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		<title><![CDATA[Latest posts for the topic "disabling medic weapon damage?"]]></title>
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				<title>disabling medic weapon damage?</title>
				<description><![CDATA[ Any thoughts on disabling medic weapon damage and just letting the class have resupply like everyone else? This would:
1) discourage people from become a medic for the free infinite weapon. 
2) make the game more challenging, since there won't always be someone with a medic weapon there to heal you]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/1974.page#16269</guid>
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				<pubDate><![CDATA[Fri, 5 May 2006 07:56:39]]> GMT</pubDate>
				<author><![CDATA[ crispycritters]]></author>
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				<title>Re:disabling medic weapon damage?</title>
				<description><![CDATA[ If the gun does no damage, it wont be able to heal. If I remember correctly it is just the changing of numbers and stuff to get it to do the opposite damage to teammates.]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/1974.page#16272</guid>
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				<pubDate><![CDATA[Fri, 5 May 2006 11:43:03]]> GMT</pubDate>
				<author><![CDATA[ Shadow-Yoda]]></author>
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				<title>Re:disabling medic weapon damage?</title>
				<description><![CDATA[ It could easily be made so the medic weapon heals team members as now, but does no or limited damage to opponents. That isn't a problem.

However, the infinite medic weapon is pretty much the best thing going for that class. To nerf it would significantly nerf the class, and so is not  something to be undertaken lightly. 

When I played as a medic, I found I just used the medic flak and very rarely anything else. No risk of self damage, never running out of ammo - it's a flak monkey's best friend. Occasionally I would use a superweapon, or use a long distance weapon if nothing was around me, but usually it was the flak. I suppose it would be even more one sided for the medics that use a mini. They would use another weapon even less. Which is a shame, because it detracts from the richness of the variety of play and weapons that are available.

So, in a way, the super healer could be considered to dominate a medic's life a bit too much. However, I would only suggest lowering the damage it did if there was something else to offer medics instead. Give and take, not just take.

One example would be to set the medic weapon to do only 90% damage,  but make poison weapons twice as effective for medics. Or give medics the max magic modifier artifact so they can max other weapons - just something to tempt them off the medic weapon.]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/1974.page#16274</guid>
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				<pubDate><![CDATA[Fri, 5 May 2006 13:28:28]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:disabling medic weapon damage?</title>
				<description><![CDATA[ Maybe if the medic weapon had a higher ammo count or the class itself was allowed to buy more ammo bonus.  Seeing a medic running around with an infinit healing rl is sort of funny they just never let off the trigger keep shooting at their feet as they run at a monster.  


side not / offtopic a little

Is there any way to get rid of the knockback that summoned pets (skaarj mostly) have? those things are deadly :)]]></description>
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				<pubDate><![CDATA[Fri, 5 May 2006 14:07:18]]> GMT</pubDate>
				<author><![CDATA[ Continuum]]></author>
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				<title>Re:disabling medic weapon damage?</title>
				<description><![CDATA[ my main character is a medic master and i use to just use a medic flak but lately all iv just been use it to heal ppl and heal myself when i need it  then switch to a diff weapon]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/1974.page#16277</guid>
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				<pubDate><![CDATA[Fri, 5 May 2006 14:31:31]]> GMT</pubDate>
				<author><![CDATA[ DragonBlade]]></author>
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				<title>Re:disabling medic weapon damage?</title>
				<description><![CDATA[ Just my thoughts, 

Lets look at this the other way, what more should medics have besides infinate ammo? lets see, at level 55 a adr master could be using a +21 vorpal 
its possible, maybe 1 in 10 maps although I have seen higher level ones pull one out 10 maps in a row.

 A weapons master probably is starting with the superweapons by that point....anyone can get a superweapon on the right map but spawning each time with all of them is real handy

As a medic I have infinate ammo and can heal myself and others for experiance...also some summons, but they typicaly dont do much for me at around that level.


