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Thread: Dr. Nano Doc

  1. #1

    Dr. Nano Doc

    This thread is for discussing anything related to the Dr. Docs. If you wish to provide feedback please use the feedback thread listed below, if the feedback isnt a breakdown of what you think of each nano, please keep it in this thread. The rebalance forum also has a thread that you may use to discuss anything about the Dr. nano doc. That can be found here.

    You can view the nano doc in greater detail by clicking on the link: First-Draft Doctor Nano Document - Requires an Excel-compatible reader. You can also read the summary provided for a general overview.

    If you are using Open Office you can change the color by opening the file, then pressing CTRL+A, then hit ctrl+1 and then selecting the color you wish to use. This will help with reading it for those of us who dislike the blinding pink. I don't use the Microsoft equivalent so idk what the commads are for that

    Feedback Thread
    When you have a list of feedback please report it in this thread XenonDe made. There is to be NO discussions in this thread. When posting in this thread please do keep the format similar to the 2nd post. Or at least in a organized manner. Thank you.

    If you have nothing to say about that changes or any concerns about the Dr. nano doc do not post. As long as you having something relevant to say then go ahead and say it, but keep the trolling out of here. Also please read the thread first for any questions you might have because they could have very well been answered already.

    If you see something on the summary that is wrong, or something thats missing or you wanted added please let me know in a post or PM me. Thanks
    Last edited by Kazeran; Mar 3rd, 2011 at 19:13:23. Reason: Added how to change color

  2. #2
    General Info

    Local Cooldowns
    For healing nanos Dr. nanos have been put into 3 lines.
    1. A complete heal line, which is new and includes ICH and Improved Alpha & Omega, Regular CH and A&O, and two new lower level heals called Lesser CH and lesser A&O.
    2. A single target heal line, this includes the SL and rk single target heals.
    3. A team heal line which includes all of the rk/db team heals.
    Doctors combat nanos also have cooldowns.
    1. Line A dots have their own cooldown.
    2. Line b dots have their own cooldown.
    3. Line c dots have their own cooldown.
    4. Nukes have their own cooldown as well.

    An example of the use of these cooldowns would be as such:
    The doctor cast ICH on the target. The doctor now has to wait 20 seconds to use another nano from the CH nano line. However the doctor can use any nano from any other line so long as its not in a cooldown itself. So the doctor is free to use BI, or cast a hot or short hp buff, even able to use both dots and nukes, just not the CH nano line again until those 20 seconds are up.

    If you have any questions about local cooldowns or would like another example please ask.


    Healing Nanos

    Complete healing nano line:
    This nano line is separate from our single target and team heal nanos.
    All nanos in this line have a local cooldown (is currently missing from LAO)
    Several nanos have been added to this line allowing doctors (and agents) to have CH and a TCH at all levels.
    New nanos Include: Improved Alpha and omega for endgame to go along with ICH. CH and A&O for mid levels, and a lesser CH and lesser A&O for lower levels.

    Single Target heals:
    Nano cost has been increased for all nanos expect for the first 6 heals in which case they were lowered a bit or stayed the same, after that nanos cost for all single heals is increased, the better it heals the more it costs.
    New nanos have been added to help fill in the gaps from LE to CR.
    All temp hp that SL nanos offered has been removed.
    All recharge times have been reduced to 2 seconds.
    Healing now scales better and has been increased at lower/mid levels.
    Minumum healing amounts have been raised across the board except for the last few SL heals.

    Team heals:
    Nano cost has been doubled for all team heals, in some cases more then doubles (Endgame ones)
    All nanos have had recharge time changed to 2 seconds
    All nanos have a local cooldown now.
    Blood circle no longer buffs the 4 HD.
    Healing amount has increased.

    HoTs:
    Healing of all HoTs has been improved.
    All Hots now last for only 25 seconds with 5 hits at 5 second delays.
    All HoTs have increased nano cost.
    Recharge for all HoTs has been lowered to 1 second.
    There is no longer a team HoT.

