Doctor Archive

Thread: Help Needed: Testing our skills in the CU

Marrow1
Sat Apr 16, 2005 9:23 pm
#1

Everyone,


We need to start documenting our new skills in the CU. I have been holding off on this request until the bluefrogs grand you the training for free. Now that we do it is time to ge to work.


The goals are:

1. Find and bugs

2. Find any balance issues

3. Document for everyone what our prof can do.


Here is a quick template that will make gathering the data easier.


Healer's Skill Level:

Skill Used:

Enhancer Used (name and stats):

Result:

Comments:


Example:


Healer's Skill Level: M. Doc

Skill Used: Adv. Becta Jab

Enhancer Used (name and stats): None

Result:275-340 Health damage heal

Comments: Rather low for the most powerful heal. May be bugged.





__________[Marrow]__________
____[*aka Fringing, Babwe, Hurtz *]____

__/\_/\___/\_____[last of the known Doctor Correspondents]/\___/\_/\__
ImageExpert
Sun Apr 17, 2005 5:39 am
#2

I apologize for not following your template Marrow, but mine are pretty general...I hope this is okay

M.D without M.Medic

Gathered from PvE only

-Stim Heal Timer-
There's a significant timer between stim heals...I am not sure how efficient a MD will serve as a healer if the timer for stims were to kept this long...even Bluefrog stim D was by far more reliable and effective than our magic-like healing abilities...with that said, I think Advanced Bacta Jab could use an improvement ...though I much rather see the timer between stim heals decreased...I prefer using meds over magical heals ...And IMO, this is an important issue for our profession...I don't feel like much of a doc anymore with so little in-combat meds to actually use (I miss poison/disease curepacks and state stims)

-In-combat Buff??-
I was able to apply all the buffs/enhancers while in combat...working as intended??

-Combat and Heal/Cure Synch-
Designated auto-attack has not kicked in for me in CU after I used heal/cure abilities or a stim...So far, I had to manually engage in combat again...working as intended???

-Bacta Infusion Issue-
I was not able to determine the effectiveness of this ability in combat...but I can say that I wouldn't use up a queue to activate this abitliy as it stands now...benefit of over-time heal is too little to use up a queue in combat...I'd rather use that queue for another attack or alternative healing abilities we have...over-time heal needs some boost, IMHO



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mcorey
Sun Apr 17, 2005 7:55 am
#3

I made my comments on enhancers elsewhere.

As for skills, everything I tried seemed to work. Ran through the complete list of buffs and heals - as a MDoc/MCM, my heals were significantly higher than yours, probably due to my +200 to healing efficiency. I didn't notice any timer problems - hopping between heal skills, I could kick one out every six seconds or so. (Doing the same one twice in a row involved a cooldown period of around 15 seconds.)

For the buffs, duration felt kind of low, and effect seemed kind of marginal. It's probably just that I'm used to the "Buff up, then go out" mentality, but 40m for the main health buff ran out by the time I got to where I was going and got a rhythm set up. It didn't occur to me to try rebuffing in the middle, either, and it seems like that might work - honestly, though, I think the regen part is probably more useful than the actual health increase, but I'm not sure *how* useful 10% really is.

Bacta Infusion should *never* be the first heal you reach for when someone is running low on health. On the other hand, it's a wonderful countereffect to poison/fire/bleeding when you don't have time to remember where you stuck the icons or what the slash command is for antidote/dousing/bandaging. Mine ticked for around 170ish, and though I didn't notice the exact frequency, I'd guess it was around 8-10 seconds and lasted around a minute and change. I'd guess MDoc alone would probably tick for around 100, and that would still make it useful.

Honestly, I was kind of impressed that things worked as well as they did. I'm still disappointed in the overall power of healing and the plodding pace of combat, and the buffs were pretty marginalized. I won't be dropping MDoc/MCM just yet, but I may not be keeping it in the long term either.

MC



--
Four accounts cancelled effective December 8, 2005. So long, and thanks for all the fish!
TheTemplar
Sun Apr 17, 2005 1:11 pm
#4


Some things I noted when playing today (050417)


I tested a Doc / CM these comments are common for both proffessions.



  • Healing skills don't automatically use the corresponding enhancers. I assume it should, in a way similar to the way stims work in live. Ifit's intended for the medic to directly use enhancers when healing some kind of indication has to be placedon the itemwhen it's inthe quick barfor cooldownalso easier distinction between ehancers are needed.
  • Are improved / advanced healing skills just cosmetic? It doesn't seem to make any difference what version of the skill you use. Also healing capabilities don't seem to get better with level, only when using enhancers.
  • When you fail to heal (by mistakenly healing an enemy or something like that) the cooldown of the healing ability sets in so you are unable to heal the correct target.