<blockquote> 1) discourage people from become a medic for the free infinite weapon.
2) make the game more challenging, since there won't always be someone with a medic weapon there to heal you&nbsp;
		</blockquote>

I have both a weapons master and a healer, just so you know they are within 3 levels of each other and you know what, I make more experiance with my loaded weapons character. I also get a higher score

why do I play a medic...because I like to work with others as a team, because I like to make sure that others survive the waves and I think that the class does that pretty well.

just my two cents, dont take it as a rant. but, please play a monster master to at least level 30 before you pass judgement or ask the class to be "fixed".]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/1974.page#16286</guid>
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				<pubDate><![CDATA[Sat, 6 May 2006 05:44:18]]> GMT</pubDate>
				<author><![CDATA[ Grizzled_Imposter]]></author>
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				<title>disabling medic weapon damage?</title>
				<description><![CDATA[ <p></p>

		<cite>crispycritters wrote:</cite><br>
		<blockquote>Any thoughts on disabling medic weapon damage and just letting the class have resupply like everyone else? This would:
1) discourage people from become a medic for the free infinite weapon. 
2) make the game more challenging, since there won't always be someone with a medic weapon there to heal you&nbsp;
		</blockquote>

I think this is a good idea.  It would force the healer to make intelligent decisions about when to heal, when to fight and when to let off the trigger.  

I think the medic class could use more depth overall, and unfortunately, the pets don't create much.   :? 


]]></description>
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				<pubDate><![CDATA[Sat, 6 May 2006 10:38:27]]> GMT</pubDate>
				<author><![CDATA[ 320]]></author>
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				<title>Re:disabling medic weapon damage?</title>
				<description><![CDATA[ Maybe no inf weapons, but Medics can make multiple medic guns? Just a thought. Then Medics would at least get more variety in their game.

Or still infs, but with multiple. I'm not sure why you can have only one...]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/1974.page#16290</guid>
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				<pubDate><![CDATA[Sat, 6 May 2006 12:23:15]]> GMT</pubDate>
				<author><![CDATA[ mmik]]></author>
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				<title>Re:disabling medic weapon damage?</title>
				<description><![CDATA[ any of you ever play a game called magestorm back in the mid-late 90s?
it was kind like UT2004 ons but with a rpg type of game play like this mod
the only differnce was you could resurrect people after death. this game was pretty popular back then and had thousands of people playing it for a fee of 10$ a month. i think the game is called magestorm mellinium now if you want to check it out for ideas]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/1974.page#16292</guid>
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				<pubDate><![CDATA[Sat, 6 May 2006 13:29:04]]> GMT</pubDate>
				<author><![CDATA[ DoctorGreenthumb]]></author>
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				<title>Re:disabling medic weapon damage?</title>
				<description><![CDATA[ <p></p>

		<cite>mmik wrote:</cite><br>
		<blockquote>Maybe no inf weapons, but Medics can make multiple medic guns? Just a thought. Then Medics would at least get more variety in their game.

Or still infs, but with multiple. I'm not sure why you can have only one...&nbsp;
		</blockquote>

heh looks like I left that out of my other post..

i.e. 

Medics can make multiple medic guns (maybe at a certain lvl buy something that makes all weapons medic for healing team but still have say knockback against enemies i.e. a combined magic + medic type of thingy) as a medic youd also be able to purchase a bunch of ammo bonus (don't know if they get resupply right now) 

That way they wouldnt be able to constantly fire but would still  be able to heal at a nice rate without having to worry about running out of ammo if they were moderatly carefull about it.

hopefully I don't sound to anti medic :) 
my LA character doenst have any health bonus  :-o 
]]></description>
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				<pubDate><![CDATA[Sat, 6 May 2006 14:18:54]]> GMT</pubDate>
				<author><![CDATA[ Continuum]]></author>
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				<title>Re:disabling medic weapon damage?</title>
				<description><![CDATA[ Why take the only thing going for the medic ? (inf) 

1. Are they scoring too many points? 
2. Are they taking too much exp away from the LWs and LAs? 
3. Are they living so long that they are they the only ones left alive at the end?
4. Does the fact that they are healing you disturb your dieing?

<li> If either #1 or #2 are the problem then perhaps you should concentrate on getting better.
<li>  #3 rarely happens, if at all.
<li> If #4 is the problem, I guarantee if you take away the inf then this will correct itself. Because they'll be saving most of  the healing for themselves.

I'm all for giving them more.

]]></description>
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				<pubDate><![CDATA[Sun, 7 May 2006 14:39:26]]> GMT</pubDate>
				<author><![CDATA[ FodderFigure]]></author>
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				<title>Re:disabling medic weapon damage?</title>
				<description><![CDATA[ Reality check here...yes, theoretically a AM could at some much lower level than I did it manage to get the adren for MAX+1 and then run around for some period with a vorpal +22 (remember 2x 11 is 22, not 21 :wink:).  But, what have they sacrificed to get it at that early of a level.  I can tell you, the odds of them surviving worth a squat to get there is in most cases pretty darn slim...and Slim is being treated at a level 4 trauma center...

