Ranger Archive
Thread: Disease/Poison resis
Page 1 of 2
Oculus
Tue Feb 17, 2004 4:08 am
#1
Excellent idea.
With the chef revamp /forage is even less useful. Low stat increase and they fill you up like no tomorrow.
Logical solution, add useful "buffs" to our /forage items. Stuff that doesn't take away from other professions so it can have good enough stats
With the chef revamp /forage is even less useful. Low stat increase and they fill you up like no tomorrow.
Logical solution, add useful "buffs" to our /forage items. Stuff that doesn't take away from other professions so it can have good enough stats
NRaas
Tue Feb 17, 2004 8:59 am
#2
"Logical solution, add useful "buffs" to our /forage items."
Other posters agree.Such a requesthas been on the SotP list for awhile now. 
Emeloy
Tue Feb 17, 2004 1:05 pm
#3
How about some resis against animal poison and disease attacks for Rangers? Nothing to high so we won't become invulnerable against those, but to be honest a Ranger who decides to spent his life in wilderness and has no knowledge how to avoid these attacks or at least stop the progress of poison/disease wouldn't survive very long out there. Another way to implement this would perhaps be in the way of letting us forage something useful for a change? Some healing herbs or such for use against being poisoned/diseased (or at least reduce the time) and I think most Ranger would have rudimentary knowledge of those even without being a full trained doc.
Oculus
Tue Feb 17, 2004 3:05 pm
#4
Ahh, I see you've added the filling "issue".
Always on top of things. Thanks NRass.
One thing though. I know traps and the effects are on the list of issues but in my attempt to salvage some use from them I figured I'd try the dizzy ones ( since I'm a Carbineer as well and our dizzy attacks are broken ). A fellow poster pointed out to me that dizzy has next to no effect on creatures and certainly doesn't cause them to lose their balance.
Any chance we could get a comment on what dizzy is actually supposed to do to creatures? The Devs must have had some idea when they added dizzy to traps...
Always on top of things. Thanks NRass.
One thing though. I know traps and the effects are on the list of issues but in my attempt to salvage some use from them I figured I'd try the dizzy ones ( since I'm a Carbineer as well and our dizzy attacks are broken ). A fellow poster pointed out to me that dizzy has next to no effect on creatures and certainly doesn't cause them to lose their balance.
Any chance we could get a comment on what dizzy is actually supposed to do to creatures? The Devs must have had some idea when they added dizzy to traps...
Beausoleil
Tue Feb 17, 2004 3:39 pm
#5
Do Rangers get any boosts of this sort?
I have really noticed that I am very resistant to the damages of disease and poison. It always seems to affect my hunting partners more strongly than me and for longer durations. I have no idea why.
I don't think Rangers get a boost, but maybe Bothans do?
Then again, maybe I am imagining it or just lucky when getting infected.
I have really noticed that I am very resistant to the damages of disease and poison. It always seems to affect my hunting partners more strongly than me and for longer durations. I have no idea why.
I don't think Rangers get a boost, but maybe Bothans do?
Then again, maybe I am imagining it or just lucky when getting infected.
CapnKill
Tue Feb 17, 2004 3:53 pm
#6
I rarely get hit by a poison attack... but when I do, it's a pain in the butt!! I'd love some foragable item that I could use to heal poison on the spot... it would be very nice... or at least allow me to heal it in a camp.
I think that "dizzy" on animals is one of the many broken things in this game... hopefully the devs will eventually fix it.
NRaas
Tue Feb 17, 2004 5:54 pm
#7
"Any chance we could get a comment on what dizzy is actually supposed to do to creatures?"
I recall some other poster noting that dizzy only works on two-legged creatures... And from what I have noticed, that does appear to be the case.
CapnKill
Tue Feb 17, 2004 6:18 pm
#8
It seems like it should effect 4 legged creatures as well... maybe slow them down... or cause them to miss more often while in the dizzy state.. something though.
NRaas
Tue Feb 17, 2004 6:20 pm
#9
"maybe slow them down"
That is what Stun does.
"or cause them to miss more often"
That is what Blind does.
Anyone have any other suggestions?
Oculus
Tue Feb 17, 2004 6:26 pm
#10
NRaas wrote:"Any chance we could get a comment on what dizzy is actually supposed to do to creatures?"I recall some other poster noting that dizzy only works on two-legged creatures... And from what I have noticed, that does appear to be the case.
Gah, most creatures with 2 legs in this game are NPCs :/
This is Star Wars. Everything has at least 4-6-100 legs or some wings of a sort.
Me thinks the Devs are not that consistent about this whole creature-centric thing...
Oculus
Tue Feb 17, 2004 6:29 pm
#11
NRaas wrote:"maybe slow them down"That is what Stun does."or cause them to miss more often"That is what Blind does.Anyone have any other suggestions?
Yeah, DIZZY
Sure if the earth was shaking an extra leg or two might help ya' keep the balance but this is a status effect. If you're dizzy you're dizzy, extra legs wont help you when the world is spinning.
PithrenDarkstar
Tue Feb 17, 2004 6:34 pm
#12
I think the difference in 4-legged vs 2-legged mobs is that things with 2 legs can change posture (ie standing, sitting, kneeling, prone), and dizzy creates a large change of falling down during posture change. 4-legged animals that don't change postures wouldn't be affected by a state effect that hampers posture change.
NRaas
Tue Feb 17, 2004 6:43 pm
#13
"Yeah, DIZZY"
Oh come on... That one is too obvious. We have to be more obtuse here. 
Page 1 of 2