Doctor Archive
Thread: [CU] Doctor enhancers supposed to work with current patch (0.120406)
Bacta Jab, unenhanced: about +330
Bacta Jab, enhanced (615 efficiency): +390
Bacta Toss, unenhanced: about +790
Bacta Toss, enhanced (627 efficiency): +900
Character is MD/MCM/Marksman 0004/Scout 1000.
Looking at those number, I WANNA SCREAM!!! I always thought CMs should be better damage dealers while docs should be better damage healers - this numbers seem to make docs useless for healing. This is a big issue that needs correction.
MataHairy wrote:I just checked the buffs. The Nutrient Injection and Endorphin Injection enhancers did not increase buff strength, only a tiny increase in duration. All buffs were 10%.Nutrient Injection buff length :No meds = 40 min duration447 eff = 42 min750 eff = 43 minEndorphin Injectin buff length:No meds = 40 min826 eff = 44.5 minIs this working as intended? If so I think I need to hit the cancel button.
LOL. Either this is a very bad joke or somebody really tries to drive old players with about 2 or 3 accounts on average out of the game.
MataHairy wrote:
I just checked the buffs. The Nutrient Injection and Endorphin Injection enhancers did not increase buff strength, only a tiny increase in duration. All buffs were 10%.
Nutrient Injection buff length :
No meds = 40 min duration
447 eff = 42 min
750 eff = 43 min
Endorphin Injectin buff length:
No meds = 40 min
826 eff = 44.5 min
Is this working as intended? If so I think I need to hit the cancel button.
Same for me, even crafted new ones with good quality materials and had the same results. no increase in buff and a slight increase in timer from 40 mins to 44 mins. Mine were 930ish power.
Posted on the bug thread like that will do anything.
Message Edited by Trynian1 on 04-21-2005 02:27 AM
Jirob1 wrote:docs won't necessarly need the enhancers, they just give little improvement. I guess Stims will be the future market.
The passage in bold is the important one. The benefit of using them is too little to justify their cost. And this fact needs to be addressed.
Eskie wrote:
Jirob1 wrote:
docs won't necessarly need the enhancers, they just give little improvement. I guess Stims will be the future market.
The passage in bold is the important one. The benefit of using them is too little to justify their cost. And this fact needs to be addressed.
/sigh. I've been trying to do that for weeks now, and very few care. Maybe the general public will care when the 50% frog buffs currently available on TC go away, and they realize what will actually go into live. Or maybe they will realize it when they are looking at 100k cost to "improve" 200 charges of bacta jab.
The new Enhancers for stims cost 2-6x per charge the cost of the old ones and provide 10-20% of the benefit. The new Buff Enhancers cost about the same per charge, but have around 25% of the duration and aroudn 10-20% of the benefit. This not only limits the choices a doc or CM has in his or her gameplay, but it makes doctor crafting nearly useless. Yes, there will be a small group of PVPers who always want the best, but that market is very small.
MataHairy wrote:Is this working as intended?
I suspect that it is working as intended, unfortunately, as the math is very, very simple:
43 minute buff on 750 eff enhancer = 1.075 * regular buff.
1.0447 * regular buff = 41 minutes 47 seconds.
Looks like the enhancer strength is a flat percentage increase over the base buff. (The endorphin injector isn't quite as straight on - it's a bit *less* than a flat percentage.)
I'd guess the power enhancers is based on an increase to a different base number - perhaps the skill mods (healing efficiency and so on) rather than the power of the healing actions. (Since swg.bur.st is MIA and I don't have time to get on TC at the moment, I can't run through the numbers in more detail.)
This would mean that a perfect enhancer offers, at best, a 10% increase to the base skill mod. It's a med droid!
MC