As for the 1 in 10, or higher ones getting one 10 maps in a row...  first, you are probably referring to the statistical outliers (oddies), which any system has.  I think it is 320 has told me on a number of occasions of having gotten one from the near beginning of a map several maps in a row.  And even I have managed to dump a significant amount of adren via the MWM at the shock to get one a couple maps in a row (or someone gets really, REALLY nice and gives me one).    But reality is that the overall percentage chance is nowhere near that.  I say this since while I don't rememer what Dru has the RPG percentages set for for Vorpal, there is no way in that vary hot place that I am getting one at anywhere near the 10% of the games like 10% the 1 in 10 represents, much less the 10 games in a row.  And level does not change the percentages, just the amount of adren we can dump at it if we want.  I say this last, since last I checked, there were like only 4 other LA players other than Dru higher than me on the server.  And, consider this...how much adren did we spend to get that weapon??  I know I have spent entire maps doing nothing more than trying to get a good weapon, with most going at the shock.  And in a few cases, I might even manage between 3 and 4 makes in a wave, each of the 16 waves, and all I get is so much equine fecal material (prot+1, luck+2, pen+1, quickfoot+3, healing+1, etc., etc., etc. ad :-& ...  Nothing which really is worth maxing and trying to fight with.  So that is around 56 makes, with 5600 adren per map, less some, for the occasional maxing, etc. on a good map and all I can do is try to plant roses.  Multiply this by entire evenings (6-9 maps).  And I sure am not planting those roses on the graves of monsters killed with that, as I put it... mythical and oft rumored vorpal.  Indeed, awhile back when I was around level 90, it was so bad, I kept track and had spent between 20K and 30K adren on the shock and did not get a one.  I literally spent a month without seeing a single one in my posession and I gave up on trying for anything like that on the shock, lg or sniper.  Instead, I started following Ooo's lead and was going for things like the RL+5 and flak+5.  And it all has to do with the fact that the so-called random number generator (RNG) used to generate weapons randomly is actually just a pseudo-random number generator (PRNG)...and it gets caught up in patterns... sometimes, you get lots of goodies, and others, you get lots of fecal material.  This is one reason why grad students who do a PhD thesis on PRNGs often go into high level positions at the NSA or CIA well before they even graduate.  I know one guy who started at $80K/yr while working on his PhD at their expense, and then jumped to $120K/yr, all this with nothing outside the typical college student jobs before getting this job.

I will also say this, in a much politer way than I would normally after all the bovine fecal material I have seen on this general topic over and over again... I agree that anyone who thinks that a given class should be nerfed, be it a medic, LA (AM), or WM had darn well better be able to show that they have played that character, not through the level 30 as Grizzled suggests, but through at least level 90, and level 120 would be better, before they suggest this, or get a long reply like this to their suggestion.  And I am not talking about the uber-uber-players like 320, who could probably kill the bugs as good as the rest of us with normal weapons.  The only people who are really immune to this are Dru and Shan, because they own the machine.  And they will probably tell you that I have told them enough times, through channels that few folks here have, that I thought they were wrong, but that it was their sandbox, and they could do as they pleased regardless of what I thought.  (Right Dru??)

So can we please stop with all this nerf X because some class or group of players is doing better just because they have reached the levels to make things work the way they do things, or because they have figured out how to optimize things to their advantage?

My $0.87 worth, accounting for inflation.



<p></p>

		<cite>Grizzled_Imposter wrote:</cite><br>
		<blockquote>Just my thoughts, 

Lets look at this the other way, what more should medics have besides infinate ammo? lets see, at level 55 a adr master could be using a +21 vorpal 
its possible, maybe 1 in 10 maps although I have seen higher level ones pull one out 10 maps in a row.

 A weapons master probably is starting with the superweapons by that point....anyone can get a superweapon on the right map but spawning each time with all of them is real handy

As a medic I have infinate ammo and can heal myself and others for experiance...also some summons, but they typicaly dont do much for me at around that level.


<blockquote> 1) discourage people from become a medic for the free infinite weapon.
2) make the game more challenging, since there won't always be someone with a medic weapon there to heal you&nbsp;
		</blockquote>

I have both a weapons master and a healer, just so you know they are within 3 levels of each other and you know what, I make more experiance with my loaded weapons character. I also get a higher score

why do I play a medic...because I like to work with others as a team, because I like to make sure that others survive the waves and I think that the class does that pretty well.

just my two cents, dont take it as a rant. but, please play a monster master to at least level 30 before you pass judgement or ask the class to be "fixed".&nbsp;
		</blockquote>]]></description>
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				<pubDate><![CDATA[Sun, 7 May 2006 19:50:32]]> GMT</pubDate>
				<author><![CDATA[ Spacey]]></author>
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				<title>Re:disabling medic weapon damage?</title>
				<description><![CDATA[ Spacey!

