Doctor Archive
Thread: An Idea for Enhancement Revamp with Combat Revamp
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ShadowLightning
Tue Mar 01, 2005 6:16 am
#1
I have heard that Buffs will be decreased upon the Combat Revamp which is something I am VERY MUCH looking forward to. Soloing is just simply out of hand and buffs being as high as they are is one cause of this.
With this wanted change... I had an idea of my own that may also help out Image Designers and increase character's options.
Instead of having enhancements simple add X to the stat that you enhance... make doctor buffs work like entertainment enhancements where your buff is based on what you stats are set at with Stat Migration.
Example:
A 850 Health Buff pack would really mean 85.0 ... meaning that the target's health will be increased by 85% (if by Master Doc with NO other factors ... i.e. +100 Wound Treatment) From 700 to 1295 for example.
If Doc is only x2xx (minimum for enhancing) then their Wound treatment is +35... thus only 35% of the 85% pack works. (WIth no other Factors) From 700 to 908
With added skillmods and such the buff % increases.
Wound Treatment Skill Mod = +125 (with Bio-Clothes)
Droid = +10
Food =about +25
Mods total +160 means 160% of the 850 pack will be used. Thus... 85% pack now buff 136% of target's stat. 700 to 1652
I think a method like this will promote good Stat Migrations and thus unitize the Image Design profession. Some will Migrate their stats regually depending on what they are doing that day.
ShadowLightning
Fri Mar 04, 2005 5:51 am
#3
WOW.... These forums are full of just ranting people who just Want want want more for themselves and don't care how they get it.
I give this great adjustment to the game with facts and numbers that to all in my 400+ guild would be the perfect change and get no replies...
yet stupid posts like
Give me Defense...
Give me timers...
Give me de-buffers are posted upon.
You all keep begging and complaining about thing you don't really understand then. I'll just submit my logical and intelligent ideas where they acutlly have an impact.
Enjoy your mindless playing.
ImageExpert
Fri Mar 04, 2005 10:52 am
#4
Good thread
I agree with you in most part, except for the buff pack strength
Using same 700 player stat and 850 strength buff pack:
For the buff pack strength, I think 1:1 ratio would work more appropriately. For a master doc, 850 strength buff pack would add 850 to a player stat. Percentage increase seems appropriate for BE clothing, food, droid and city status mods.
At none-medical city status setting for a master doc buff for 700 player stat, then, would turn out to be 2060 (2196 at medical city status) **+25 BE, +10 Droid and +25 food** I feel it's important to keep in mind that most players wouldn't end up with 700's in both primary and secondary stats.
For a quick grance,
Your suggestion...700 -> 1652 (850 buff=+952)
My suggestion...700 -> 2060 (850 buff=+1360)
A little more than 400 difference between two theories, but I believe the 400 difference makes up for armor encumbrance. I have considered food buffs also; it would be fun to play around with filling..that's for sure
As for combat environment, we need to consider other variables other just doc buffs. It would be pointless to discuss the other variables in relation to doc buffs, even using our 2 different theories, as armor and weapon modes will change after CU.
In any case though, I believe armor resistance has to be lowered along with buffs in order to create a challenging combat environment for both pve and pvp.
Personally, I really don't mind how buffs work out after CU; high quality meds will always yield better result(s)
I love the crafting aspect of the profession, and I will continue to enjoy it after CU
I agree with you in most part, except for the buff pack strength
Using same 700 player stat and 850 strength buff pack:
For the buff pack strength, I think 1:1 ratio would work more appropriately. For a master doc, 850 strength buff pack would add 850 to a player stat. Percentage increase seems appropriate for BE clothing, food, droid and city status mods.
At none-medical city status setting for a master doc buff for 700 player stat, then, would turn out to be 2060 (2196 at medical city status) **+25 BE, +10 Droid and +25 food** I feel it's important to keep in mind that most players wouldn't end up with 700's in both primary and secondary stats.
For a quick grance,
Your suggestion...700 -> 1652 (850 buff=+952)
My suggestion...700 -> 2060 (850 buff=+1360)
A little more than 400 difference between two theories, but I believe the 400 difference makes up for armor encumbrance. I have considered food buffs also; it would be fun to play around with filling..that's for sure
As for combat environment, we need to consider other variables other just doc buffs. It would be pointless to discuss the other variables in relation to doc buffs, even using our 2 different theories, as armor and weapon modes will change after CU.
In any case though, I believe armor resistance has to be lowered along with buffs in order to create a challenging combat environment for both pve and pvp.
Personally, I really don't mind how buffs work out after CU; high quality meds will always yield better result(s)
Message Edited by ImageExpert on 03-04-2005 11:54 AM
I8TheWorm
Fri Mar 04, 2005 10:52 am
#5
As a novice doc, I still don't know much about the calculations used to estimate what the buff value would be. Yours is a simpler system....easier to manage as far as I'm concerned (please don't flame me MD's who have spent the time learning the calculations).
I'm not sure what to really expect out of the CU, but yours is as good an ide as I've seen so far.
I'm not sure what to really expect out of the CU, but yours is as good an ide as I've seen so far.
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