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Arguments to help you get a healing job

Discussion in 'New Player Discussions' started by Kiddoo, May 1, 2015.

  1. Kiddoo

    Kiddoo Deactivated User

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    Hyellow,

    I intended to write this in my services post, at the time that I was thinking at becoming a paramedic and provide healing services, but since in the mean time I gave up on that idea, I just decided to post it in its own thread.

    One quite common job for newbie players is to heal higher level hunters. And, while there are really nice hunters who always tip and make sure you're also having a pleasant experience, in the last time I saw more and more hunters mentioning clears that they offer no tip and generally being quite demanding, like they would do you a big favor for let you heal them (and gain free skills in the process). Truth though, is that they actually save money by doing so, so is actually a win situation for them too, maybe even more than for us.

    So, let's see the numbers (which you can show to any potential customer to show them that they actually do save money by hiring you):

    The most common low level FAPs one can use are:
    - Herb Box (achieved via trade, price is in 10-25 PED range) - 6.56 hps (heal per second) and 10.06 hpp (heal per pec)
    - 10-Pulse Unit (from starting packages) - 6.30 hps and 10.59 hpp
    - Vivo S10 (from Gauntlet instance) - 8.59 hps and 12.31 hpp
    - S.I. H.E.A.R.T. - 4.43 hps and 15.56 hpp

    Now I won't consider S.I. H.E.A.R.T. since it is more an average player tool than a newbie one (requires level 15 paramedic to max it) and it is quite slow for in-combat heal, neither the Vivo S10 because some would dispute both the hps and hpp, saying that in practice they are lower because of the HOT factor. So I will just stick with the stats from either the Herb Box or 10-Pulse Unit; mentioned the other ones only to show that there are even better options than that.

    The problem with all those FAPs though is that they don't heal a lot of HP per second, which makes them ineffective when it comes about self-healing; pretty much every hunter trying to use any of them as a combat fap would end up dead or dead broke. That means that if said hunter wants to hunt alone, he will have to use a true combat FAP, which heals for much more points per second.

    There are many FAPs for self-use, but a common one (used by quite a lot of hunters as their main combat FAP) which I'll use for my example is the EMT Kit Ek-2600, which heals 42 HP at once, and has 18.90 hps and 4.67 hpp. There is quite a high chance that the average hunter that might hire you doesn't have a combat FAP with better stats than this one.

    That means that your newbie FAP is at least twice more eco - 10.06/10.59 hpp compared with 4.67 hpp, which means that healing 1,000 HP would cost 2.14 PED with the EMT Kit Ek-2600, but only 0.99 PED with the Herb Box or 0.94 PED with the 10-Pulse Unit. That means that, presuming you can keep them alive, they pretty much saved just as much money as they pay for your decay. So in order for someone to just give you the skills "for free" (as in just giving up on chance to get said skill themselves, and pass them to you, without any advantage), they should pretty much pay you twice the decay. And no, you won't see that happen (not that I would find it fair, but just saying, since many people claim just that).

    Please note that I only used conservative numbers here and didn't counted a few things:
    - Econess is actually a bit more than just double (2.15, respective 2.26), and that without counting the Vivo or the Heart
    - By having to self heal, they would let the mob regen a bit, which would mean an extra cost for killing it. And let's take a little example. The EMT Kit Ek-2600 has a 2.2s timer, plus a little bit for changing to and from, so let's say 3s for a self heal and back to shooting. Young
    atrox, has a regen of ~6 HP per second (depending on age), so that means that in 3 seconds it will regen ~18 HP for each self heal. Presuming one has to heal twice per mob, that's ~36 HP per mob, presuming perfect damage (no overkill) and a good eco (3 dpp), that would mean 12 extra pecs per mob. We didn't counted that.
    - By having to self heal, they would give the mob more time to attack, though increasing the received damage, so the amount of damage they have to heal, and, if wearing armor, the repairing costs. Could make a short math for that too, but since each armor is different would be quite useless - still, is obvious that the factor itself exists. We didn't counted that.
    - Stress factor removed, death risk due to lag reduced - they can pretty much hunt zoned out, select target, pew-pew-pew, loot; no need to closely watch the health bar, decide when to heal and so on.