I was tired when I said <blockquote> Lets look at this the other way, what more should medics have besides infinate ammo? lets see, at level 55 a adr master could be using a +21 vorpal
its possible, maybe 1 in 10 maps although I have seen higher level ones pull one out 10 maps in a row.&nbsp;
		</blockquote>

It actualy wasent one character doing this, it was 2 adrennal masters and a weapon master working togather. the weapon master would drop out at the end of each round...to get a new group of weapons, between them they had a vorpal or two every map for 10. 

Ask them if you don't believe me, It was Zender, Big Daddy and Ooo.

<blockquote>Reality check here...yes, theoretically a AM could at some much lower level than I did it manage to get the adren for MAX+1 and then run around for some period with a vorpal +22 (remember 2x 11 is 22, not 21 ).&nbsp;
		</blockquote> A smarter way to do it, I was doing x2, +1=21 some times Im pretty bone headed...

As for generating adrenaline, half the maps that I play some one is willing to dupe of part with an energy weapon, with drip and surge and an energy weapon my lvl 30 generates unlikely amounts of adreneline, but you are right about one thing....He dies, tissue paper character :cry: 

I just bought vamp 3 for my weapon master...He survives better than my medic now.]]></description>
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				<pubDate><![CDATA[Sun, 7 May 2006 21:56:41]]> GMT</pubDate>
				<author><![CDATA[ Grizzled_Imposter]]></author>
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				<title>Re:disabling medic weapon damage?</title>
				<description><![CDATA[ <p></p>

		<cite>FodderFigure wrote:</cite><br>
		<blockquote>Why take the only thing going for the medic ? (inf) 

1. Are they scoring too many points? 
2. Are they taking too much exp away from the LWs and LAs? 
3. Are they living so long that they are they the only ones left alive at the end?
4. Does the fact that they are healing you disturb your dieing?

<li> If either #1 or #2 are the problem then perhaps you should concentrate on getting better.
<li>  #3 rarely happens, if at all.
<li> If #4 is the problem, I guarantee if you take away the inf then this will correct itself. Because they'll be saving most of  the healing for themselves.

I'm all for giving them more.

&nbsp;
		</blockquote>

For me personally, it is the amount of spam generated from both the inf weapons and the additional players staying alive every wave.  That, and the pets.

You have the luxury of playing during the less busy times, Fodder, but when the server is full, it can get so insane that the game borders on just being tedious.  Throw in situtations where there are way too many pets and again, the fun factor goes way down.  

Consider before medics, on any wave past 10, probably 50% of the players would get killed.  Nowadays, I would say it's probably closer to 25%, along with another half dozen pets.  So with 20 people on, whereas 10 would be left before, now 15 are, along with a bunch of pets.  Oh, and three or four of those 15 are firing inf weapons non-stop.  It all equals a big spamfest.  

Some people say we should play bigger maps.  Those, very often, have limited appeal (snipers) and many players, the majority I would wager, like to play maps where they can get in the monster's face.  Pets, on big maps, are completely useless (they are just too slow and follow you around).  

I was playing DM-Stalwart the other day and I trans'd into a room where the radar indicated a couple monsters were.  I literally had to sort through a half dozen pets and it was impossible to figure out "friend" from "foe".  Situations like that are just frustrating, no skill, not fun.

Those situations remind me of when I turn on the cheat mode in some games.  Yeah, it's fun for a little while to be "all powerful" but it quickly becomes boring and you quickly go back to playing the game the way it was meant to be played.  That's the feeling I get too often while playing during the peak hours nowadays.  The increase in difficulty has helped but there is still an issue there, in my opinion.]]></description>
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				<pubDate><![CDATA[Sun, 7 May 2006 23:22:29]]> GMT</pubDate>
				<author><![CDATA[ 320]]></author>
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				<title>Re:disabling medic weapon damage?</title>
				<description><![CDATA[ <p></p>

		<cite>320 wrote:</cite><br>
		<blockquote>Oh, and three or four of those 15 are firing inf weapons non-stop.&nbsp;
		</blockquote>
It's all Fodder's and Greenthumb's fault!  They're the ones that posted the keybinds for toggling fire on and off!

