Doctor Archive

Thread: HAM and Buff Focus Thread

MasterNerfSlayer
Fri Mar 18, 2005 5:27 pm
#1



Post your thoughts here on the new system.


Health, Action, Mind pools


  • A character's maximum health will increase with the character's combat level up to 300%.

  • New character health will be 1000, maxed character health will be 3000.

  • Players will be able to reference their combat level.

  • Short term buffs will modify this health value no more than 20%.

  • Long term buffs will modify this health value no more than 10%.

  • Species modifiers will affect no more than 10% of a base statistic.



  • The group UI will be re-worked so that you can see the buffs and de-buffs applied to other group members.

Message Edited by MasterNerfSlayer on 03-19-2005 11:38 AM




RETIRED DOCTOR & MEDIC CORRESPONDENT
Imperial Colonel Kiveryn [Commando / Carbineer] Starsider [Black Epsilon]
Imperial Leiutenant Kirrilee [Dark Jedi Knight] Starsider [Imperial Inquisition]

Unlocked April 1st, 2004

Darksfallen
Fri Mar 18, 2005 5:30 pm
#2

Looks great from here. Though I have some questions I will wait for the clarification that they mentioned is coming...



Miriam
Master Doctor
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Yasmin
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Reborn
Skurr
Fri Mar 18, 2005 5:36 pm
#3

I just hope they adjust the damage mobs give out. The idea of having 3000 hitpoints (whoo hooo Master Rifleman, gonna suck for dabblers lol) with only a 600 max buff is scary if we will still get hit with 2k hits from mobs. On the other hand its nice that its not an instant death sentence if you buff goes out in the middle of a fight.

Message Edited by Skurr on 03-18-2005 04:37 PM



S K U R R
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Darksfallen
Fri Mar 18, 2005 5:44 pm
#4

I hope so too, but remember, 3000hp and a 600point buff is short term and from what I read "the best possible" so on the average it will be niether of those values.



Miriam
Master Doctor
Master Shipwright (10/27, 10:54am)
134 Badges Hero Of Tatooine

Yasmin
Dark Jedi Knight
Reborn
MasterNerfSlayer
Fri Mar 18, 2005 5:48 pm
#5






Darksfallen wrote:

I hope so too, but remember, 3000hp and a 600point buff is short term and from what I read "the best possible" so on the average it will be niether of those values.






We haven't seen how they plan to allow you to get to 3000 HP, but I'm assuming it's probably based on skill points spent, so most fully spec'd characters should either be 3000 or close to it.


As for the 600 point buffs, we have yet to see how it all works in detail or in game, so I tend to agree with you on that, but people will collect the best resources for enhancers therefore you will get close to the 600 mark.




RETIRED DOCTOR & MEDIC CORRESPONDENT
Imperial Colonel Kiveryn [Commando / Carbineer] Starsider [Black Epsilon]
Imperial Leiutenant Kirrilee [Dark Jedi Knight] Starsider [Imperial Inquisition]

Unlocked April 1st, 2004

Skurr
Fri Mar 18, 2005 5:50 pm
#6

Well they havent really explained Combat level but I would think that one that mastered an elite combat profession would be maxed on his combat level.....once again this is speculation untill they explain it further...



S K U R R
MASTER HEALER
RFLOWING FIST SOCIETYR
IGN: SKURR SERVER: BRIA
"Where I walk, I walk alone. Where I fight I fight alone"

Darksfallen
Fri Mar 18, 2005 6:00 pm
#7






MasterNerfSlayer wrote:

We haven't seen how they plan to allow you to get to 3000 HP, but I'm assuming it's probably based on skill points spent, so most fully spec'd characters should either be 3000 or close to it.


As for the 600 point buffs, we have yet to see how it all works in detail or in game, so I tend to agree with you on that, but people will collect the best resources for enhancers therefore you will get close to the 600 mark.




Ya I just ahead of myself a little. I'm pondering if the few boxes in Medic or a crafting class will lower the "combat level" thus their hitpoints. I guess I took that for granted though we have no idea yet.




Miriam
Master Doctor
Master Shipwright (10/27, 10:54am)
134 Badges Hero Of Tatooine

Yasmin
Dark Jedi Knight
Reborn
Rorck
Fri Mar 18, 2005 9:11 pm
#8






  • Short term buffs will modify this health value no more than 20%.
  • Long term buffs will modify this health value no more than 10%.





