never the less I'll strive to make the very best and use them when I can. It just seems to me these things could of be made to be more usefull. All they really seem to do is somewhat mitigate the amount of triage a doc may have to deal with if your lucky. There is far too much "luck" involved when it comes to these things. I'd rather see the end results be a bit more solid with regards to various effect vs potency matchups. It seems to me now the whole thing is a bit too all around the board.
Meanwhile, I have to admit I love area cures... but those seem a bit too powerfull...Shouldn't they be weaker than singles? doesn't seem to be that way... /shrug.....
Whats been your experiences so far with these new implements? comments? Go to the CM boards for a detailed list of experimentation thanks to our regulars and our great Correspondant. I can concur with those results as well.
nerf_you
Tue Aug 24, 2004 5:11 am
#3
Experimentation on these packs is difficult. It's going to be a while before people are crafting decent C packs, I think. The only thing I would ask for is that the duration be increased.
With my B packs I max out duration first and put the rest into effectiveness. I end up with a pack that's 170ish effectiveness and 1hr duration. Or 233 eff 40 min duration if I do it the other way around. Having tested these against dot weapons and a CM friend, I think 170 eff is fine in most situations.
My C packs are also coming out worse than my B packs. However, one thing worth trying (I'll try it tonight) would be to replacethe ABEC with Janta Blood, and then max out the duration. It would be nice to get 200ish effectiveness and a 1.5-2hr duration.
Syraxen
Tue Aug 24, 2004 5:27 am
#4
i'm glad about the duration, means they keep commin and keep payin 
nerf_you
Wed Aug 25, 2004 2:26 am
#5
Well I tried making a poison-resist C last night using 10/100 janta blood and maxing out the duration. Iput 8 points into duration and 4 into effectiveness. It came out at 206 eff, 3747 duration, 5 absorbtion. The duration line was experimented to 70%. So getting a 2hr duration seems unlikely, even with near-perfect resources. All my resources are quite good except for the beans, which should be an easy one to improve on if I look around a bit.
Vognar
Wed Aug 25, 2004 5:33 am
#6
Honestly I don't even bother with them, it's a nice fluff thing but as someone else said a Serious CM will cut right through these. I was master CM before this I didn't have any problem cutting through the best resist buffs people had and still ticking 400 a tick. Now that I am Doc I just load area cures for Combat it's much more effective with less of a hassle of materials.
Obata
Wed Aug 25, 2004 9:02 am
#7
Honestly, we have no basis for complaining about these. The crafting of the resist buffs is much like what CMs go through in crafting poisons. We (CMs) have to decide between potency, effectiveness and range. We (docs) have always had it easier than CMs when it comes to crafting. There is only one CM component that doesn't have multiple lines to choose between when experimenting. All of the CM meds themselves have multiple lines. What I'm getting at is this. CMs have had to make these choices all along. These new meds are a direct counter to CMs, so it's only right for docs to face the same choices.
yebach
Wed Aug 25, 2004 9:24 am
#8
Obata wrote: We (docs) have always had it easier than CMs when it comes to crafting. There is only one CM component that doesn't have multiple lines to choose between when experimenting.
Amen to that. Doc crafting is a joke compared to the end reward for CM crafting.
Menoetius
Wed Aug 25, 2004 9:58 am
#9
Enhance Resist Poison C - 31 charge, 6 absorbtion, 212 resist, 3000~ duration
8 pts - resist
4 pts - duration
Dylinium Intrusive OQ992 UT771
Polymer OQ974 UT976
Polymer OQ974 UT976
Beans OQ860~ PE910~
Tat Herb OQ750~ PE930~
ASDS 69
ACRDM 69
ABEC 16p / 21c
Enhance Resist Poison B - 30 charge, 219 resist, 3100~ duration
8 pts - resist
4 pts - duration
Intrusive OQ934 UT932
Polymer OQ974 UT976
Rice OQ998 PE925
Meat OQ987 PE990~ DR1000
ASDS 69
ACRDM 69
ABEC 16p / 21c
Enhance Resist Poison B - 30 charge, 197 resist, 3600+ duration
6 pts - resist
6 pts - duration
Same resources as above
Enhance Resist Disease B - 30 charge, 198 resist, 3700+ duration
6 pts - resist
6 pts - duration
Gems OQ970~ UT950~
Polymer OQ974 UT976
Rice OQ998 PE925
Meat OQ987 PE990~ DR1000
ASDS 69
ACRDM 69
ABEC 16p / 21c
One resource short of making the Enhance Resist Disease C and a new shift of beans on Lowca with OQ951 PE995 just shifted in.
Note: I maybe off by 1-4 pts on the stats of the resources, from memory.
mahir
Wed Aug 25, 2004 10:42 am
#10
Yeah Docs have had it pretty darn easy. I remember spending points for decay or whatever that used to be in meds going "OMG I don't want my meds to get worse over time"...
anyhow... I stabilize mine around one hour. And i try and get the most amazing successes on base and duration. Usually end up with like 180-190 and an hour on my stuff. Hour seems good to me.
And thanks for the suggestion on CM forums foradvice
hadn't checked there
SolSpur
Wed Aug 25, 2004 10:48 am
#11
You have to remember most of the doc resources are planet specific meaning a dedicated chance to spawn. CMS on the other hand only have one planet specific spawn. As a CM I can look at the innoc requirments and not even flinch. I do wish the doc cures and innocs required more cm dependent resources like fungi, insect meat, electon, radioactives and such.
Message Edited by SolSpur on 08-25-2004 10:49 AM
Page 1 of 1