As for staying alive, there usually *have* to be 3 other medics on for BD to make it through 16, and even then I've usually died 2 or 3 times during 10-15.  BD being about level 56 right now ...

As you like how your AM is played, I like how M/MM's are now.

As a Devil's Advocate, though:

If you take away the INF weapon, then:

1. Multiple Medic weapons should be allowed, along with resupply.  Possibly, resupply 1 should be part of Loaded Medic 1 (or maybe LM 3).

2. The Adren cost should be tied to the number of medic weapons you have.  The first one might cost 10, but if you want to make a second one, it should be 20, a third one 30, etc.

3. Another one of those "Hey this just occurred to me": The Medic Weapon Maker should be a toggle - if you try to medic an already medic weapon, it should make it a normal (no magic chance to avoid cheap attempts at getting certain magic items) weapon - I would say with little or no Adren cost (1, if it's required).

4. They should still be non-throwable, obviously - or if they are thrown, they become normal (non-magical) weapons (possibly a replacement idea for #3).

Even though I'm working on my MS skills, I haven't been a big fan of pets either.  As a Medic, they're wonderful sources of XP (at this point, really only through healing them), but sometimes they just get in the way.  Literally.

Note that for a good number of levels now, I've been pretty much averaging 1000 XP a full map - usually needing at least one other medic and at least 10 players.  Just watching my XP gauge, with EH 9 I get XP faster when healing than I do when attacking monsters.  I'd have to dig through Mysterial's code (and I've only been brave enough to peer at Dru's so far) to see what the XP rate is for damage, but right now I'm supposed to be getting 10% of what I heal back as XP.  And I do (providing it's monster damage).  I rarely go for Combo Master, always go for Flak Monkey (once I get HB maxed, I'll start thinking of going for Head Hunter).  Once I get the award(s) I'm looking for, and there's a couple of other medics on, I switch to a Mini and keep it firing.  I find it a better all around weapon for most waves - I can still hit most monsters at a distance with some accuracy (say, vs the Flak) with most of the rounds, and the monster will have trouble dodging the shot.  On the healing end, it is less than ideal since it doesn't do splash, but I can usually heal a player up pretty quick with it (WS is maxed).

Sorry - it's early and I ramble.]]></description>
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				<pubDate><![CDATA[Mon, 8 May 2006 04:09:42]]> GMT</pubDate>
				<author><![CDATA[ BotFodder]]></author>
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				<title>Re:disabling medic weapon damage?</title>
				<description><![CDATA[ <p></p>

		<cite>BotFodder wrote:</cite><br>
		<blockquote>I'd have to dig through Mysterial's code (and I've only been brave enough to peer at Dru's so far) to see what the XP rate is for damage&nbsp;
		</blockquote>

The formula for gaining experience by damaging a monster is this:

EXP = Monster's score value * (Damage dealt / Monsters starting health)

then the +1 for the actual kill shot. With the exception that Nali Fighters grant no experience except for the kill shot bonus. (Something to do with the way they get normal player weapons to use.)]]></description>
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				<pubDate><![CDATA[Mon, 8 May 2006 05:56:31]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
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				<title>Re:disabling medic weapon damage?</title>
				<description><![CDATA[ <p></p>

		<cite>BotFodder wrote:</cite><br>
		<blockquote>... I'd have to dig through Mysterial's code (and I've only been brave enough to peer at Dru's so far) to see what the XP rate is for damage, but right now I'm supposed to be getting 10% of what I heal back as XP...&nbsp;
		</blockquote>
EDIT:Vortex beat me to it, (did it really take me 20mins to type?) but I'll leave my post in anyway!
The XP for monsters in invasion is allocated pro-rata according to the damage done. Each monster has a score value e.g.

<li> Titan     - 900 health 16 xp
<li> Queen   - 800 health 14 xp
<li> Warlord - 500 health 10 xp
<li> Skaarj   - 150 health 6 xp

So, if you do 100 damage to a warlord, you will get 10*100/500 = 2 xp.
However, the killing shot normally gets one extra xp as well.

If you do a '100-damage' shot at a team member to heal them, I think a Medic SuperHealer will heal 30% of the "damage", and you get 10% xp on what you healed (assuming it wasn't self-inflicted damage), so that will be 3 xp.

