Jedi Archive

Thread: Is it correct that heals will take a 20% action cost?

Mclearin
Thu Oct 13, 2005 6:43 pm
#1

If so, then the MBH/MCM has a choice to heal or damage.


To me, it sounds like if they have really good foods, and spice, they may have 8-10 heals, before they are tired. So, maybe Force sap will be the new "wonder drug".


I just hope they fix the stim exploit.


Any thoughts?



Cylus Night of the UGD Clan.

Fear not for I am with you....
Liani
Thu Oct 13, 2005 6:45 pm
#2


what stim "exploit"??



Liani Ivy h Jedi Witch
Galactic Security Agency Riverbend, Nabooze
Lumby_man
Thu Oct 13, 2005 6:50 pm
#3






Liani wrote:


what stim "exploit"??





ruby bile is supposed to make it so you can take a stim every 30 seconds versus the non-drink 60, however currently you can take it every 1 second.



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Skwall
Thu Oct 13, 2005 6:52 pm
#4

I wouldn't call that an exploit, I'd call that a bug, either way you can only take so many Ruby Biel's before you can't take anymore. As far as most players know Ruby Biel is working as intended.



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TheNarcis
Thu Oct 13, 2005 6:53 pm
#5





Skwall wrote:
I wouldn't call that an exploit, I'd call that a bug, either way you can only take so many Ruby Biel's before you can't take anymore. As far as most players know Ruby Biel is working as intended.






Well the devs kind of annoy me with this. They say that taking advantage of a "bug" is considered an exploit. And that is a bug, but they allow it to happen. Same with healing droids, its a bug but people think its ok because "everyone does it" mentality.


SOE does not enforce a thing. I seen Lowca's biggest cheaters in this game till this day. The only ones they laid the smack down were the credit/item dupers. Isnt that like a large corporate government, anything effecting money action is taken.



Message Edited by TheNarcis on 10-13-2005 09:54 PM



- Malak Draven
Lumby_man
Thu Oct 13, 2005 6:54 pm
#6

heh it even says stimpack roundtime 30 on the drink, i DOUBT that is working as intended, but whatever, everyone can use it so i dont care.



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masselin
Thu Oct 13, 2005 6:59 pm
#7

even though it's not intended, it's a good way to do it. you can take a swig and heal, take a swig and heal... what's wrong with that? you can only drink it 4 or 5 times on an empty stomach before you're completely full so it's not imbalancing or anything. i say leave it like it is.



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Lumby_man
Thu Oct 13, 2005 7:00 pm
#8






masselin wrote:

even though it's not intended, it's a good way to do it. you can take a swig and heal, take a swig and heal... what's wrong with that? you can only drink it 4 or 5 times on an empty stomach before you're completely full so it's not imbalancing or anything. i say leave it like it is.





of course, i agree with you, but people are gonna start crying when its fixed just like the belts.



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acmtalk
Thu Oct 13, 2005 7:03 pm
#9






Mclearin wrote:

If so, then the MBH/MCM has a choice to heal or damage.


To me, it sounds like if they have really good foods, and spice, they may have 8-10 heals, before they are tired. So, maybe Force sap will be the new "wonder drug".


I just hope they fix the stim exploit.


Any thoughts?





while many people think that it will be bettrer for jedi.. I see it in the other way.. I think a MBH/MR, CM 4/0/0/0 is way more dangerous then MCM.. Now you wont see s many CM then before, But more Combinations, Such BH + smuglers (concusion + panicshots are the most anoying things to fight against)... Dont forguete that action costs will be added to Jedi too(less but still).



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Mclearin
Thu Oct 13, 2005 7:03 pm
#10

Well, it seems to me the easy answer is to make Ruby have a much higher filling value. I have some that is 16, and have seen some that are 12. that is 5-8 heals at 1200, before you get too full.


Good mind food and booster makes it almost impossible to dent the opponents mind pool, which, in my humble opinion, should be the achilles heal of the MCM hybrid, and probably would be if ruby had a minimum filling value of 51.


but this is not really what I was wanting to explore. I am under the impression that, even with the snare scare (say it 10 times fast!), force sap will give them an option to heal or damage. Thus if they waste all their specials at range, then have to get within saber toss range, they will not be able to heal, unless they give up the damage multipliers of specials and the state attacks like snare, root and etc.


I am really looking forward to testing my theory.





Cylus Night of the UGD Clan.

Fear not for I am with you....
Mythrindir
Thu Oct 13, 2005 7:23 pm
#11

eh in the end devs will probably find it easier to change ruby item description than the actual drink effects



Andlo Homan
Andlo <3 Ania
First Interceptive Strike Team
Looks Like You Just Got Fisted
TraceAntilles
Thu Oct 13, 2005 7:24 pm
#12


Heals are no longer the way to heal, funny as that sounds. Its just a back up to the real meds like stims and foods.



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RKO
Thu Oct 13, 2005 11:26 pm
#13

i am mls mp and wihout those stims my template is worthless i say its working as intented



WarStory

There are only five notes in the musical scale, but their variations are so many that that cannot all be heard. There are only five basic colors, but their variations are so many that they cannot all be seen. There are only five basic flavors, but their variations are so many they cannot all be tasted. There are only two kinds of charge in battle, the unorthodox surprise attack and the orthodox direct attack, but variations of the unorthodox and the orthodox are endless. The unorthodox and the orthodox give rise to each other, like a beginningless circle- The Art of War by Sun Tzu
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