Jedi Archive
Thread: Post-ToOW healing costs, in a collected list
Page 1 of 2
MsNiL
Sat Oct 15, 2005 5:27 pm
#1
Here... since last restart of the server:
Blue = Old cost,Green = New Cost
Force Cure Disease----5% Mind, 75 Force 15% Action, 5% Mind, 75 Force
Force Cure Poison----- 5%Mind, 75 Force 15% Action, 5% Mind, 75 Force
Force Extinguish------ 5% Mind, 50 Force 15% Action, 5% Mind, 50 Force
Force Heal------------ 9% Mind, 10* Force 15% Action, 10% Mind, 10* Force
Force Heal States ----- 5% Mind, 75* Force 10% Action, 5% Mind, 75* Force
Force Infusion ------- 12%Mind, 10 Force 15% Action, 10% Mind, 10 Force
Force Sap-- 1% Action, 8% Mind,150 Force 0% Action, 8% Mind, 150 Force
Force Shock 1% Action, 8% Mind, 100 Force 0% Action, 8% Mind, 100 Force
Force Wound Heal------ 3% Mind, 25* Force 15% Action, 5% Mind, 25* Force
Stop Bleeding---------5% Mind, 75 Force 15% Action, 5% Mind, 75 Force
Total Heal ----------- 14% Mind, 150* Force 15% Action, 15% Mind, 150* Force
Force Cure Poison----- 5%Mind, 75 Force 15% Action, 5% Mind, 75 Force
Force Extinguish------ 5% Mind, 50 Force 15% Action, 5% Mind, 50 Force
Force Heal------------ 9% Mind, 10* Force 15% Action, 10% Mind, 10* Force
Force Heal States ----- 5% Mind, 75* Force 10% Action, 5% Mind, 75* Force
Force Infusion ------- 12%Mind, 10 Force 15% Action, 10% Mind, 10 Force
Force Sap-- 1% Action, 8% Mind,150 Force 0% Action, 8% Mind, 150 Force
Force Shock 1% Action, 8% Mind, 100 Force 0% Action, 8% Mind, 100 Force
Force Wound Heal------ 3% Mind, 25* Force 15% Action, 5% Mind, 25* Force
Stop Bleeding---------5% Mind, 75 Force 15% Action, 5% Mind, 75 Force
Total Heal ----------- 14% Mind, 150* Force 15% Action, 15% Mind, 150* Force
* = Forcecost added depending on the amount healed:
+1 per 10 damage
+1 per 10 wounds
+50 for dizzy/blind/stun/intimidate (Total Heal only)
+25 for dizzy/blind/stun/intimidate (Force Heal Statesonly)
+0 for bleed/disease/poison/fire (Total Heal only)
+1 per 10 wounds
+50 for dizzy/blind/stun/intimidate (Total Heal only)
+25 for dizzy/blind/stun/intimidate (Force Heal Statesonly)
+0 for bleed/disease/poison/fire (Total Heal only)
Bacta Shot 4% Action, 10% Mind 15% Action, 10% Mind
Bacta Jab-2% Action, 5% Mind 13% Action, 5% Mind
Bacta Spray 8% Action, 12% Mind 20% Action, 12% Mind
Bacta Toss 5% Action, 10% Mind 17% Action, 10% Mind
Bacta Inf. 9% Action, 15% Mind 18% Action,15% Mind
Bacta Jab-2% Action, 5% Mind 13% Action, 5% Mind
Bacta Spray 8% Action, 12% Mind 20% Action, 12% Mind
Bacta Toss 5% Action, 10% Mind 17% Action, 10% Mind
Bacta Inf. 9% Action, 15% Mind 18% Action,15% Mind
Message Edited by MsNiL on 10-16-2005 01:01 PM
SoloBacca1
Sat Oct 15, 2005 5:31 pm
#4
MsNil, I am an idiot to this, but arent this Costing more then before for Healers? Nice to see those CM/Doc's getting some of thier own Medicin haha, humor yea?
MsNiL
Sat Oct 15, 2005 5:32 pm
#5
SoloBacca1 wrote:
MsNil, I am an idiot to this, but arent this Costing more then before for Healers? Nice to see those CM/Doc's getting some of thier own Medicin haha, humor yea?
Yes, Healers are nerfed even more with this publish.
BobaFett111377
Sat Oct 15, 2005 5:36 pm
#6
It looks like the way to make combat faster and more engaging is to make it so you can only heal a few times before you drain all of your action and mind.
TT1
Sat Oct 15, 2005 5:46 pm
#7
Well i like the idea of nerfing healing in general, so the combat doesn't last forever...but......
I'm afraid it will leave a big dent in a jedi's overall power. The healing is nerfed with the rest of the healer temps, but a jedi'scurrentpower lies in his defenses and his healing ability. (As currently stands,jedi is like a TKM, high def, low offense.)
vigocke
Sat Oct 15, 2005 5:53 pm
#8
just trying to get my head round the new healing costs, is the list saying that there didnt used to be force cost for stuff or just that the force cost wasnt recorded?
