Difference between revisions of "Diseases (Game Mechanics)"

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A 'disease' is a Damage Over Time (DOT) attack. While a target is diseased, their affected HAM bar will take on wounds at every tick cycle of the disease. A disease will last until cured by the cure disease ability, teras kasi artist meditation, Force Cure Disease, Total Heal Other, Total Heal Self abilities or its duration runs out. Each form of disease attack has a base chance (possibly a potency value) of applying the disease effect. This base chance is checked against the target's disease resistance to determine the ultimate percentage chance for the effect to land. Diseases cannot be used to kill or incapacitate a target as it will only bring the target down to 1 point of HAM at the least. Diseases can only take the target's ham bar down to its base value. For instance if a player's original health bar stat is 500 and the target has a 2000 stat health buff while diseased, the player will lose, at most, 499 health, resulting in a ham pool that is 2001/2500 with 499 wounds to the health.
+
A 'disease' is a Damage Over Time (DOT) attack. While a target is diseased, their affected HAM bar will take on damage and wounds at every 40 second tick cycle of the disease after the target has been diseased. As an example, if a player is hit with a 100 damage disease, 40 seconds passes by and then the player takes 100 damage and then subsequently takes 100 in wounds. A disease will last until cured by the cure disease ability, teras kasi artist meditation, Force Cure Disease, Total Heal Other, Total Heal Self abilities or its duration runs out. Each form of disease attack has a base chance (possibly a potency value) of applying the disease effect. This base chance is checked against the target's disease resistance to determine the ultimate percentage chance for the effect to land.  
  
 +
Diseases cannot be used to kill or incapacitate a target as it will only bring the target down to 1 point of HAM at the least. Diseases can only take the target's ham bar down to its base value. For instance if a player's original mind bar stat is 1000 and has a 500 stat mind buff while diseased, then this will result in a ham pool that is 501/1500 with 999 wounds to the mind. Diseases will be removed from the player when they are killed. Only one type of disease can be placed on a HAM pool or secondary stat, regardless of the source. Furthermore, the highest strength disease overwrites lower strength disease if the target is already diseased on that particular ham pool.
 +
 +
Battle fatigue along with combat medic effectiveness skill modifiers are factors that work to affect disease damage.
 +
 +
 +
Note: NPC and creature diseases may be stacked on a player or pet's same HAM pool even while using the same special. This was presumably done to make PvM more challenging to players. Player pets however do not have this functionality and are limited to the normal rules affecting players. When the same specials are used, the added damage gets included with the ticks therefore if a 150 damage dot was originally applied and a 2nd 150 dot from the same special is applied also, the next tick will be 300 damage. The creature/npc disease timers and ticks are probably refreshed as well.
  
  
 
Note: No known formula exists for calculating the chance of a disease to be applied to a target nor for the effects of disease resistance on these chances but there is probably a 5% base chance to apply a disease as well as a 5% chance to resist a disease attack, similar to the mechanics of other dots.
 
Note: No known formula exists for calculating the chance of a disease to be applied to a target nor for the effects of disease resistance on these chances but there is probably a 5% base chance to apply a disease as well as a 5% chance to resist a disease attack, similar to the mechanics of other dots.
  
== Bleed Sources ==
+
== Disease Sources ==
  
  
  
Bleeds have a number of sources including:
+
Diseases have a number of sources including:
  
 
* Special Attacks
 
* Special Attacks
 
* Creature Attacks
 
* Creature Attacks
 
* Inherent Weapon Features
 
* Inherent Weapon Features
* Random Bleed Chance
 
  
  
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''' Special Attacks '''
 
''' Special Attacks '''
  
Bleeds induced from special attacks are based off of the damage done to the target. For players, Bleeds from DIFFERENT special attacks or sources stack. For example health shot 1 will stack with health shot 2. When a bleed effect from one special is attempted again, a check is made to see if the damage dealt by that special attack will result in a higher tick bleed. If the damage result is higher or matches the current bleed then the new bleed effect will overwrite the current one, resetting the tick timer as well. Npcs are not bound by bleed stacking rules and thus can stack bleeds from the same specials as many times as they wish.
 