So, yes, you will get more xp from healing than killing. And it is usually a lot safer.]]></description>
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				<pubDate><![CDATA[Mon, 8 May 2006 06:18:02]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
			</item>
			<item>
				<title>Re:disabling medic weapon damage?</title>
				<description><![CDATA[ <p></p>

		<cite>v0rTeX wrote:</cite><br>
		<blockquote>The formula for gaining experience by damaging a monster is this:

EXP = Monster's score value * (Damage dealt / Monsters starting health)&nbsp;
		</blockquote>
Meaning it's different for every monster ... and the bigger the monster, the more a given point of damage is worth.  Take for an example (because I think I know the values) a titan:

16 * (80/900) = 1.422, probably becomes 1.

So a newbie with a flak cannon gets 1 XP, assuming all shards hit.

Is this calculated over time (say, the monster's lifetime)?  Or is the XP value at least temporarly stored as a Float/Decimal value and added up?  I assume so or else some weapons on some monsters would result in no XP.

As for the whole healing players thing - I must say I love AMs when they have high HB but get down to like 50 HP - that's 40 XP for me right there, assuming maxed HB and no self damage.  Medics can heal themselves (when I play BD I've died trying to go out of my way *not* to heal myself so another medic can get the XP) and WM's usually have a point in Regen and some in Vamp, so I rarely see them that low ...]]></description>
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				<pubDate><![CDATA[Mon, 8 May 2006 06:58:46]]> GMT</pubDate>
				<author><![CDATA[ BotFodder]]></author>
			</item>
			<item>
				<title>Re:disabling medic weapon damage?</title>
				<description><![CDATA[ Grizzled, I was not meaning that I did not believe you or that you were full of that fecal material (in this case, bovine in nature) in that one area.  What I was meaning is that on average, it just ain't gonna happen, regardless of what it seems like at the time.  Those three were playing the statistical flukes among statistical flukes.  Either that, or since you have 2 AMs involved, one unbelievable amount of adren being dumped into trying to make vorpals.  Of course, one must also consider the fact that we are talking about multiple people here, so that too increases the number of times amonst them that a magical weapon which can be vorpal is getting made.   As for the don't nerf the medic, I agreed and expanded it.

BTW...for folks who have studied statstics, they will agree with me that given enough repetitions (either through parallelism or time), just about anything is possible.  Indeed, it is statistically possible that an ice cube may suddenly appear to go through your glass as you place the cube in it, thanks to quantum mechanics.  However, the length of time to try to get this to happen if every human who has ever lived were to start at Big Bang T0 and do one ice cube per second is probably several times that of the age of the universe. I cannot remember the figures off the top of my head!  ;)

BTW...remind me if you need an energy weapon next time we are in together.  I am almost to the point where I skip past em on shock, lg or sniper, and I have shifted more away from makes on the rl/flak with the looming potential nerf of the  damage rl/flak.  But I am curious, what are your stats at right now??  You can take a look at *BEL*_e, and I have been wondering if I should have maxed out leach before now so that I could crank the triple instead of relying on DB to crank up the damage.

<p></p>

		<cite>Grizzled_Imposter wrote:</cite><br>
		<blockquote>Spacey!

I was tired when I said <blockquote> Lets look at this the other way, what more should medics have besides infinate ammo? lets see, at level 55 a adr master could be using a +21 vorpal
its possible, maybe 1 in 10 maps although I have seen higher level ones pull one out 10 maps in a row.&nbsp;
		</blockquote>

It actualy wasent one character doing this, it was 2 adrennal masters and a weapon master working togather. the weapon master would drop out at the end of each round...to get a new group of weapons, between them they had a vorpal or two every map for 10. 

Ask them if you don't believe me, It was Zender, Big Daddy and Ooo.

<blockquote>Reality check here...yes, theoretically a AM could at some much lower level than I did it manage to get the adren for MAX+1 and then run around for some period with a vorpal +22 (remember 2x 11 is 22, not 21 ).&nbsp;
		</blockquote> A smarter way to do it, I was doing x2, +1=21 some times Im pretty bone headed...