    So... what we proved far now is that, by hiring an external newbie fapper, instead of self healing, the average hunter will actually at least (but really, quite a bit more) the same amount of money they would have to pay the fapper for decay.



    Now, of course, there will be one major excuse you will hear from people not wanting to hire you and that is that your HPP is too low and you won't be able to keep up with the damage he's taking."

    Well, you have two possible answers to that.

    First one is to say "Yes, you are right, I may not be able to keep up with all the damage, so once in a while you might still have to use your combat fap, but it will be less times and, still, for every heal that I'll do, I'll save you at least as much money as the decay costs."

    Second one is to offer an alternative "Yes, you are right, I may not be able to keep up alone with all the damage, but you can call one or two more newbies like me (can even give here name of a friend), and we should be able to keep you up, and you would still save the money." (looking at numbers, three fappers with herb boxes would offer 19.68 hps and same 10.06 hpp - which would mean more hps than their comobat fight and still half the costs).
     
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  2. Ardorj

    Ardorj Active Member Pro Users

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    Points you're making here, they sound resonable. I haven't hunted with a newbie-healer myself, so can't talk from experience how it feels, but got to say that on paper it looks good.

    Must be said, there are disadvantages to hiring a newbie-healers as well:
    - The hunter doesn't know how reliable the healer is (at first time). For example he may not have the TP, mom's could be calling in the middle of the hunt, he could be a jerk, slow to catch up with the hunter and so on.
    - Some people think that loot is different when hunting in a team. (I have seen no data to prove this, but it could offset some).
    - The healer can overheal. Same thing basicly as a overkill, but much less considered.
    - Mobs could argo on the newbie, who most likely can't defend himself, and it's up to the hunter to save both himself and the healer. Of course, without the newbie-healer the mob could have argo'ed on him.

    That being said I think that the pro's outweigh the con's, yet it depends on personal preferences.
     
  3. Kiddoo

    Kiddoo Deactivated User

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    - The reliability and just generally "being on same vibe" is something you have to test anyone, anyway... either it's a healer, a hunting partner or anything else you can think at, and it goes both ways - after all "mom calling in the middle of the hunt" or being a jerk is something that can happen to hunter as well as the healer (and actually both happened to me in my rather short experience as a healer)

    - No need to team up for healing; healer can just follow you and heal you without being in the team

    - True, that might happen and it probably does happen. Personally, when I was healing, I always stopped healing when health at ~90%, but probably many don't do that. Anyway, can explicitly request it and I'm sure that any non-scammer and not-retarded hunter would respect.

    - Except when hunting on areas with huge aggro range mobs, that should not really be an issue, since the healer would probably always be right behind you. Again, think it happened to me two, three times at most to have a mob aggro on me when healing (as in spawn right on me/us), but still had time to spawn sleipnir, jump in and take off. :)

    Obviously, grouping up with people or not is a personal preferences, and going one step further, picking one person or another is once again a personal preference. Personally I decided to stop providing this service myself, just because it was putting too much stress on myself (you know - making sure I don't have to AFK, having to socialize with strangers more than I might feel at a moment or so), and just like that I'm quite sure that there are many hunters who would not like to have a newbie healer running chasing their a$$es. :p

    Still, what I was trying to point, is that strictly financially talking, hiring a newbie healer, does save the hunters money (and even quite a few - more than double of what the decay cost is) and hiring a newbie healer is actually a win-win situation, not just a favor done to the newbie, as many hunter tried to imply lately (from what I saw).
     
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  4. fredzepp

    fredzepp Active Member

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    There is also the time factor. As you blast through critters quicker without having to stop and heal you get more time afterwards for eating cake :)
     
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  5. ettore

    ettore Member

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    I think would be nice to always heal for decay+1-2%. The healing experience gets more exciting, makes the healer want that global or hof too.