Medic Archive
Thread: Medic Correspondant Report Week 1 (July 6, 2003)
One comment about something I feel is inaccurate:
Random shots do not hit mind 1 out of 3. In beta, I ran some logs of fights. With humanoid targets on naboo, the average hit rate was on a ratio of 4:3:1.
Body shots include chest/arms; Action shots include legs; Mind shots include head damage.
The test was conducted on the same mobs, at the same distance, without them running towards me. Any cases where the npc ran towards me were discarded. This is composed of about 300 shots, 100 each from 3 distances: 57m, 33m, 2m.
While I agree with you that the mind damage needs to be looked at again, it's not because of the ratio of hits. It is with regards to special attacks. A few things of note that are a problem:
(1) doctors cannot buff mind pools, whereas spices and foods can affect all 3 pools.
(2) no healing of mind pools, which wouldn't be so bad if we could buff the mind pools, heal mind wounds, etc.
(3) bleeds don't timeout when you are incapped, and continue when you recover, often resulting in multiple incaps from 1 bleed attack. The worst bleeds are mind bleedsthat can hit for 250, and last a hell of a long time. While first aid can heal it, the bleed should really time out while you are incapped.
On the contrary, I think player vs mob, or player vs player tests are the only reliable tests we can do. As I have said, each mob is different, and behaves differently with respect to size and choice of weapons and special attacks. The only way to consistently test for the frequency of random blaster shots or melee is to do it with a player.
Again, when you mention mid/low mobs, which ones are you referring to? How big are they? Are they humanoids with rifles?
It's futile trying to count a mob's damage on you, because too many things become a factor: armor, melee defense skills, specials, etc... Personally, I rather prefer the PvE to be interesting rather than mundane.
Also, in my experiences, mind is not a big factor. As a healer, I never run out of people to heal in a group during PvE encounters. I'd say less than 20% of our incaps are mind related. Most of the time, I can heal their action/health and prop them back up. The only time I had a problem with mind incaps were when a NPC marksman was a sniper using mind bleed, and with a mountain squill. I had no problems with rebel troopers, commandos, captains and generals, and with most other NPCs. That is if you want to compare subjective experiences respectively.
It would be nice to heal mind (from a purely selfish point of view), but may not be the best for gameplay. I do think we should be able to buff our mind pool and stats, not just health and action.
I do find that big stuff hit the head more. The only thing I can think of is to have a brawler with knockdown and don't give it much of a chance to hit you. I don't think we should change the mobs yet. Maybe give brawlers a defense mechanism like /shieldhead, which makes you take body damage (arm)instead of mind damage (head)for that round.
I can understand how frustrating it is to not be able to help someone with a mind incap, or be knocked out of a fight for 2-3 minutes. Maybe they could give the stim packs a much smaller mind heal. (eg. 1/10th the strength of a health heal so at least you could get someone up on their feet.
As it stands right now a pistoleer can spam away his best moves forever, if a medics heals him, a carbineer can if the medic has really good packs. A rifleman Cannot. We use mind in our special simply because they are so powerful. If we drained action , i could spam mindshot all day and pull of 800 dmg hits and kill everyone easily, as it is right now, I cant, and it needs to stay that way, mind healing would be to powerful for riflemen, it would make us gods. We could spam our best attacks forever, and not run outta mind. If thats what you want though, feel free to ask for it.
I'd like to see a change to medic experience so that when we're healing in the Medical Center we can group together meaningfully like entertainers do. I really dislike the dog-eat-dog atmosphere thats evident in these types of situations when you get multiple healers in on area. This is extremely frustrating for lower skill medics trying to work on EXP when doctors are in the same place doing the same thing. I had someone the other day refuse to train me till they logged off because they didn't want to give me a competitive advantage. Honestly I'd like to see a small bonus to our healing abilities when grouped with other medics, and possibly some sort of automated tip spliting for those types of groups. A friend of mine is a field medic in the armed forces and helped design a system for ultra fast diagnosics and field treatment for those times when you have extra manpower and limited patients,similar to howmedical centers seem to be and it makes sense that more then one person working together would be able to learn faster then they otherwise would as well, so a small bonus to healing and a small bonus to exp seems necessary. Perhaps even a way of gaining apprenticeship exp while grouped with people that are still working on skills you already posses?
Beyond the things you've already touched on the order of /healwound seems to be a bit funky, and sometimes I can't really figure out which wounds are being healed and why first. It's obvious that if your out a particularof meds you shouldn't heal wounds of that type, but it doesn't seem to make sense to me that I'd try to heal someones strength of constitution wounds first when I have health b pack and the patient has large health wounds. When I'm healing wounds I really want to deal with the health and action wounds first every time, I can see the progress and it's going to give me the most exp assuming I have o-chem 3. Currently it seems to be healing the wound damage that has the highest amount of woundeness regardless of the type of medpack being applied, but a "health then action then str sta con and quickness" sort of priority system would make more sense and I would be able to ditch a few macros that are just cluttering up my bar atm.
It occured to me that stimpack A's get 10 charges and are healing for max of close to 200 with master medic skills and take 8 organics and 8 inorganics so that works out to 125 per component, but a stim b seems to max heal for around300 and I'm getting 18 charges for 36 organic 30 inorganic and 6 water which is 63.5 heal per component, significantly less efficent. This has advantages and disadvantages since it clearly makes new medics good healers which is a plus since they can jump right into the action immediately but it really makes you wonder why bother with the stim bs? perhaps I'm misunderstanding something and they can be made more effective and I just don't know how. They take up less space, and assuming you have resources to burn I guess they're ok, but until stim cs I doubt I'm going to bother with these any more since my o-chem is maxed now. Those are my thoughts atm, thanks for being out feedback to the Devs. ![]()
Traigus, the solution to the situation as you describeis: Teltier Noodles.
a good artisian can usualy get them to 500 sec duration and +100 willpower/health. eating 2-3 of a hotkeyed stack when getting a random mind hit will bring that bar back up in no time.
eating some of those after an mind incap will reduce the downtime to a couple of seconds.
plus it has the side effect of adding some health.