As for generating adrenaline, half the maps that I play some one is willing to dupe of part with an energy weapon, with drip and surge and an energy weapon my lvl 30 generates unlikely amounts of adreneline, but you are right about one thing....He dies, tissue paper character :cry: 

I just bought vamp 3 for my weapon master...He survives better than my medic now.&nbsp;
		</blockquote>]]></description>
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				<pubDate><![CDATA[Mon, 8 May 2006 12:36:06]]> GMT</pubDate>
				<author><![CDATA[ Spacey]]></author>
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			<item>
				<title>Re:disabling medic weapon damage?</title>
				<description><![CDATA[ Leach and Surge seem to keep my low lvl going pretty well against titans, I still havnt bought any health so I usually run from warlords though.

vorpal +10 & double magic mod dont hurt either ;)]]></description>
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				<pubDate><![CDATA[Mon, 8 May 2006 15:03:47]]> GMT</pubDate>
				<author><![CDATA[ Continuum]]></author>
			</item>
			<item>
				<title>Re:disabling medic weapon damage?</title>
				<description><![CDATA[ One of the handy things about this site is that the player stats are all availabe  
by player level, I have been reviewing how the higher scoring players of each level and class had placed their statistics.

http://www.disastrousconsequences.com/dc/rpg.jsp

The characters that I am playing right now are Grizzled_LW and Grizzled_EMT

I also have the character Grizzled_Imposter but I havent played it very much  from the time the server crashed, I do not think I even placed my points in the same stats...Hard to remember.....]]></description>
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				<pubDate><![CDATA[Mon, 8 May 2006 16:02:43]]> GMT</pubDate>
				<author><![CDATA[ Grizzled_Imposter]]></author>
			</item>
			<item>
				<title>Re:disabling medic weapon damage?</title>
				<description><![CDATA[ <p></p>

		<cite>FodderFigure wrote:</cite><br>
		<blockquote>Why take the only thing going for the medic ? (inf) 

1. Are they scoring too many points? 
2. Are they taking too much exp away from the LWs and LAs? 
3. Are they living so long that they are they the only ones left alive at the end?
4. Does the fact that they are healing you disturb your dieing?
&nbsp;
		</blockquote>
Where do you come up with this stuff? please don't put words in my mouth. Frankly I think you're way too competitive. I don't give hoot what other people score. And guess what, my main character right now is a medic, level 34 or so.

Anyways, my assumption is that the reason Druid took away resupply from the medics is because we get a free infinite weapon. Although having a free infinite + 0 weapon at lower levels is an awesome deal, it becomes limiting. We can't make or spawn with good weapons, but because we don't have resupply, we can't even effectively use weapons we pick up, either. I picked up a vorpal 8 shock the other day. There's basically nothing I could do with it b/c with maxed weapon speed, the shock ammo doesn't last long.

Admittedly, I've yet to utilize pets, and perhaps when I'm level 70 or so I'll be able to have summon a warlord to do my killing. But in the mean time, I don't think its unreasonable that lower level medics be able to effectively use weapons other than their +0 infinite.]]></description>
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				<pubDate><![CDATA[Tue, 9 May 2006 01:44:10]]> GMT</pubDate>
				<author><![CDATA[ crispycritters]]></author>
			</item>
			<item>
				<title>Re:disabling medic weapon damage?</title>
				<description><![CDATA[ <p></p>

		<cite>crispycritters wrote:</cite><br>
		<blockquote>We can't make or spawn with good weapons, but because we don't have resupply, we can't even effectively use weapons we pick up, either. I picked up a vorpal 8 shock the other day. There's basically nothing I could do with it b/c with maxed weapon speed, the shock ammo doesn't last long.&nbsp;
		</blockquote>
And what is a noob supposed to do?  Sure they don't have maxed weapon speed, but I'm sure they also have the problem of running out of ammo too ...

Personally, when I come across good weapons I offer them to others.  Even my Vorpals.  I find if I keep them I don't use them anyway, and it's not for a lack of ammo.
<p></p>

		<cite>crispycritters wrote:</cite><br>
		<blockquote>Admittedly, I've yet to utilize pets, and perhaps when I'm level 70 or so I'll be able to have summon a warlord to do my killing. But in the mean time, I don't think its unreasonable that lower level medics be able to effectively use weapons other than their +0 infinite.&nbsp;
		</blockquote>
Honestly not trying to pick a fight here, but might I suggest you not play a Medic then?  Or wait until you've gotten to where you can summon something to do the killing for you?

It's been mentioned in other threads that Medics are a support class.  Our primary goal is to heal and summon - but until you can do both really well, you're like any other mid-level character: there's going to be some disadvantages ... if you choose the Healing route, your disadvantage is that you are stuck with one weapon and you make due by getting a ton of XP using a few key weapons and healing people.  When you get summoning powers, you slowly get more from monsters attacking stuff, but then you also get a lot from healing the monsters.

If you choose the Summoning route, it's a more difficult path, I think.  You still should get LM 3 (to stay alive, and keep your pets alive), but perhaps not work on EH until you've gotten your MS and MP stuff up.

