Doctor Archive
Thread: Cure Modifier?
Does anyone know what the strength modifier to the cure base is? i.e. Wound Treatment or Injury Treatment? I'm thinking Wound since cures are in the Doc tree but just wanted to make sure
Thanks!
Message Edited by KindredUK on 05-20-2004 12:45 PM
I would think wound as well, but that is just a guess on my part.
It is possible there may not even be a modifier on cures and it just uses the fixed base stat. I remember readinga post with some tests and there did not seem to be any variability on the cure amount.
The amount of effectiveness a cure pack will heal seems to follow this formula: Base Power * (100 + InjuryTreatmentSkill + BE mods) / 100
so a 500 base power cure poison pack administered by a master doctor with capped BE clothing will cure up to 1125 points of poison effectiveness.
-tae
The formula makes sense too, since it follows the enhance one if I'm not mistaken.
The cure mod is wound treatment and the formula seems to be as follows: [cure effectiveness]*(1+([wound heal mod, including BE clothes and food]/100))= the amount of poison tick a doctor can cure.
Take this example:
Amaster CM tosses an AOE mindpoison with 400 effectiveness on a master doctor which will tick for800 points, he then tosses a single mind poison with550 effectivnesswhichwill tick for 1100, together they will tick for 1900. The master doctor, who is wearing +25 wound treatment clothes and taking +25 wound treatment bivoli uses a 550 power cure poison C will heal 1375 points off of the poison tick leaving him with a 525 poison tick for his next cure.
The heal mod formula in this example was 550*(1+(150/100)) = 550*2.5 = 1375