    Long HP buffs:
    Attack and recharge time is now 1 second each.
    Duration is now 4 hours.
    The long HoT that comes with the long HP buff is slightly increased in both minimum and max values. (slight better healing when it ticks)

    Short HP Buffs:
    All short hp buffs only last for 1 minute now with a 59 second cooldown. Meaning no using short hp buffs as emergncy heals anymore.
    All short hp buffs now buff more hp.
    All short hp buffs now have slightly lower nano costs.
    All short hp buffs now have 1s attack and recharge times.
    There is no longer any team short hp buffs.

    Combat Nanos

    Nukes:
    Malps debuffs have been removed and now purely does damage.
    All nukes must have at least one type of dot running in order to be used.
    The more dots on the target the strong the nuke will hit for.
    All nukes have a (very) large nano cost.
    All Nukes are useable in both PvP and PvM.

    Dot Line A:
    Damage has been increased all across the board.
    Nano cost was reduced.
    Cast time was reduced on higher end nanos.
    Recharge was reduced and put on local cooldown.
    A few new ones added to help fill the cap.
    Wrack and Ruin is no longer a dot but is now a nuke.
    All new names.

    Dot Line B:
    Damage has been increased all across the board.
    Nano cost was reduced.
    Cast time was reduced on a few higher end nanos.
    Recharge was reduced and put on local cooldown.
    A few new ones added to help fill the gap.

    Dot Line C:
    PvP dots are no longer just for pvp and may be used for pvm.
    All Line C dots now have a NR check of 90%
    All Line C dots now only last for 10 seconds.
    All line C dots have had damaged improved.
    Nano cost for all dots has been increased
    New nanos have been added to lower and mid levels.

    Nemesis Nano:
    Has been split into a few nanos
    Each of these nanos are DoTs that do damage depending on version and the level of the target.
    When casting the dot it also effects the targets pets as well.
    No longer has to be crat as a target. (correct me if Im wrong on this)

    Init Debuffs:
    All nanos have had the damage debuff vastly improved.
    Nano costs for nanos in this line have been doubled or slightly more then double (Less then 100 more then what double the cost would be)
    All nanos in this line are no longer breakable.
    All nanos in this line now have a taunt of 0

    Anti Fear:
    Still worthless.(Nothings changed)

    Buffs

    Stamina and Strength buffs:
    IC now only buffs stamina and is target castable.
    IC and Enlarge now cast 20 NCU each.
    IC and Enlarge now last 4 hours each.
    Enlarge now buffs strength for 20 but has lost its scale modifier
    Quote Originally Posted by Kintaii View Post
    For the record, we're getting rid of +size modifiers where-ever we can; they were a terrible idea in the first place given how many cramped areas AO has, and they kinda need to go away. So sorry guys, that one's staying nerfed.

    HD Buffs:
    All HD buffs now last 4 hours.
    The amount each buffs has been increased and now scales from 40 for the lowest, then 50, then 60 and then 70 for the best.

    Treatment and First aid buffs:
    All buffs under this line now last 4 hours.
    Specialist Treatment now buffs first aid by 35 instead of 20.

    Vaccine Buffs:
    All buffs in this line now last 4 hours instead of the previous 30-45 seconds.
    All buffs in this line have had the resistance increased scaling from 15 at the lowest, to 20, then 25, and 30 for the best.

    Nano Resist Buffs:
    All buffs in this line now last 4 hours.
    All buffs in this line have been improved. The lowest now buffs 150, and the highest now buffs 250.

    Initiative Buffs:
    All buffs in this line now last 4 hours.
    Buffs now scale at 100 for the lowest, 200 for the middle, and 350 for our highest buff.
    The NR buff as well as the max nano buff have been removed from all nanos in this line.

    Grid Nanos:
    Nanos have been redone to cast much faster.
    Scaling for the new grid nanos is 60s for the first, 40 seconds for the middle one and 30 seconds for the best one.

    Brand Spanking New!

    Emergency Nano Regain:
    Is a new nano line to help combat the large nano costs our nanos.
    This nano heals 20% of our max nano at 5 ticks in 5 seconds, so 1 tick per second, but takes away 10% of our hp each tick as well.
    There is a 5 minute lock on this nano.