  
  
Bleed Special Attacks Include:
+
* [[Apply Disease (Ability)|Apply Disease]] -
  
* One-Hand Health Hit 1
+
Combat Medics have the ability to launch disease canisters at enemy targets. These disease canisters come in area of effect and single target varieties. Combat Medics have access to diseases that can damage primary and secondary stats.
* One-Hand Health Hit 2
+
* Polearm Action Hit 1
+
* Polearm Action Hit 2
+
* Two-Hand Mind Hit 1
+
* Two-Hand Mind Hit 2
+
* Mind Shot 1
+
* Mind Shot 2
+
* Health Shot 1
+
* Health Shot 2
+
* Bleeding Shot
+
* Action Shot 1
+
* Action Shot 2
+
* Saber Slash 1
+
* Saber Slash 2
+
  
  
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Creatures have access to a unique bleeding effect called Open Wounds. This attack is an area of effect multi pool targeting ability. No radius is known for this but we could perhaps use 10 meters as a starting point for smaller creatures and have the radius scaled upward as the creature size increases.
+
Creatures have access to five forms of diseases:
  
 +
* [[Mild Disease (Attack)|Mild disease]]
 +
* [[Medium Disease (Attack)|Medium Disease]]
 +
* [[Strong Disease (Attack)|Strong Disease]]
 +
* [[Plague Strike (Attack)|Plague Strike]]
 +
* Sarlacc Disease
  
  
 +
All creature diseases target the primary ham pool only and may randomly choose which ham pool is hit using the same HAM pool targeting frequency mechanics that combat uses. The sarlacc disease lasts for 1 hour and 30 minutes and probably uses the strong disease value per tick (3 damage).
  
 +
Note: During pre-cu it seems that the disease timer was affected by other things such as potentially CL or perhaps certain creatures were given custom timers for their disease duration. This information seems to be impossible to find so the timers for their disease durations can only be generalized within the range of data collected.
  
  
''' Inherent Weapon Features '''
+
Note: The sarlacc disease is specific to the sarlacc creatures on dathomir and tatooine. If a player gets within a certain range of the sarlacc pit, they will be diseased (disease resistance apparently affects the chance for the sarlacc to apply the disease to the player). There is no data presently for the sarlaac disease strength but it is probably a strong disease variant.
  
Weapons with inherent bleed effects will execute this effect on any target that is hit by the attacker. Weapons with inherent bleed effects include:
 
  
* Enhanced E-11 carbine
 
* Grooved two handed sword
 
* Jagged vibroblade
 
* Lithitanium Carbine
 
* Modified republic blaster
 
  
Presumably special attacks that utilize weapons with inherent bleed effects can be considered area of effect bleeds if the special utilizes an area of attack. The bleed effect from the weapon would attempt to apply its effect individually on each target within the radius on the attack. Weapons with inherent bleed effects also have a potency value which makes a check against the defender's bleed resist modifiers to determine the percentage chance of successfully applying the bleed effect.
 
  
  
Some things to note:
 
  
* Bleeds from different weapons will stack with one another. - (This seems to be an exploit that allowed multiple dots to be stacked onto a target. For example a player using a health dot pistol then a health dot rifle to stack two health dots on a target)
+
''' Inherent Weapon Features '''
  
* Bleeds from weapons stack with bleeds from special attacks.
+
Weapons with inherent diseases will execute this effect on any target that is hit by the attacker. Weapons with inherent  or potentially able to have disease effects include:
  
 +
* Gammorean Battle Axe
 +
* Nightsister Lance
 +
* Nightsister Energy Lance
 +
* Exceptional Weapons
 +
* Legendary Weapons
  
 +
Presumably special attacks that utilize weapons with inherent disease effects can be considered area of effect dieases if the special utilizes an area of attack. The disease effect from the weapon would attempt to apply its effect individually on each target within the radius on the attack if the diseased weapon has a radius attack or if an area of effect special is used with that given weapon. Weapons with inherent disease effects also have a potency value which makes a check against the defender's disease resist modifiers to determine the percentage chance of successfully applying the disease effect. Dots from weapons will only execute on the target if the player is certified to use the weapon. Each successful hit on a target consumes one dot usage from the weapon.
  
