Stats Mechanics Context 3 (Source)

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HAM

By GeneSlicer


Introduction

One of the very first actions a new SWG player must take is to design their character. This requires a few very important choices because two of these decisions can only be changed at a later date by deleting and starting a new character. While you can not change your character’s species or gender, unlike other games you CAN modify all other character stats at anytime during the life of your character. Any stat migration you set on the newbie tutorial station will take effect immediately. Once you have left the newbie station any new changes will migrate slowly over many hours to the new values you set.

What are these stats?

There are 9 basic character stats organized in three general areas; health, action and mind. These stats areas appear to be completely independent of each other, linked only through character actions which affect more than one pool. For example, a resource survey will use up only mind pool. In contrast a resource sample will use up both action AND mind pools. Combat damage may affect any one or all of the target’s pools, and special combat actions generally have pool costs as well.

Each general area has three stat types named pool, cost, and regen. In all cases the higher the stat value the better for the character.

  • Pool is the amount available for use by a character move. If the

pool is less than the move cost, then that move is not performed. If any pool goes to zero or lower, your character is incapacitated. High pools mean that more moves can be performed or more damage can be absorbed before the character needs to rest or heal.

  • Cost governs how much each character move will cost for its pool(s). Higher values will give low drains, while low stat values will drain more pool for each move. Each different move has a different formula for determining the pool cost from the cost stat.
  • Regen governs how quickly its pool regenerates itself. Higher values will cause that pool to regenerate quicker. Faster regeneration means less down time and may also allow more moves to be performed before resting.


Range of stat values

You can find your character’s starting stats by adding the species base value (Table2) to the profession default (Table3). These are pretty balanced starting values and I recommend that you try these with your first couple of characters. Even if you find yourself pursuing a completely different career path later on, you can migrate these values when you know what you want.

For example a Twi’lek Artisan would have the following stating stats:

Table 1: Statistics for Twilek + Artisan

Pool Stats Total
Health (pool) 0 + 600 600
Strength (cost) 0 + 300 300
Const (regen) 250 + 300 550
Action (pool) 250 + 800 1050
Quickness (cost) 300 + 400 700
Stamina (regen) 0 + 300 300
Mind (pool) 100 + 900 1000
Focus (cost) 0 + 400 400
Willpower (regen) 0 + 500 500

Stat migration

The base species points can not be changed, but the profession defaults can be modified within a set range. These changes are called stat migration because once you are in the game, they will only happen slowly; perhaps 1 stat point every real life 15-20 minutes. You can instantly perform stat migration while your new character is on the tutorial station and has not shuttled down to the surface.

Each stat requires a minimum of 300 points from the 4500 point profession table. With 9 stats this leaves 1800 points (4500 – 9*300 = 1800) available for you to distribute among the different stats. The minimum-maximum range of values allowed for each species’ stats is described in table4.

The pool stats will soak up at least half of those 1800 points just because the game severely limits the number of points you can put into the cost and regen stats. In general putting stat points into the pools your character will be using most is a very good idea. If you put too few points in to the pools, then your character is much more vulnerable to attacks which target that pool.

There is no consensus among the beta testers about which is better; points to reduce cost or points to increase regen. You will need to look at what moves or actions you use in the game and then adjust your stats to best take advantage of your personal combat/crafting style. As mentioned above, the starting profession defaults are good basic templates.

Table 2: Species Stat Base Values(Beta 48873 – 6/19/2003)


Statistic Human Rodian MonCal Bothan Wookiee Twilek Trando Zabrak
Health(pool) 100 0 0 0 350 0 250 200
-Strength(cost) 100 0 0 0 350 0 300 0
-Const(regen) 100 0 0 0 150 250 400 0
Action(pool) 100 200 0 300 200 250 0 300
-Quickness(cost) 100 200 0 300 100 300 0 0
-Stamina(regen) 100 450 150 100 100 0 0 0
Mind(pool) 100 0 300 100 100 100 0 0
-Focus(cost) 100 0 300 100 150 0 0 0
-Willpowr(regen) 100 50 150 0 100 0 100 400
Total Points 900 900 900 900 1600 900 1050 900


Table 3: Starting Profession Defaults (Beta 48873) & Migration











Statistic Medic Artist Entrtnr Scout Marksmn Brawler MIN MAX
Health(pool) 600 600 500 800 1000 1000 300 1000
-Strength(cost) 300 300 300 300 450 500 300 500
-Const(regen) 300 300 300 350 300 400 300 400
Action(pool) 700 800 1000 800 800 800 300 1000
-Quicknes(cost) 300 400 400 400 450 350 300 450
-Stamina(regen) 300 300 400 400 300 350 300 400
Mind(pool) 1000 900 800 700 600 500 300 1000
-Focus(cost) 500 400 400 350 300 300 300 500
-Willpwr(regen) 500 500 400 400 300 300 300 500
Total Points 4500 4500 4500 4500 4500 4500 2700


Table 4: Species Stat Min-Max Ranges Reachable Through Migration (Beta 8873 – 6/19/2003)

Statistic Medic Artist Entrtnr Scout Marksmn Brawler MIN MAX
Health(pool) 400-1100 300-1000 300-1000 300-1000 650-1350 300-1000 550-1250 500-1200
-Strength(cost) 400-600 300-500 300-500 300-500 650-850 300-500 600-800 300-500
-Const(regen) 400-500 300-400 300-400 300-400 450-550 550-650 700-800 300-400
Action(pool) 400-1100 500-1200 300-1000 600-1300 500-1200 550-1250 300-1000 600-1300
-Quickness(cost) 400-550 500-650 300-450 600-750 400-550 600-750 300-450 300-450
-Stamina(regen) 400-500 750-850 450-550 400-500 400-500 300-400 300-400 300-400
Mind(pool) 400-1100 300-1000 600-1300 400-1100 400-1100 400-1100 300-1000 300-1000
-Focus(cost) 400-600 300-500 600-800 400-600 450-650 300-500 300-500 300-500
-Willpowr(regen) 400-600 350-550 450-650 300-500 400-600 300-500 400-600 700-900