    Special effect nukes:
    Wrack n Ruin will debuff all weapon skills by 100 for 11 seconds.
    EP has been changed into a nuke, it effects stays the same however but is now usable.
    The scheol quest reward nano now lets doctors debuff NR by 200 for 11 seconds.

    Heres a dandy little table XenonDe made to help show the cost of the nanos better. Thanks for making it as well

    Quote Originally Posted by XenonDe View Post
    I made myself a quick overview of the Nanocosts and combined nanocosts to get a better feel of the drain. I'll just drop it here as raw data. May it be useful to someone... O.o

    Code:
    						Base (no NCR)					50% NCR		
    				Recharge	Nanocost 	Nano/sec	Nano/2sec	Nanocost 	Nano/sec	Nano/2sec
    Debuffs							
    UBT				60		862		14,37		28,73		431		7,18		14,37
    Wrack and Ruin			10		1142		114,2		228,4		571		57,1		114,2
    							
    Nukes / Dots							
    Conta. Prot. Kappa (Nuke)	4		3065		766,25		1532,5		1532,5		383,13		766,25
    Scything Blight (Dot A)		30		1337		44,57		89,13		668,5		22,28		44,57
    Bone Eater (Dot B)		30		1362		45,4		90,8		681		22,7		45,4
    Dr Blazes M. C. (Dot C)		10		3832		383,2		766,4		1916		191,6		383,2
    Nanite Plague (Nemesis)		120		800		6,67		13,33		400		3,33		6,67
    							
    Healing							
    Improved CH			20		1436		71,8		143,6		718		35,9		71,8
    Bodily Invigoration		4		2051		512,75		1025,5		1025,5		256,38		512,75
    Superior Team Health Plan	6		3231		538,5		1077		1615,5		269,25		538,5
    Viral Rejuvination (Hot)	25		609		24,36		48,72		304,5		12,18		24,36
    Life Expansion (Temp HP)	60		1362		22,7		45,4		681		11,35		22,7
    							
    							
    Combined UBT+Dots+Base Nuke					1253,78		2507,57				626,89		1253,78
    Combined BI+Hot+Temp HP						559,81		1119,62				279,91		559,81
    Last edited by Kazeran; Feb 21st, 2011 at 21:37:59. Reason: Spelling phailz fixed

  3. #3
    If you have any Questions and/or Concerns you want added to the list please add them to your post, or send me a PM.

    Answers are in green.

    Questions & Concerns

    Do you need to not wear the doctor pistol to cast the top line C dot, or does it mean you don't have to wear a pistol to cast it?
    You may wear any weapon now to cast any of the C line DoTs.

    Doctors who have either the vet or item shop nano recharge have a rather large advantage as far as regaining nano, is there going to be new or improved kits or stims to help the rest of the population with nano management?
    Is no longer a issue with the current kits that have replaced the old ones.

    When using any of the Alpha and Omega heals, is the doctor healed as well or is it simply the other team members?
    Still heals the doc as well.

    Why is lesser alpha and omega the only heal in the CH line to not have a cooldown?
    Fixed with 18.7.
    When using the mistreatment perk from the embrace perk line is the perk still going to cancel our DoTs? It is going against the dot and nuke system that has been shown in the Dr. docs and would end up very annoying and likely turn into an unused perk if so, any chance of changing this?

    The new nano inti line is now missing the NR and max nano buff that was currently with the previous version.(NR is understandable but we would like the nano buff)

    With the Stamina and Strength buffs being put into two separate lines it will now take 40 NCU to get the same 20/20 buff when it previously only took 26 NCU. Would like to see the NCU cost lowered to 13 each.

    Froobs depend on CH a great deal, especially with endgame raids that they do. The current 20s cooldown on it could very prevent them from doing any raids without assistants of higher level toons, any possible way we can get around this?

    Lack of team nanos. (HoTs and Short HP buffs)

    The "Base" nukes are not really base nukes, Can we possible get it so that we may use the nukes without having any dots running as well as the bonus damage with the dots running?
    Addressed in 18.7 for malp.

    Is it possible to get the inti debuff line duration extended for pvm purposes? Example would be like the perk docs where the duration is different for pvm/pvp.
    Addressed in 18.7. They will last for 90 seconds in PvM and 45 seconds in PvP.

