Difference between revisions of "Posture Up (Game Mechanics)"
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− | Posture Up is a special class of posture change. It changes the target's posture to the next higher posture. If the target is prone then it kneels; if the target is kneeling then it is forced to stand. Targets that are hit with Posture Up attacks can start changing posture immediately, as with any posture change. Posture Up has a 30 second timer, much like (but independent of) knockdown during which the target cannot be issued another posture change again. The effects of Posture Up can be mitigated through either having Defense vs Posture Up skill modifiers. Posture Up defensive skill mods will reduce the chance that the effect can be applied to the target. | + | Posture Up is a special class of posture change. It changes the target's posture to the next higher posture. If the target is prone then it kneels; if the target is kneeling then it is forced to stand. Targets that are hit with Posture Up attacks can start changing posture immediately, as with any posture change. Posture Up has a 30 second timer, much like (but independent of) knockdown during which the target cannot be issued another posture change again. The effects of Posture Up can be mitigated through either having Defense vs Posture Up skill modifiers. Posture Up defensive skill mods will reduce the chance that the effect can be applied to the target. All posture up attacks have a base chance of succeeding against a target which is further modified by the target's defenses against posture up. Posture up success chance is further lowered on a scaling basis against targets of higher CL than the target initiating the posture up. |
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+ | Note: There is no known formula for calculating any aspect of knock down defense. | ||
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+ | One possible idea is the following: | ||
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+ | The defense vs. {state} skill mods are probably percentage based. So a 100% defense vs. stun would be the real limit: you never get stunned. However, it's also possible (but I've never seen it confirmed one way or the other) that different stun or KD attacks have different chances of sticking. You see this already with the potency stat on CM poisons/diseases: higher potency has a better chance of sticking. If that's the case, it might be along the lines of this: | ||
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+ | ChanceOfState = ( AttackStatePotency - DefenseVsState ) / 100;<br> | ||
+ | StateRoll = random(0,1);<br> | ||
+ | if [ StateRoll < ChanceOfState ] { ApplyState(); }<br> | ||
== Formulas == | == Formulas == | ||
− | '''Note: Supposedly all states have a | + | '''Note: Supposedly all states have a 5% chance to be applied/resisted regardless of defenses on the target.''' |
* 1. Needs a base Posture Up application success chance for creatures. | * 1. Needs a base Posture Up application success chance for creatures. |
Latest revision as of 17:49, 11 March 2009
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Game Mechanics - Mechanics Category
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Game MechanicsPosture Up is a special class of posture change. It changes the target's posture to the next higher posture. If the target is prone then it kneels; if the target is kneeling then it is forced to stand. Targets that are hit with Posture Up attacks can start changing posture immediately, as with any posture change. Posture Up has a 30 second timer, much like (but independent of) knockdown during which the target cannot be issued another posture change again. The effects of Posture Up can be mitigated through either having Defense vs Posture Up skill modifiers. Posture Up defensive skill mods will reduce the chance that the effect can be applied to the target. All posture up attacks have a base chance of succeeding against a target which is further modified by the target's defenses against posture up. Posture up success chance is further lowered on a scaling basis against targets of higher CL than the target initiating the posture up.
One possible idea is the following:
ChanceOfState = ( AttackStatePotency - DefenseVsState ) / 100; FormulasNote: Supposedly all states have a 5% chance to be applied/resisted regardless of defenses on the target.
Source References
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