I suspect this is a case of someone wanting to play a class in a way other than which it was <i>designed</i>.]]></description>
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				<pubDate><![CDATA[Tue, 9 May 2006 03:52:22]]> GMT</pubDate>
				<author><![CDATA[ BotFodder]]></author>
			</item>
			<item>
				<title>Re:disabling medic weapon damage?</title>
				<description><![CDATA[ Very quickly:

-I'm fairly certain that it isn't a +0 weapon. It says +6 and should give you a damage boost even when you aren't healing friendlies.
-If you pick up each type of gun that spawns in a map, you will be granted ammo for them all at the start of a new wave, therefore you will have <i>some</i> supply of various ammunition to make your fights with
-Surely there must be a few ammo pickups that other people aren't taking first, try to get those
-Regarding maxing out your weapon speed, yes you would run out of ammo faster but if it takes 5 shots to kill something does the timeframe for those 5 shots really affect the main point you made about not having resupply? If you make your shots count then you wont use any more ammo than you would have with 0 weapon speed bonus so the main issue remains that you would like to have resupply.

It would be a very simple matter for Druid to make Resupply available to medics and limit them to say the first level only. Personally I like things the way they are. ]]></description>
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				<pubDate><![CDATA[Tue, 9 May 2006 06:58:35]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
			</item>
			<item>
				<title>Re:disabling medic weapon damage?</title>
				<description><![CDATA[ The weapon damages as a +0

http://www.disastrousconsequences.com/dcforum/posts/list/1728.page

Its pretty obvious if you play this class and another successivly as similar level.]]></description>
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				<pubDate><![CDATA[Tue, 9 May 2006 14:22:40]]> GMT</pubDate>
				<author><![CDATA[ Grizzled_Imposter]]></author>
			</item>
			<item>
				<title>Re:disabling medic weapon damage?</title>
				<description><![CDATA[ <p></p>

		<cite>Grizzled_Imposter wrote:</cite><br>
		<blockquote>The weapon damages as a +0&nbsp;
		</blockquote>
I thought healing weapons did +1% damage per +, and the medic weapon was a +6, and so therefore should do +6% extra damage.
Not a lot, but not zero either.

Druid is talking about changing the label so it doesn't say +6, but that is in a future version, not yet available.]]></description>
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				<pubDate><![CDATA[Tue, 9 May 2006 14:45:55]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
			</item>
			<item>
				<title>Re:disabling medic weapon damage?</title>
				<description><![CDATA[ My quick Answer:
No

Resupply 4 is almost a 100% infinity anyway. I think Medic with inf is very good as it is.

Well it looks good, i never played a Medic, but god only know how much i love them :)]]></description>
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				<pubDate><![CDATA[Tue, 9 May 2006 20:32:44]]> GMT</pubDate>
				<author><![CDATA[ [KitFox]]]></author>
			</item>
			<item>
				<title>Re:disabling medic weapon damage?</title>
				<description><![CDATA[ <p></p>

		<cite>Grizzled_Imposter wrote:</cite><br>
		<blockquote>The weapon damages as a +0

http://www.disastrousconsequences.com/dcforum/posts/list/1728.page

Its pretty obvious if you play this class and another successivly as similar level.&nbsp;
		</blockquote>

I just peeked at the code again. I was right. It damages exactly the same as a +6 healing weapon would if you could get a +6 healing weapon. The code for RW_SuperHealer, which is the Medic weapon class, extends the RW_healer code, which is the code for Healing weapons. The code does not reconfigure the damage bonus which means it pulls the damage bonus directly from healing weapons and applies it's +6 modifier. Healing weapons do +1% damage per level. So the Medic weapons do +6% damage. 

When Druid spoke of eliminating the number from the modifier he probably meant he would simply change the damage bonus to a fixed percentage instead of making it based on the modifier of the gun. It's a very simple matter to do. From a coding perspective, it is much cleaner to take the modifier out of a certain type of gun if the modifier can only be one value anyway.]]></description>
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				<pubDate><![CDATA[Tue, 9 May 2006 20:40:49]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
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			<item>
				<title>Re:disabling medic weapon damage?</title>
				<description><![CDATA[ I concede, I misread the original post.

The 6% is not that noticable with the low level characters I have... :-o ]]></description>
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				<pubDate><![CDATA[Wed, 10 May 2006 02:10:15]]> GMT</pubDate>
				<author><![CDATA[ Grizzled_Imposter]]></author>
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