Combat Medic numbers adjustment

Combat Medic numbers adjustment
This idea/suggestion is Open. You can respond to ask questions or discuss the idea and either vote it up or down if you believe it should or should not be implemented, respectively. Popular suggestions and ideas will be considered by the development team to become reality in-game.
Proposal
MCM needs some love in order to be a viable profession again, and its as easy as some numbers tweak. The mind costs should be reduced slightly too since both your dmg/utility and heals rely on your mind bar. Besides dots dmg the problem with CM is also that you have a quite large global cooldown between skills, similar to what happens with heals, while any other combat prof can shot twice or 3 times at you in that time.
Justification
Look at the data above, its getting worse once mustafar items release and thats WITH enhancers, ofc you can pair MCM with another combat prof but its just not worth the skillpoints investment right now
Motivation
Make MCM great again
CM got some love with the last combat patch but still its underperforming due to the lack od damage of its dots. The debuffs are quite powerful but there is no point in mastering CM right now without some buff to dots dmg, hereafter im gonna add some data from TC about dots current dmg with medical crafted enhancers vs different scenarios - Credit to GargabeBrains for the exact numbers.



1643748309948.png
 
Hemorrhage seems to be working, but not useful unless its going to be a long fight, The action regen debuff is meh. Thyroid rupture doesnt seem to work at all, or it reduces the attack speed so little, its not worth using.
 
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Something to take into consideration for Master Combat Medic dots as well is the tic time.

Commando DoTs are every 3 seconds iirc and mCM dots are every 10s - back when I tested it was 500 flat with the highest tier version of Poison, Fire, and Disease.

Poison and Fire doing health damage and Disease doing action damage.

So a potential of 1000 damage every 10 seconds.

Even just an adjustment to 6 seconds would be an improvement for balancing SP used for mCombat Medic healing & damage. Devs previosuly adjusted down that mobs do less absorption from fire and poison but given long global cooldowns for these skills and long DoT times, it usually ends up being better combat stacking.

Ref: Master Combat Medic since launch
 
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Hemorrhage seems to be working, but not useful unless its going to be a long fight, The action regen debuff is meh. Thyroid rupture doesnt seem to work at all, or it reduces the attack speed so little, its not worth using.

I've noticed this on the attack speed debuff as well, especially fighting Krayt Dragons.
 
Disease actually wounds you, that's all. And yea you can barely notice the thyroid rupture debuff tbh. The numbers on the dots dmg i posted are really recent tested on TC. Lowering the time between dots tics would help too indeed
 
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Disease actually wounds you, that's all. And yea you can barely notice the thyroid rupture debuff tbh. The numbers on the dots dmg i posted are really recent tested on TC. Lowering the time between dots tics would help too indeed
Gotcha - then yeah as long as they're Master Combat Medic and using the respective latest skills:

Advanced Infect
Viral Neurotoxin
Improved Deuterium Toss

I think for reference mCommando dots were 400 damage per 3 seconds probably the best part about commando. Even if mCM did 6 second dots, that would be a huge improvement.

When I was getting damage data it was flat without armor on normal mobs.

500 per 10 seconds.

On initial Advanced Infect it definitely does a 500 wound but flavour text for disease says action damage so it's a bit confusing - it may intend to do more wound damage but R3's wound cap might be at play there. Something else to consider for Advanced Infect usability - after it's first tic, it's already capped.
 
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