Cure Poison 1 (Source)

From SWGANH Wiki
Revision as of 14:55, 15 September 2007 by Ready (Talk | contribs) (New page: Imunization wrote: How strong do my disease and cure packs need to be to cure any disease or poison? If you're refering to PVP poisons/diseases made by a CM, then the only answer I can...)

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search
Imunization wrote:

How strong do my disease and cure packs need to be to cure any disease or poison?


If you're refering to PVP poisons/diseases made by a CM, then the only answer I can give is, stronger than the poison or disease. Cures (both single and area) have an effectiveness rating. In the case of a single cure, that efefctiveness checks against the effectiveness of the poison/disease pack itself. If the cure is at least as effective as the poison/disease, it will cure it in one application. Area cures are less effective. They check directly against the damage a poison does, or the wounds that a disease gives before BF is factored in. That means that the CM's combat medic effectiveness modifier comes into play when a doc uses an area cure. This modifier is used to determine the real damage or wounds that a poison or disease will produce. If you're up against a master CM, that means an area cuer is only half as effective as a single cure with the same effectiveness rating.

This is the formula that determines how much damage a poison will do every tick:

damage = pack effectiveness * ((100 + CM effectiveness mod)/100)

The same formula can be used to determine the wounds given the first time a disease ticks on a target that has 0 battle fatigue. Area cures check against the damage itself, singles check against the pack effectiveness