AgentDib
Sat Oct 15, 2005 5:59 pm
#9
I think a lot of Jedi will probably be leaving the game a week or two afterthe expansion and pub 24 hit. There are some pretty cool things in the expansion but on the whole it really doesn't feel that much like star wars, and the actual game mechanic changes are *HORRID*.
1) This patch makes 4000 heal mandatory. 2000 dabblers are SOL as infusion will be *very* mandatory now, and with the action cost 3000 dabblers will not want to be burning 15% action on only 1000 heals. The fact is that sabers are about *TWICE* as action intensive as normal weapons - A saber with full experimentation has 95SAC while sac pup'd riflesare 55 SAC and sac pup'd pistols are 43 sac. Add on the action debuffs and any jedi trying to survive with only a 1k heal is going to find themselves without enough action to use anything but the default saber strike, and certainly not enough action to outheal a BH (even taking force pool out of the picture).
2) Snare overriding force run or burst run means both aura and valor become *MUST HAVE* abilities in staying to fighta BH off. Without 0044 defender to make them miss a lot, you are subject to infinite chain snaring from BH/Carb or BH/CM templates (the majority of the BH, surprisingly enough). Force Armor is no longer enough on it's own, as you will run out of action before you can outheal a BH that has you snared and can now devote 100% of their time tospamming high damage specials on you.
MEnh Jedi will still have a fairly easy "out" of a bh encounter provided they can get within range for a stasis. Timed 5 seconds or so before the snare on the Menh is set to expire, a stasis will give them at least 30 seconds of fr3 or so by which they point they will easily be far enough away to escape to a SP on a bike and launch.
Players that prefer to stay and fight a BH have *no* viable options with this patch.The action nerf means you cannot outheal their damage unless you can force them to keep healing themselves, and the snare screwing means you cannot stay within melee range of the 99% BH that will be carrying a chainable snare with the new release.
A week into the expansion most of the very active Jediwill have done everything there is to do pretty much, and they will get very tired of getting chain snared with crappy healing by a FOTM respec BH on mustafar while they are trying to do one of the high end raids with their friends. SOE will get the money for the expansion though.. so will they care if the jedi leave?
xur-soma
Sat Oct 15, 2005 6:23 pm
#10
AgentDib wrote:
I think a lot of Jedi will probably be leaving the game a week or two afterthe expansion and pub 24 hit. There are some pretty cool things in the expansion but on the whole it really doesn't feel that much like star wars, and the actual game mechanic changes are *HORRID*.
1) This patch makes 4000 heal mandatory. 2000 dabblers are SOL as infusion will be *very* mandatory now, and with the action cost 3000 dabblers will not want to be burning 15% action on only 1000 heals. The fact is that sabers are about *TWICE* as action intensive as normal weapons - A saber with full experimentation has 95SAC while sac pup'd riflesare 55 SAC and sac pup'd pistols are 43 sac. Add on the action debuffs and any jedi trying to survive with only a 1k heal is going to find themselves without enough action to use anything but the default saber strike, and certainly not enough action to outheal a BH (even taking force pool out of the picture).
2) Snare overriding force run or burst run means both aura and valor become *MUST HAVE* abilities in staying to fighta BH off. Without 0044 defender to make them miss a lot, you are subject to infinite chain snaring from BH/Carb or BH/CM templates (the majority of the BH, surprisingly enough). Force Armor is no longer enough on it's own, as you will run out of action before you can outheal a BH that has you snared and can now devote 100% of their time tospamming high damage specials on you.
MEnh Jedi will still have a fairly easy "out" of a bh encounter provided they can get within range for a stasis. Timed 5 seconds or so before the snare on the Menh is set to expire, a stasis will give them at least 30 seconds of fr3 or so by which they point they will easily be far enough away to escape to a SP on a bike and launch.
Players that prefer to stay and fight a BH have *no* viable options with this patch.The action nerf means you cannot outheal their damage unless you can force them to keep healing themselves, and the snare screwing means you cannot stay within melee range of the 99% BH that will be carrying a chainable snare with the new release.
A week into the expansion most of the very active Jediwill have done everything there is to do pretty much, and they will get very tired of getting chain snared with crappy healing by a FOTM respec BH on mustafar while they are trying to do one of the high end raids with their friends. SOE will get the money for the expansion though.. so will they care if the jedi leave?
ya sac pups will get used more than dmg pups now for sure i know i will i can get my sac to 47 on my pistol. I will need to see how this changes things but it will have a big effect on the game no question. PvE even more so any lvl 80 with 20k-40k hams will take along time to kill and you will run out action quick if your a jedi.
mind will be a small issue now action will be more important and how you will need to kill all the 4004 docs, MCM , and master doc temps.
It would be great if they would fix the pearls so they had action mods on them like they should with these changes will need them to keep up with non-jedi.
Jedi244
Sat Oct 15, 2005 6:26 pm
#11
I had thought that mind costs had disappeared for force heal with the latest changes?
MsNiL
Sat Oct 15, 2005 6:28 pm
#12
Like so many said: They bugged it while trying to rise them.
Jedi244 wrote:
I had thought that mind costs had disappeared for force heal with the latest changes
Page 1 of 2