Talk:Medicine

Noticed a typo where it said "is does not double the effectiveness," so I changed it to "it does not..."
 * That sentence doesn't make alot of sense...
 * I think I'll evaluate that a bit. Though without the PC version that'll be slightly more difficult.

Effectiveness formula in F3
The effectiveness of 'medicine' classed chems in F3 is:

base + (base * 2 * medicine/100)

Results:
 * Stimpak = 30 in GECK, 90 at 100 skill
 * Rad-X = 25 in GECK, 75 at 100 skill
 * RadAway = -50 in GECK, -150 at 100 skill

The formula is adjustable using game settings:
 * fMagicMedicineSkillBase (1.0) - base effectiveness will be multiplied by this
 * fMagicMedicineSkillMult (2.0) - skill-based multiplier in the formula above

The full formula is then:

magnitude = (base * fMMSkillBase) + (base * fMMSkillMult * MedicineSkill/100).

--Quetzilla 04:29, 5 January 2009 (UTC)

Duration of Chems
I've read somewhere that Having 100 medicine doubles the duration of Chems. So what if you have Chemist on top of that? Does it stack or They cancel out?

Capping?
I'm wondering if Medicine doesn't cap, like Unarmed. I really want to get some use out of the Winterized Medic Armor, so, if I get the additional +10 Med. with a 100 already, will I get a few more points out of my Stimpaks? Nitty 01:25, September 25, 2009 (UTC)

New Vegas Hardcore
Does this affect the effectiveness of Doctor's Bags?

I think so yeah, cos when I used them in Hardcore with very little med, they barely did anything, so I just used one and went to a doctor since it was cheaper that way. ~Kanonamos