Are Doctor Mods Useless?
PostedTue May 17, 2005 5:37 am
This is a post I made on the SOE Doctor forums. Since we have medics, doctors, and cms within our community I wanted to get y'all's opinion too.
Hello all. I was wondering if any other Medics/Doctors/CMs noticed the same occurence as me. I've experimented with crafted enhancers, buffs, and heals. At the moment my support template consists of CM 4000, Doc 4000, and Medic 4440. Before I tested and kept this current template, I was Master Doctor and Master Medic.
I think that the stat mods you receive in the skill trees of Medic, Doctor, and Combat Medic are broken. I think the crafted enhancers are also broken to a degree. I've noticed in my testing that Novice level Doctors give the same quality buffs as Master Doctors--or at least they seem to, from what the buff icons say. I admittedly haven't done individual calculations on patient's healths to see if the numbers work out.
Another thing that has made me believe this is wound and injury healing. I chose the template I have now for maximum Healing Efficiency. I also purchased a set of clothing that has the new BE Healing Efficiency bonuses. This mod is described (when you hold your mouse over it) as "how efficient you are at preforming any healing action." However, even at +140 with +25 max bonus from my BE clothing, my heals are all similar in strength to other Doctors and CMs, and my wound heals (while dependent on BF) also seem independent of any bonuses I might have to this mod. (Removing and adding the clothing, consuming food that adds to this mod makes no difference.)
Reguarding crafted enhancers, they do give a bonus but smaller enhancers seem to give the same healing bonus as larger crafted enhancers. This issue affects Chefs and Bio-Engineers as well, if the mods are broken, as their crafted goods that give bonuses are thereby useless to us.
I was wondering if this issue had been identified and/or verified by any other players and hopefully some CSRs or Devs, and if so, if there was any acknowledgement and plans for fixing the problem.
Thank you,
Dr. Dwilah Thi'nel
Hello all. I was wondering if any other Medics/Doctors/CMs noticed the same occurence as me. I've experimented with crafted enhancers, buffs, and heals. At the moment my support template consists of CM 4000, Doc 4000, and Medic 4440. Before I tested and kept this current template, I was Master Doctor and Master Medic.
I think that the stat mods you receive in the skill trees of Medic, Doctor, and Combat Medic are broken. I think the crafted enhancers are also broken to a degree. I've noticed in my testing that Novice level Doctors give the same quality buffs as Master Doctors--or at least they seem to, from what the buff icons say. I admittedly haven't done individual calculations on patient's healths to see if the numbers work out.
Another thing that has made me believe this is wound and injury healing. I chose the template I have now for maximum Healing Efficiency. I also purchased a set of clothing that has the new BE Healing Efficiency bonuses. This mod is described (when you hold your mouse over it) as "how efficient you are at preforming any healing action." However, even at +140 with +25 max bonus from my BE clothing, my heals are all similar in strength to other Doctors and CMs, and my wound heals (while dependent on BF) also seem independent of any bonuses I might have to this mod. (Removing and adding the clothing, consuming food that adds to this mod makes no difference.)
Reguarding crafted enhancers, they do give a bonus but smaller enhancers seem to give the same healing bonus as larger crafted enhancers. This issue affects Chefs and Bio-Engineers as well, if the mods are broken, as their crafted goods that give bonuses are thereby useless to us.
I was wondering if this issue had been identified and/or verified by any other players and hopefully some CSRs or Devs, and if so, if there was any acknowledgement and plans for fixing the problem.
Thank you,
Dr. Dwilah Thi'nel