Delayed (Game Mechanics)

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Mechanics This document is about game mechanics.

Game Mechanics

A delay is a negative effect placed on a player by using a special ability in which the target's combat queue actions are stalled from executing for a period of time dependent on the skill used. Delayed Queued actions include posture changes, but do not include running/walking. Delays all have a 30 second immunity timer associated with them once an effect has been placed on a target. The target cannot be delayed again for 30 seconds upon being hit. Delays can be resisted, however there are no specific defenses against them. The abilities Warcry 1 and Warcry 2 have skill modifiers available to them to increase the application chance against a target. All state inducing attacks have a base chance of succeeding against a target which is further modified by the target's defenses against that state. The state application success chance is further lowered on a scaling basis against targets of higher CL than the target initiating the state attack.

A list of abilities that cause delays along with their delay timers are as follows:

  • Warcry 1: 10 second delay
  • Warcry 2: 20 second delay
  • Panic Shot: 10 second delay
  • Strafe Shot - (must be attacking a player that is using the cover ability) - 10 second delay 100% success chance on applying delay if target is under cover


Note: There is no formula for calculating base chance of applying a delay on a target nor for the effects of skill modifiers.



Item that Add Bonuses to Attackers Delay Application Chance

  • Confidence Cloth - Warcry bonus
  • Fear Release - Warcry bonus


Skill Attachment Bonuses to Attackers Delay Application Chance


  • Warcry

How Delays Work

Executive Summary:

Many PvP scenarios have us wondering if Warcry is working as intended as it appears that there are some cases of it not breaking even if the player applying the warcry attacks the victim or if another group member attacks the victim but does not break the delay for the entire group. DOT weapons add another layer of inconsistency to this issue as well.

Concerns:

1. The basis for concern is that one or more members of an attacking group could potentially spam warcry upon a targeted player and render that player frozen and vulnerable indefintely while other member(s) of the attacking group damage the targeted player without the targeted player being able to defend or attack in response.

2. DOT weapons are having inconsistent results when used in conjunction with warcry and pose a significant threat to targeted players who receive damage from an attacker without the ability to respond in defense.

Assumptions:


1. Warcry should delay the target player unless attacked during the delay period by the one who set the warcry.

2. The delay on the target player should only be in regards to the attacker who applied the warcry, and allow the target player the ability to attack others.

Clarification Needed:

1. If a player is grouped and uses warcry on a targeted player, should the attacker's entire group benefit from the warcry? The expectation is NO, that the warcry only benefits the individual who applied it (ie: a 1 to 1 scenario for any given warcry used).

2. If another grouped member attacks the target player, should it break the warcry for all members of the group if a different player in the attacking group applied a warcry?

Summarized Findings:

Most of the testing seemed to provide evidence that warcry is working as expected with regards to a 1 to 1 relationship between the attacker using warcry and the target player, regardless of attackers being grouped or not. The DOT usage was breaking the warcry delay against the entire group, where standard attacks and specials (but non-DOT) by a group member other than the one applying the warcry delay did not break the warcry. Therefore, there is an inconsistency between DOT and standard attacks and how the attacking group becomes vulnerable to warcry breaking.

This testing was conducted using the dueling mechanics of the game in a controlled and scripted (everyone knew what to do and when to do it) test environment. There have been several occasions in traditional PvP (outside a controlled test environment) where even more inconsistencies have been apparant, including one vs one scenarios where the attacker can apply warcry, then a DOT and warcry does not break, rinse and repeat. We will pursue an opportunity to test this further in a true factional PvP (yet controlled environment) event to gather more data.

Test Members:

Player A Fencer
Player B TKM
Player C Jedi
Player D Rifleman (used in later variation tests)

Warcry Macro:

/warcry1;
/pause .5;
/warcry1;
/pause .5;
/warcry1;
/pause .5;
/warcry1;
/pause .5;
/warcry1;
/pause .5;
/warcry1;
/pause .5;
/macro warcry;

TEST 1

A and B ungrouped running macro with NO attacks, C attempts attacking A and B

00 A warcry no effect on C
01 A warcry sticks on C
02 B warcry sticks on C
03 A warcry no effect on C
03 C delayed for 10 seconds
03 B warcry sticks on C
04 B warcry sticks on C
05 B warcry no effect on C
06 A warcry sticks on C
07 A warcry no effect on C
08 B warcry sticks on C
09 A warcry no effect on C
09 B warcry sticks on C
10 A warcry no effect on C
11 B warcry no effect on C
12 A warcry no effect on C
12 B warcry sticks on C
13 A warcry no effect on C
14 B warcry sticks on C
15 A warcry no effect on C
15 B warcry no effect on C
16 C hits B
16 A warcry sticks on C
17 C hits B
18 A warcry sticks on C
18 C hits B
19 A warcry sticks on C
19 C hits B
20 C hits B
21 A warcry no effect on C
22 A warcry sticks on C
23 C hits B

End

Result: Initial warcry spam caused 10 second delay, but C was able to attack one of the two players spamming warcry once the delay was lifted. I would suggest that this is working correctly in this example.

TEST 2

A and B ungrouped and both running warcry macro. B does not attack, but A tries to attack while running the macro. C tries to attack A and B.

01 A warcry sticks on C
02 B warcry sticks on C
03 A warcry no effect on C
04 C delayed for 10 seconds
04 B warcry sticks on C
04 A warcry sticks on C
05 B warcry no effect on C
06 B warcry sticks on C
07 A warcry no effect on C
08 B warcry sticks on C
09 A warcry no effect on C
10 B warcry no effect on C
11 B warcry no effect on C
12 A warcry no effect on C
12 B warcry sticks on C
13 A warcry no effect on C
14 B warcry sticks on C
15 A hits C
15 B warcry no effect on C
16 A warcry sticks on C
17 C hits A
18 A warcry sticks on C
18 C hits B
19 A warcry sticks on C
19 A dodges Cs attack
20 C hits A
20 B warcry sticks on C
21 C hits B
21 A warcry no effect on C
22 A warcry sticks on C
23 A dodges Cs attack

End

Result: Could use a longer test on this, but it appears that the Warcry is working correctly as C was able to hit both attackers after the initial delay. We tried this variation several times to see if A would hit C before the delay timer ran out for C and find out if it would break.

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