    Are the taunts on heals, specifically CH, going to be reduced? Is CH going to have the same taunt effect after the balancing?
    Taunts have been removed in 18.7, CH will no longer make you a tank in SL.
    Last edited by Kazeran; Apr 21st, 2015 at 04:29:02. Reason: Added answers

  4. #4
    dont know if read it right but

    EP will have 100% Nr resist
    improved alpha omega 1 sec cast time
    new ILC that gives 6k hp
    nr debuff
    faster dots
    a nano that gives us nano


    if so then NICE were getting lots of love

  5. #5
    The RK dots damage have been significantly reduced.

    I think its the top C dot line from the ofab shop which has a requirement of "cant be wielding doc pistols". Kind of a strange nerf/requirement.

  6. #6
    Quote Originally Posted by MachSchau View Post
    The RK dots damage have been significantly reduced.

    I think its the top C dot line from the ofab shop which has a requirement of "cant be wielding doc pistols". Kind of a strange nerf/requirement.
    While I never asked about that i do believe its a tag thats suppose to make it so you don't have to be wearing pistols to use it. I will get a confirmation soon as I can though so its clear what it means.

  7. #7
    What possible reason did they have for removing the nano resist and max nano from nanite instinctive control?

    Nanocost is ridiculous on regular team heals now, which was one of the main reasons to use them rather than spamming the team HP buff before.

    TDB will be even more annoying since we now have to spam it every 25 seconds to keep it running. Raising the healing is . . . meh . . ., but with the trend toward less idiotically short buffs, I would rather see the run time on our HoTs longer than shorter, given what was already a gigantic nanocost on these. What we REALLY need them to change this nano into is a four-hour AOE HOT aura with a constant nanodrain while it's running. That way it's not useable as an OSB, it can still "cost" whatever it's worth in nano for the HP/sec it delivers to the team, and we can stop spending half our time spamming the stupid thing. Also, make this aura REPLACE TDB on ppl who already have it rather than making us do yet another incredibly long and boring quest to get it.

    So basically the only way to not run dry on nano in three minutes is now to forget about healing and spam DOTs constantly. Great move. That makes so much sense for a HEALING profession.
    Last edited by blingoutyourdead; Jan 14th, 2011 at 17:26:18.

  8. #8
    First remarks:
    - Team heals nanocosts increased x4.5
    (Spamming ILC not possible due to cooldown)
    - Old improved nanos nerfed (in comparison to "stock" nanos)
    Last edited by kemi; Jan 14th, 2011 at 17:13:54.

  9. #9
    Quote Originally Posted by kemi View Post
    First remarks:
    - Team heals nanocosts increased x4.5 (Spamming ILC not possible due to cooldown)
    - Old improved nanos nerfed (in comparison to "stock" nanos)
    Ok, didn't notice the cooldown. Now the whole thing just looks like a giant f*** you to docs who want to primarily play team healers. I guess they didn't nerf the improved nanos (they actually upped the heal delta slightly), but seems like farming of them will now grind to a halt, since the regular ones are no longer totally useless by comparison. I expect the availability on the improved will now be "fuggetaboudit."
    Last edited by blingoutyourdead; Jan 14th, 2011 at 17:25:42.

  10. #10
    So, basically prepare for your 220 doc to be screwed to uselessness in PvM, because of whining about "endless healing" in PvP. Thanks FC.

  11. #11
    enlarge no longer has scale value.. nerf
    You hit Tarasque with nanobots for 18280 points of melee damage.
    First shade with Blades of Boltar
    ---
    How much is enough?
    Member of Halinallet!

  12. #12
    Quote Originally Posted by Otansaanpas View Post
    enlarge no longer has scale value.. nerf
    I wasn't sure I read that right; but yeah, another pointless nerf for no apparent reason.

  13. #13
    So, init debuffs are double cost+half duration (one or the other I knew was coming...but both? really?), 25s short hots and 60s hp buffs (wtf???), 20s lockout for CH, no more decrepitude breakable debuffs for adds, high nanocost on new stuff + jacked up cost on old stuff...%$@!# me and my tl5 doc, I guess

    Oh, and by the looks of things, !@#% froobs (and $5 sloobs). HARDCORE.
    Last edited by xxaaaxx; Jan 14th, 2011 at 17:28:27.