  • OK with these modifiers who is going to bother getting a buff for most things, as i'm sure you will be able to survive just fine without them and only those wanting a slight edgewill getthem.

    KosoV
    Fri Mar 18, 2005 9:42 pm
    #9

    I was just going on to activate my 16 food Factorys. But looks like the 3000 buffpacks who I have on stock are already to mutch.

    And all those Millions that I throwed out of the window for resource...../rofl


    I had that mutch hope in CU and now I find out its only here todestroys what I am.

    I'm a crafter and only a free time fighter, so what I have to do now? Start in a other Prof, beginning from new?


    And plz nobody should write here: "They still need buffs" no they won't we're talking here about today (+400%) to future (+10-20%).

    Thats bold! The only thing they had to do is getting some balance in profs make mind not the vulnerable part and they show up

    with .... (cesored).


    Syfo



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    TarMangani
    Fri Mar 18, 2005 10:28 pm
    #10

    The devs KNEW this was coming out, KNEW buffs weren't going to be in such high demand, and KNEW that the resource kit would sell like hotcakes.


    We crafters threw millions at the resource kits, and now we may be FORCED to not be able to use those resources anymore...


    Sounds like a pretty malicious thing to do if you ask me...


    HOWEVER...


    The new GCW makes healing very difficult anyway, so its best to just let the cards fall and see what we can make out of this stuff.


    I do however believe that many of us will be out millions of credits due to the CU with NO compensation...


    It looks like its going to be an EQ clone but they say it won't. I surely hope they will post in depth threads as to how it'll be different. From the looks of it the majority of us will be relegated to ambulance duty...


    CRAFTING:


    Doctor will lose crafting but medic will keep it? How is it that a base profession has something that an elite profession won't. They said "it should be separated" but if so, why not take crafting away from medic as well and give it ALL to BE? (Not that I want them too, it just seems like a drift of logic).


    However many of us are worried about our MD/combat prof classes, but I certainly hope they will allow us to recoup our SP in the crafting side of MD and not force us to simply re-distribute them over the other skill trees already in the profession. Of course that also begs the question will MD be a three tree profession, or will they add a forth profession to replace the crafting prof? Will we all immediately be granted this new tree in replacement for the crafting tree or will we all lose our MD title until we grind it out?


    I'm rambling so will quit and take a breath... LOL.



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    hawkes37
    Sat Mar 19, 2005 4:30 am
    #11






    MasterNerfSlayer wrote:





    Darksfallen wrote:

    I hope so too, but remember, 3000hp and a 600point buff is short term and from what I read "the best possible" so on the average it will be niether of those values.






    We haven't seen how they plan to allow you to get to 3000 HP, but I'm assuming it's probably based on skill points spent, so most fully spec'd characters should either be 3000 or close to it.


    As for the 600 point buffs, we have yet to see how it all works in detail or in game, so I tend to agree with you on that, but people will collect the best resources for enhancers therefore you will get close to the 600 mark.




    Can we please get a solid confirmation that the resources that will be used in these "enhancers" are the same resources we as docs currently have millions of units stocked up? If they aren't this is going to be one of the biggest middle fingers SOE has given players in a long long time.





    'cause 2 Sins are better than 1
    Sinjin Kes - Wanderer (Retired Doc)
    Sintal Avak - In hiding pending the future
    Tergie - The Mad Ithorian is drunk in some 'tina somewhere

    noSup4u
    Sat Mar 19, 2005 5:23 am
    #12

    so say you just made a few full crates of each stat of 900 power buffs.


    what happens to them? are they totally worthless soon? are they just a little useful like a powerup?


    something tells me any further crafting is an utter waste. if avian meat is even usable in the future it certainly wont make anything that compares in value to our current buff. i know i lost a ton of credits the second this document was made public.


    this is what bothers me with these sweeping changes. every effect is not considered. if somehow buffs are still applicable, and merely the formula changes leaving the previous items usable (like quickness and stamina both hit the same pool bar or whatever) and there is still some desirable benefit that makes them in demand, i will be happy. but i doubt it.




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    diepa
    Sat Mar 19, 2005 5:32 am
    #13

    10-20% maximum buff with 3k normal HAM. They might as well remove buffs completely because no one will ever bother with them again. If that is what they change it to after spending millions on resources and med exp to make buffs I will just quit.
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