  • When using a healing ability your auto attack skill sets in.

  • The effectiveness on all enhancers, from thefrog,are 0.0 that seems very strange? Should it be that way?

Added:



  • After testing with enhancers it seems to me that all healing (both doc and cm) skills heal an equal amount. All heals were random between 580 - 600.

Message Edited by TheTemplar on 04-17-2005 10:49 PM



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Trynian1
Sun Apr 17, 2005 10:46 pm
#5






Marrow1 wrote:

Everyone,


We need to start documenting our new skills in the CU. I have been holding off on this request until the bluefrogs grand you the training for free. Now that we do it is time to ge to work.


The goals are:

1. Find and bugs

2. Find any balance issues

3. Document for everyone what our prof can do.


Here is a quick template that will make gathering the data easier.


Healer's Skill Level:

Skill Used:

Enhancer Used (name and stats):

Result:

Comments:


Example:


Healer's Skill Level: M. Doc

Skill Used: Adv. Becta Jab

Enhancer Used (name and stats): None

Result:275-340 Health damage heal

Comments: Rather low for the most powerful heal. May be bugged.








Master Doctor here.


I have not been able to creat anything higher then a 10% buff on the health. I crafted up what seemd to be pretty descent nutriant enhance packs and still got the same 10%


Where it really helps to be a doctor was the better heals then if not one. I tried an MBH Mcarb template with medic 4/0/4/0 and i would get incapped quite a bit


Changed to a Master Doc and MBH and was able to survive a lot more. Same with MD and Mcarbine.


Doc will not be to usful other then in a group so he can rebuff regular on the 40 minute timer I was getting. I havn't found out how to get any longer duration then that.


The extra healing commands over bacta shot do not seem to be of any use since improved bacta shot seems to heal more then any of the others.


Adrenile boost was good for me. What I gave up in combat speed to do a doc/combat templateit helped get me back up to speed.

MataHairy
Sun Apr 17, 2005 10:53 pm
#6

I tested enhances today including nutrient injection, endorphin injection, seretonin injection, poison & disease resists. Here is what i found:


(1) Enhancers had no effect on strength or duration of buff

(2) Med level had no effect on strength of buff, there might have been a slight change in duration

(3) Rebuffing a patient did not reset the timer



Matta
Healer's Haven, Corellia (2120,4300)
Proprietor of Matta's Meds --- Ahazi's Finest Meds
One of the first Master Combat Medics, and the very last Medic Correspondent
Giftmacher
Mon Apr 18, 2005 10:10 am
#7



Healer's Skill Level: M. Doc

Skill Used: Heal wounds/various enhancers

Enhancer Used (name and stats): None

Result:Works but works anywhere

Comments: Bug or feature? Do we no longer need a medical droid or hospital for either of these?
Ananais2
Mon Apr 18, 2005 11:03 am
#8



heres a few i just tested out



Healer's Skill Level: M. Doc/Mmedic/MCM

Skill Used: Adv. Becta Jab

Enhancer Used (name and stats): None

Result: 250-350 Health damage heal

Comments: 6 sec timer, seems a very low heal


Skill Used: Adv. Becta Spray


Enhancer Used (name and stats): None

Result: 500-600 Health damage areaheal

Comments: 15m range from doc, 15 second timer, could be usefull, but seems a little low for its timer


Skill Used: Adv. Becta toss

Enhancer Used (name and stats): None

Result: 700-775 Ranged health damage heal

Comments: 35m range, 5 sec timer, best single heal i have, Adv bacta jab should be better than this, but is far from it



Skill Used: Improved bacta infusion

Enhancer Used (name and stats): None

Result: 139-150 Health damage heal over time

Comments: 8 ticks, 4 seconds between ticks, 15 second reuse timer, may be usefull.




Skill Used: Improved bacta shot

Enhancer Used (name and stats): None

Result: 700-750 Health damage heal

Comments: 9 sec timer, not as good as bacta toss, would be good to use while alternateing the two tho.



overall skills seem really unbalanced, Adv. bacta jab comes in the master box and is probabley the worst heal atm, bacta toss seems to be the most usefull one to me, and its CM lol. Also none of these heals can heal as much as the crafted stims, they all seem a little on the low side to me tbh.
Ananais2
Mon Apr 18, 2005 3:00 pm
#9






MataHairy wrote:

Can someone check how medical level effects the heal strength?





well i had been meaning to give this a bit of a test, so here are some heal values for different levels, i stoped at a few box combos that have the healing efficency mod and grant new heals, these numbers are far from exact, only used 5-10 heals a set to get an average min and max. Started with some medic, went up to master doc, would have went into CM for the extra heal efficency but the server just shut down anyway these should give you a rough idea.


