Medic Archive

Thread: Mind wounds affect healing rate in the Medical Center?

MisterTortoise
Mon Jun 30, 2003 8:04 am
#1

I have heard from several sources that patients should go to the Cantina first to get their mind wounds taken care of, because it speeds up the process in the Medical Center. Has anyone tested this? I have started to, by recording my heal amounts for patients with either less than 1/3 mind wound or more than 2/3, but I don't have enough data yet to make a conclusion. Someone else said it only affects the auto-heal effect of being in the MC. That sounds plausible too. Does anyone know for sure?
EwokMuffin
Mon Jun 30, 2003 8:20 am
#2

I also was lead to believe that Battle Fatigue should be healed before people come to get normal Wounds healed. Is this correct ? I've been sending people to the cantina before I heal them in the hospitals.



Does Battle Fatigue affect the amount healed by medpacks for wounds ?




Visit FoFF Industries on (Chilastra) Tattooine South west of Bestine. -1814, -4614 for Stims, weapon powerups, harvesters, and resources.
PlasticBoy
Mon Jun 30, 2003 9:45 am
#3

Patients' mind wounds, that is, wounds to the Mind, Focus, and Willpower stats, don't affect the number of wounds healed by a medic, Battle Fatigue does. I've heard conflicting reports on when Battle Fatigue starts to affect healing, I've heard both 200 and 400. Medics often tell patients with mind wounds to go to the cantina because the wounds are a tell-tale sign that the patient hasn't yet been to the cantina and probably has significant Battle Fatigue. No medic wants to heal a patient with Battle Fatigue because the reduced healing means less XP and wasted resources.



--
Ackava Doci, Master Combat Medic
Visit the SwgWiki at http://plasticboy.com/swgwiki
LDopa
Mon Jun 30, 2003 10:38 am
#4

Fixing the medic class in SWG is going to be a hard one. Right now I am a medic/scout/artisan/marksman on Ahazi. I am totally interdependent and will get rid of skills as I need to.


The list of problems for the medic class has been the same for a while:


1: Medical forage is useless.


2: lack of a /diagnose command.


3. lack of a way to get resources to make medicines if you are just a medic.


4. /tend command doesn't give xp, in beta it gave xp but it was abused by medic/entertainer combos.


5. There are alot more, just don't want to make a huge list.


I like making my own meds and crafting kits, it allows me to experiment on my meds to make them more effective. I have made stim-a's that had a 100 base heal rate before rather than just a 75 and the same goes for all meds. Making your meds more effective is part of being a medic.


So the question really becomes, how does the medic get changed to accomplish all this. Looks like the devs are looking at some good, concrete plans to help make the medic more viable.


Laa


Ahazi

MrSloth
Mon Jun 30, 2003 10:43 am
#5

It's 200 BF when it starts affecting you. At the end of beta though the message saying the person had to much BF and was affecting healing did not pop up until 400 BF which isdouble what the actual number is.



It works like this. BF of up to 199 is no affect. BF of 200 cuts healing by 20%, BF of 300 cuts healing by 30%, etc.




Slothy, Master Tailor
Corbantis
-1229, -2978 ; By Bestine on Tatooine
ChaoticJelly
Mon Jun 30, 2003 10:45 am
#6

I dont think the diagnose command is really that critical. At what point would it be needed?


Many think that it is important because you cannot see STR, CON, QUI or STA wounds. However, when you reach ORG III, you are able to make wound packs for healing those attributes....


If you use the radial dial on the patient, to heal wounds, it will show you if STR, CON, QUI or STA are injured....




Colonel Jellee - Master Lover - Wannabe PvPer
www.chaoticjelly.com
MrSloth
Mon Jun 30, 2003 11:10 am
#7

/diagnose is needed because it makes life easier. Part of it is at higher levels you want to see what wounds a person has so you do not use the big D or E woundpack on 3 wounds. Another reason at lower levels is so you can make a rough guess of how many charges/wound packs you'll need to heal the person up and then make them if you do not have any on hand.



Slothy, Master Tailor
Corbantis
-1229, -2978 ; By Bestine on Tatooine
Centove
Tue Jul 01, 2003 9:05 am
#8

I've read this in the manual:

"HEALING MIND WOUNDS AND BATTLE FATIGUE
Mind wounds have the same effect as Action and Health wounds, but can only be healed by Entertainers. Entertainers also heal battle fatigue, which accumulates after you receive a significant number of wounds. Battle fatigue prevents you from healing attribute wounds, so it is vital that you remove all of your battle fatigue periodically."

So I generally send people to the cantina before I heal the wounds.
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