Total Points 5400 5400 5400 5400 6100 5400 5550 5400

Table 5: Species Skill Bonuses (Beta 48873 – 6/19/2003)

* Human Leadership (+10), Artisan-Experimentation (+15)

* Rodian Def-Blind (+15), 1Hand-WeapAccuracy (+10), 2Hand-WeapAcc (+10), WeaponAssembly (+10)

* Mon Calamari Alertness (+15), Weapon-Assembly (+10), Structure-Assembly (+10)

* Bothan Camouflage (+15), Cover (+10)

* Wookiee Trapping (+10), CreatureTaming (+10), Rescue (+10), Warcry (+10), WookieeRoar (+1)

* Twi’lek WoundHeal-Dance (+15), WoundHeal-Music (+5), BFHeal-Dance (+15), BFHeal-Music (+5)

* Trandoshan Unarm-Accuracy (+10), Unarm-Speed (+5), Unarm-Damage (+15), MeleeDef (+10), CreatureHarvesting (+10), Regeneration (+1)

* Zabrak Def-Dizzy (+10), Def-Stun (+10), Def-Intimidation (+10), AntiShock (+5), Vital (+1), Equilibrium (+1)

Stat effects
The various stats appear to be entirely independent of one another. This means that the size/cost/regen of one pool does not affect any action which uses another pool. The cost stats only affect actions which use their corresponding pool. The regen stats only affect how quickly their corresponding pool regenerates.

Cost stats appear to affect every character action which reduces their own pool. I have not been able to form a test which will indicate whether cost stats affect actions happening TO the character. For example; Does a high Strength mitigate damage applied to the Health pool? Does a high Quickness increase the amount of action pool returned by a stim?

Each tested pool draining character action has a linear cost based on the cost stat. Low cost values will always have higher pool drains than higher cost stat values. The total amount drained is determined by a specific action’s formula. These formulas are approximate, and may be off by +/-1 point due to rounding and sample errors.

The mind pool drained for a resource survey is calculated as follows. For this action every 15 points of FOCUS it costs you 1 point less of mind drain per survey.

MindDrain(Survey) = -100 + (FOCUS / 15)

Example: Minimum focus of 300, a survey costs -100+(300/15) = -80 mind pool.
Example: A Human with maximum focus of 600, a survey costs -100+(600/15) = -60 mind pool.

A single resource sample drains both action and mind once every 18 seconds. For this action you get one less drain for every 12.5 points you have in the cost stats. The drain on each pool is given by the same formula, but using the specific pool’s cost stat.

ActionDrain(Sample) = -124 + (QUICKNESS / 12.5)
MindDrain(Sample)   = -124 + (FOCUS / 12.5)

Example: default Twi’lek artisan (Quickness=700, Focus=400)
ActionDrain = -124 + (700/12.5) = -68 action pool(green)
MindDrain   = -124 + (400/12.5) = -92 mind pool(blue)
Which will show as a teal colored -160 (blue+green)

While dancing an entertainer has an action drain every 10 seconds. For this action you get one less drain for every 37.5 points you have in the QUICKNESS stat. Each dance flourish costs half of an action drain rounded down.

ActionDrain(Dance)            = -40 + (QUICKNESS / 37.5)
ActionDrain( Dance flourish ) = ActionDrain(Dance) / 2

Example: default Twi’lek entertainer (Quickness=700)
ActionDrain(Dance)          = -40 + (700/37.5) = -21.333 rounded to -21.
ActionDrain(Dance flourish) = -21 / 2 = -10.5 rounded to -10


Regen Stat Effects
The three regen stats (Constitution, Stamina, Willpower) determine how quickly their respective pools regenerate. All three pools appear to regenerate using exactly the same formula. All three regeneration rates are equally affected by the character stance (standing, kneeling, sitting, or prone).

Health_Sitting_Regen( per second ) = CONSTITUTION * 13 / 1200
Action_Sitting_Regen( per second ) = STAMINA * 13 / 1200
Mind_Sitting_Regen( per second )   = WILLPOWER * 13 / 1200

Kneeling_Regen( per second ) = Sitting_Regen * ( 5 / 7 )
Standing_Regen( per second ) = Sitting_Regen * ( 4 / 7 )
Prone_Regen( per second )    = Sitting_Regen * ( 4 / 7 )

It may be easier to remember that sitting has 75% faster regen than standing, and kneeling has 25% faster regen than standing.

Example: Rodan artisan (Constitution=300, Stamina=750, Willpower=550)
Sitting:
- Health_Regen = 300 * 13 / 1200 = 3.25 health pool per second.
- Action_Regen = 750 * 13 / 1200 = 8.12 action pool per second.
- Mind_Regen   = 550 * 13 / 1200 = 5.96 mind pool per second.

Kneeling:
- Health_Regen = 300 * 13 / 1200 * (5/7) = 2.32 health pool per second.
- Action_Regen = 750 * 13 / 1200 * (5/7) = 5.80 action pool per second.
- Mind_Regen   = 550 * 13 / 1200 * (5/7) = 4.26 mind pool per second.

Standing or Prone:
- Health_Regen = 300 * 13 / 1200 * (4/7) = 1.86 health pool per second.
- Action_Regen = 750 * 13 / 1200 * (4/7) = 4.64 action pool per second.
- Mind_Regen   = 550 * 13 / 1200 * (4/7) = 3.40 mind pool per second.