Legends of the Jedi Forums The Brainstormtorium Making Medical actually Medical
This topic has 6 replies, 4 voices, and was last updated 8 years, 11 months ago by IssacFrost.
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    • IssacFrost Participant
      March 23, 2015 at 2:27 pm #25020

      After looking more into this there is nothing inherently wrong with the class. Except that too many skills should be at the level 5 of Medical and not 2/3 as it is right now. So working off the actual system without needing to add anything I came up with this:

      A way to make Medical more valuable is making these changes:

      *Medpacs gain bonuses via medical level.

      *Bonuses are added to the healing for First and Doctor. The higher the medical level the higher the bonuses. It adds a flat bonus. So level 150 adds + 150 HP.

      *First Aid applies a medpac healing + Bonus.

      *Doctor is a five second activation skill. Healing without a medpac would be 25% Max HP + Bonus and healing with a medpac would be equal to a full XX Firsts + Bonus where XX is the number of units left. This skill is now level 135. This is since Doctor uses what’s left in the medpac units. The more units left the more the healing. Doctor eight now is a horrible skill. First completely outperforms it in every test I have made. Please make Doctor an actually powerful healing skill like it should be. With these changes Doctor would be an incredible powerful healing ability that only the medical class possess.

      *Cyber is a level 110 skill. This leaves surgeries to actual medical classes.

      *Doctor is a level 130 skill. With the fixes above this makes for a powerful heal that only medical classes can give.

      *Healwounds is a level 135 skill. This leaves the healing of wounds to actual medical classes.

      *Make it so normal attacks always inflict wounds on some random body part most likely to get hit by such an attack. With head wounds being rather rare and torso ones being very common. This makes it so people have to find actual medical class characters to heal their wounds. You can only get ONE wound this way no matter if you are attacked again.

      Add the following medical skills

      Level 75 Purge- Clears one status ailment. Uses a medpac unit. Purge can be used in combat.

      Level 100 Detoxify- Clears addiction. Requires a full medpac of 30.

      Level 120 Extraction- Flees and takes target victim with them even if stunned.

      That should round out everything medicine can do without turning the medical class into some Combat Medic.

    • IssacFrost Participant
      March 24, 2015 at 4:00 pm #25021

      Can’t edit first post. Addendum:

      *Medpacs gain bonuses via medical level.

      *Bonuses are added to the healing for First and Doctor. The higher the medical level the higher the bonuses. It adds a flat bonus. So level 150 adds + 150 HP.

      *First Aid applies a medpac healing + Bonus.

      *Doctor is a five second activation skill. Healing without a medpac would be 25% Max HP + Bonus and healing with a medpac would be equal to a full XX Firsts + Bonus where XX is the number of units left. This skill is now level 135. This is since Doctor uses what’s left in the medpac units. The more units left the more the healing. Doctor right now is a horrible skill. First completely outperforms it in every test I have made. Please make Doctor an actually powerful healing skill like it should be. With these changes Doctor would be an incredible powerful healing ability that only the medical class possess.

      *Doctor is a level 130 skill. With the fixes above this makes for a powerful heal that only medical classes can give.

      *Cyber is a level 135 skill. This leaves surgeries to actual medical classes.

      *Healwounds is a level 140 skill. This leaves the healing of wounds to actual medical classes.

      *Make it so normal attacks always inflict wounds on some random body part most likely to get hit by such an attack. With head wounds being rather rare and torso ones being very common. This makes it so people have to find actual medical class characters to heal their wounds. You can only get ONE wound this way no matter if you are attacked again.

      Add the following medical skills

      Level 75 Purge- Clears one status ailment. Uses a medpac unit. Purge can be used in combat.

      Level 100 Detoxify- Clears addiction. Requires a full medpac of 30.

      Level 120 Extraction- Flees and takes target victim with them even if stunned.

      That should round out everything medicine can do without turning the medical class into some Combat Medic.

    • snefru Participant
      March 25, 2015 at 3:39 am #25022

      Sounds good. It would be nice to have characters specializing in this class.

    • Baxtalo Participant
      March 30, 2015 at 1:13 am #25048

      Really like the detox ability, though I feel like it should only lower addiction and have a “cooldown” before it can be re-used

    • IssacFrost Participant
      March 30, 2015 at 11:11 am #25054

      It could work like that. I’m open to suggestions.

    • Faern Participant
      April 20, 2015 at 4:21 pm #25175

      medical mains should get +3 to Charisma too.
      Have you seen all those sexy doctor shows?

      But seriously i love this idea this is a +1 item.

    • IssacFrost Participant
      May 28, 2015 at 6:43 pm #25316

      Heh sexy doctors! Aight! Giddity Giddity Giddity!

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