Doctor Archive

Thread: Doctor PAtch Notes

Ballistic_Zero
Thu Nov 13, 2003 2:24 pm
#1

Increased the decay resist attribute ranges on reactive gas types


Why did they feel the need to change this? And is this good or bad for us? ...that is, does it mean that the DR on reactive gas spawns will now be globally higher (yay), or that they will be more prone to strong fluctuation? (doh)





Voltaire [MBE]
Volterra [12pt-MD]
-?- [Jedi]
FicoFeafip
Thu Nov 13, 2003 2:53 pm
#2

"· Crafting can now make use of nested containers."


Nested?

Lexy
Thu Nov 13, 2003 3:37 pm
#3

Decay resistance was bugged on reactive gas. Stats are supposed to vary between 1-1000, I've never seen any reactive gas with a DR over 500. Most are 300 or under, so this will be good for us. DR on reactive improves duration on Enhance Kits, so with us now able to find reactive gas that can potentially be 900 OQ/900 DR we will have longer durations on our buffs

Also, for combat medics, we will be able to make decent components now for our poisons/diseases. Expect poison power to increase dramatically with this patch
Zarlor
Thu Nov 13, 2003 3:48 pm
#4






FicoFeafip wrote:

"· Crafting can now make use of nested containers."


Nested?






Many of us like to try to organixze things by putting stuff into backpacks and pouches (and sometimes putting those pouches into our barckpacks.) The Pack is "nested" in our main inventory and the pouch is "nested" in the pack. So what this note should be saying is that if you put a resource or a crate or a component into that pack or pouch, your crafting tool will now show it to you, despite the fact that it is not in your main inventory.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Baaric
Thu Nov 13, 2003 3:48 pm
#5






Zarlor wrote:

· Added kill contribution to the application of medical dots.




What exactly does this mean? Is this more geared towards CM?



In game known as Oset
Former Master Doc, Medic, Rifleman, Squad Leader, Creature Handler, Commando, & Marksman.
Former Architect, Pistoleer & Combat Medic dabbler
Currently Master TKA, Master Artisian, Master Armorsmith.
Shop - Shadowfalls, Talus, Naritus
Zarlor
Thu Nov 13, 2003 3:58 pm
#6






Baaric wrote:





Zarlor wrote:

· Added kill contribution to the application of medical dots.





What exactly does this mean? Is this more geared towards CM?



Yeah, actually it is. I believe it means taht the damage from thngs like Poison and Disease will nto could for getting a share of Faction Points on a kill and possibly for Combat XP as well. It's not all that relavent for us except to denote that at least something is occuring somewhere on the Faction Points front fro one of the healing professions (even if it is on one of their offensive abilities.)





Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Morricone
Thu Nov 13, 2003 3:59 pm
#7

Med-use on D-buffs are jumping up between 15-20 points when the item is taken from container ? I'm a 4440 doc ( Dont like crafting ) and all of the sudden Im loaded with things I cant use ?
raz1337
Thu Nov 13, 2003 4:05 pm
#8

Zarlor, I saw this in the patch notes that TH posted on the 3rd:


Enhancement medicines of the same attribute to stack.


what does this mean? this wasn't in the new patch notes today, what happened to it?does it mean we can reapply buffs over existing ones? I tried it just now and it didn't work.




Annoka Starkep ~~~~~~ Danielle Sevi


Jedi are like ants in an ant farm, you watch them work and play, and if one is being bad, you squish them
Zarlor
Thu Nov 13, 2003 4:18 pm
#9

I hate to say it but I have no idea what it means. It may mean that, but maybe you have to use a pack with a higher base power to overwrite. It may mean you can combine 2 of the same enhances and get one enhance with extra charges. I really just don't know and I never could get clarification on it. But since it's not in the patch notes, maybe it wasn;t supposed to go in for thsi publish anways. Who knows.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Morricone
Thu Nov 13, 2003 4:44 pm
#10

"Fixed experimentation on enhancement medicines so that skillModRequired is reduced, not increased."



Could this be why the meduse on certain enhances are bugged / jumps up 20 points ?

TandisJargin
Thu Nov 13, 2003 4:56 pm
#11

I was also bothered by the fact that combat medics got heal mind and we didnt. Anyone esle notice that?




Tandis
Medical Know It ALL
Obsidian Mineral Co
"Your Wanna Be Community Leader"


Lifty
Thu Nov 13, 2003 5:56 pm
#12

Confirmed, I take enhance kits out of crate and BAM, they're over 90 medicine use all of a sudden. The single kits that were not in a crate remain the same but new ones taken out are higher.


**edit**, I JUST MADE A CRATE OF 50 OF EACH ENHANCE KIT 2 DAYS AGO AND I CAN'T USE ANY OF THEM!!!!


It's bad enough to change the useage on kits but CHANGING KITS ALREADY MADE IS UNACCEPTABLE!!!!!


AN UNBELIEVABLE AMOUNT OF RESOURCES AND TIME WAS SPENT MAKING THESE AND HUNTING FOR ALL THE MEAT, MINING, ECT!!!!


This makes me think of quitting. Seriously. The majority of time I've spend in the last 3 weeks was obtaining the materials to have someone make these kits for me to use, sinceI was qualified to use them.


No warning of this change coming, NOTHING.


UNBELIEVABLE

raz1337
Thu Nov 13, 2003 6:23 pm
#13

That's what you get for dabbling




Annoka Starkep ~~~~~~ Danielle Sevi


Jedi are like ants in an ant farm, you watch them work and play, and if one is being bad, you squish them
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