Medic Archive

Thread: problems with woundpacks

charlie5266
Sat Aug 02, 2003 7:40 pm
#1

i make woundpack b's that do say 53 healing. if the woundpack can heal for 53, why on earth do i get these 30 point heals more often than not? imho, the minimum i should get from it should be 53 and more often than not it should be higher based on my medical skills and presence of a droid with a med module.


SemperInAngaria
Sat Aug 02, 2003 9:38 pm
#2

for one, you don't get full effectiveness of healing with a droid... that only happens at a medical center (heal modifier 1.0) my droid has a lvl 4 module and has a modifier of .65 (same as scout camps btw..) also, take into account that there is a heal varience, and battle fatigue decreases your healing... i currently have doctors wound treatment 2.. and i still heal for 30s at times.. but i get some nice 70-80's on med B's.... and they are a little under what yours are... went for quantity resources over quality for leveling purposes =)

Elenora
Sun Aug 03, 2003 1:39 am
#3

its the RNG...the random number generator...


same reason why my simt E will heal for 800 on time and 2800 the next..


its annoying as hell....




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Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
Ldwater
Mon Aug 04, 2003 8:06 am
#4

Lets just hope that it gets sorted soon (its on the list of the Medic issues)


Usually the term 'base' means that its the lowest it can go, so a bad application would be at base and a good application of a med would be 'base' + x%


It is really irritating when you create a good Wound pack B and with a base of 55 and end up using applications of 20-30




-ldwater
Elenora
Mon Aug 04, 2003 10:30 am
#5

try making a wound C with advanced comps then have it heal for 400 in one use and about 160ish in the next...




--------------------------------------------------------------------------
Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
Traigus
Mon Aug 04, 2003 11:52 am
#6

Actullay, base is not the lowest.. it is the starting number.

General though it thbat a critical failure on the roll whne you heal can get you -75% on your base.

Good rolls is base + (base * applicable treatment [which is a percent]) + random (which nobody can figure out.. but way less tan +75%.. maybe 25% max).

so a base 50 heal can be

worst case.. someplace around 12.


best case (with a +50 treatment) is 50 + 25 (50% of 50) + 12 (random) = 87

treatment eventually reaches +100 at master for whatever medic you are (effetively doubling your heals). It is not clear if the critical fail is calulated before or after your bonus for skil lis added.

-T



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