The list below is in order of template, ill colour code the specific heals to make it a little easier to read, im not going to attempt a table on these boards lol


bacta shot


bacta toss


bacta spray


bacta jab




medic 4040 - +25 heal eff- 300-325 a heal useing bacta shot


medic 4240 - +25 heal eff- 200-250 a heal useing bacta toss


medic 4440- +25 heal eff- 150-175 a heal useing bacta spray



master medic - +45 heal eff - 370-400 useing bacta shot


master medic - +45 heal eff -275-205 useing bacta toss


master medic - +45 heal eff- 165-195 useing bacta spray



master medic, novice doc - +55 heal eff -430-445 useing bacta shot


master medic, novice doc - +55 heal eff -290-305 useing bacta toss


master medic, novice doc - +55 heal eff - 170-215 useing bacta spray


master medic, novice doc - +55 heal eff-95-130 useing bacta jab



master medic, 2000 doc - +75 heal eff - 575-620 useing improved bacta shot


master medic, 2000 doc - +75 heal eff-330-360 useing bacta toss


master medic, 2000 doc - +75 heal eff-205-230 useing bacta spray


master medic, 2000 doc - +75 heal eff - 95-130 useing improved bacta jab



master medic, 4000 doc - +100 heal eff - 630-670 useing improved bacta shot


master medic, 4000 doc - +100 heal eff - 350-380 useing bacta toss


master medic, 4000 doc - +100 heal eff - 215-240 useing bacta spray


master medic, 4000 doc - +100 heal eff - 205-225 useing improved bacta jab



master medic, master doc - +125 heal eff - 640-700 useing improved bacta shot


master medic, master doc - +125 heal eff - 370-390 useing bacta toss


master medic, master doc - +125 heal eff - 200-235 useing bacta spray


master medic, master doc - +125 heal eff - 265-310 useing improved bacta jab





AlariFairlyn
Mon Apr 18, 2005 5:39 pm
#10


Ananais2 wrote:

(Lots of useful figures)




I have been getting the same results as you on these heals, Ananais2 - which show a nice progression of power as healing efficiency goes up... but even at Master Doc/Master Medic/Master CM our heals are still rubbish.

Max heal of 700 on an elite combat prof - great... less than a quarter of their total health bar. And, if fighting mobs a couple of levels higher than you are, that 700 max heal is barely enough to heal one hit.

Heals are now of vastly diminished usefulness.




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Ananais2
Mon Apr 18, 2005 6:12 pm
#11






AlariFairlyn wrote:




Ananais2 wrote:

(Lots of useful figures)






I have been getting the same results as you on these heals, Ananais2 - which show a nice progression of power as healing efficiency goes up... but even at Master Doc/Master Medic/Master CM our heals are still rubbish.

Max heal of 700 on an elite combat prof - great... less than a quarter of their total health bar. And, if fighting mobs a couple of levels higher than you are, that 700 max heal is barely enough to heal one hit.

Heals are now of vastly diminished usefulness.






yep i would agree, i dont think iv broke 800 yet with a doc/cm/medic, even alternateing heals it dosent seem enough to keep someone alive in a serious fight, not to mention jab is pretty much a joke, and with spray healing so little it wont help if you actually do need to heal a whole group. i may beable to keep someone alive with CM aswell as doc however, but i doubt for long, pretty much would have to be healing every single hit they took to keep up, and in any serious fight im pretty sure i couldent keep it up long.


imo they are all pretty underpowered right now.

Message Edited by Ananais2 on 04-19-2005 02:17 AM

padme1967
Mon Apr 18, 2005 6:54 pm
#12

I have been unable to dl the patches to play on TC but I would be very interested to know what effect if any droids are having on healing/buffing. Has anyone had the opportunity to test that out?

MataHairy
Tue Apr 19, 2005 12:41 am
#13

Can someone check how medical level effects the heal strength?



Matta
Healer's Haven, Corellia (2120,4300)
Proprietor of Matta's Meds --- Ahazi's Finest Meds
One of the first Master Combat Medics, and the very last Medic Correspondent
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