  14. #14
    Quote Originally Posted by xxaaaxx View Post
    So, init debuffs are double cost+half duration (one or the other I knew was coming...but both? really?), 25s short hots and 60s hp buffs (wtf???), 20s lockout for CH, no more decrepitude breakable debuffs for adds, high nanocost on new stuff + jacked up cost on old stuff...%$@!# me and my tl5 doc, I guess

    Oh, and by the looks of things, !@#% froobs (and $5 sloobs). HARDCORE.
    Hey, they gotta do SOMETHING to make all these old deadwood veteran players quit the game, so there will be room for all the 1,000s of new players that Neu Grafix Engeen(tm) will bring.

  15. #15
    Posted this in FWM but think I should mention here too. I think the Short HoT and +HP buffs should have lvl check on targets similar to how reflects, HoT, and runspeed buffs will work.

    Despite how short as the durations are, they will lead to horribly OP ganking in lowbie towers and city pvp. +6000 HP and 800ish HoT for 0 NCU cost is a little crazy for TL1 twinks, even if they only last 30 sec.

    The HoT (Vital Rejuvination) not so much since it's only 25 secs, but the +HP is 60 secs, and that's plenty of time for defending twinks to grab it, grid to CT and gank entire team of attackers.
    Rosss / Rawdeal

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  16. #16
    Please do remember everyone that none of this is set in stone. A fair amount of the nano doc was changed from the one that us profs got to see already so it can very easily happen again.

    Also I agree, enlarge should have its scale back

  17. #17
    Quote Originally Posted by Rossco View Post
    Posted this in FWM but think I should mention here too. I think the Short HoT and +HP buffs should have lvl check on targets similar to how reflects, HoT, and runspeed buffs will work.

    Despite how short as the durations are, they will lead to horribly OP ganking in lowbie towers and city pvp. +6000 HP and 800ish HoT for 0 NCU cost is a little crazy for TL1 twinks, even if they only last 30 sec.
    At least the +HP have NCU cost, not the 0 NCU that th HOT have ... wait .. the top of the line has 1 NCU ...

    weeee +6k HP for 1 min for 1 NCU ... wtb level lock ><
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  18. #18
    Quote Originally Posted by Rossco View Post
    Posted this in FWM but think I should mention here too. I think the Short HoT and +HP buffs should have lvl check on targets similar to how reflects, HoT, and runspeed buffs will work.

    Despite how short as the durations are, they will lead to horribly OP ganking in lowbie towers and city pvp. +6000 HP and 800ish HoT for 0 NCU cost is a little crazy for TL1 twinks, even if they only last 30 sec.

    The HoT (Vital Rejuvination) not so much since it's only 25 secs, but the +HP is 60 secs, and that's plenty of time for defending twinks to grab it, grid to CT and gank entire team of attackers.
    I would have no problem at all with them making both of these into AURAS that only affect toons within 40m of the doc, and that provide a super-short duration HP buff / HoT scaled to the level of the target, with a constant modest nanodrain on the doc as long as the aura runs. It's not like they haven't gotten this right before; e.g. keeper buffs all being 4-hour auras and primary soldier team dmg buff being automatically level scaled. But for some reason they just refuse to learn from their successes.

  19. #19
    I would like to see the cool down on the temp hp buffs reduced to say 45 seconds with the duration remaining at 60 seconds. I think there should be a small window of opportunity to rebuff the team before it runs out. A docs job is pretty tough with debuffing, healing and possibly dotting.

  20. #20
    oh comon guys....this is actually balanced:P.....without those nerfs we would be god mode since we will no longer have to tank people doing AS and FAs on the same alpha.....what worries me is if the shade and MA nanodrains dont get some nerf ...for the rest of the profs its balanced....we will have to work on our nanopool during fights and will not be like now that we never run out of nano unless theres a shade spamming drains for 2 mins:P at the same time we spamming malp on someone

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