  
 +
Some things to note:
  
''' Random Bleed Chance '''
+
* Diseases from different weapons that apply their dot to the same ham stat will not stack with one another unless the weapon used are of different damage types, meaning two kinetic damage type weapons with dots will not stack but a kinetic and energy based weapon dot will stack on the same HAM pool. - (This seems to be an exploit that allowed multiple dots to be stacked onto a target. For example a player using a health dot stun pistol then a health dot energy pistol to stack two health dots on a target)
  
 
Every attack made by a player has a small chance to inflict a 1 damage per tick bleed. This bleed duration probably lasts 120 seconds. This base chance is thought to be around 5%. The Wound Chance attribute on weapons modifies this base chance. For example a wound chance mod of 100% would make the base chance at 10% to start a bleed. It's unknown whether this is a targeted pool attack or if it is multi hit pool.
 
  
 
<br>
 
<br>
 
<br>
 
<br>
== Bleed Types ==
 
 
There are 4 types of bleeds attacks in SWG:
 
 
* Area of Effect Bleed
 
* Single target bleed
 
* Multi pool bleed
 
* Targeted pool bleed
 
 
 
 
 
''' Area of Effect Bleed '''
 
 
There are two types of area of effect bleeds; Spherical bleeds and Cone Area Bleeds. Upon hitting a target, these attacks will hit all targets within a certain radius which is dependent on the special used and area of effect radius component on the weapon used (if the attack is done with a weapon that has an aoe component to it). No radius is known for spherical bleeds but we could perhaps use 10 meters as a starting point for smaller creatures and have the radius scaled upward as the creature size increases. Area of effect bleeds can consist of Multi Pool Bleeds such as the creature attack Open Wounds. Presumably special attacks that utilize weapons with inherent bleed effects can be considered area of effect bleeds if the special utilizes an area of attack. The bleed effect from the weapon would attempt to apply its effect individually on all targets within the radius on the attack.
 
 
AOE bleed sources include:
 
 
* Open Wounds
 
* AOE specials using inherent weapon bleeds
 
 
 
Cone Area Bleed Sources include:
 
 
* Saber Throw 1
 
* Saber Throw 3
 
 
 
 
 
  
 +
== Disease Types ==
  
''' Single target bleed '''
 
  
 +
There are 4 types of disease attacks in SWG:
  
These bleed attacks will only target a single enemy.
+
* Area of Effect Disease
 +
* Single target Disease
 +
* Multi pool Disease
 +
* Targeted pool Disease
  
  
  
Single target bleed sources include:
 
  
* One-Hand Health Hit 1
+
'''Area of Effect Disease'''
* One-Hand Health Hit 2
+
* Polearm Action Hit 1
+
* Polearm Action Hit 2
+
* Two-Hand Mind Hit 1
+
* Two-Hand Mind Hit 2
+
* Mind Shot 1
+
* Mind Shot 2
+
* Bleeding Shot
+
* Health Shot 1
+
* Health Shot 2
+
* Action Shot 1
+
* Action Shot 2
+
* Saber Slash 1
+
* Saber Slash 2
+
  
 +
These attacks will hit all targets within a certain radius of the attacker, where the radius is dependent on the special used and area of effect radius component on the weapon used (if the attack is done with a weapon that has an aoe component to it). Area of effect Diseases can consist of Multi Pool Diseases such as the creature attack Plague Strike. Presumably special attacks that utilize weapons with inherent Disease effects can be considered area of effect Diseases if the special utilizes an area of attack. The Disease effect from the weapon would attempt to apply its effect individually on all targets within the radius on the attack.
  
  
''' Multi pool bleed '''
+
AOE disease sources include:
  
These bleed attacks will randomly target one of an enemy's ham pools to apply the effect to. These attacks can have their effect applied to all of the primary ham pools, however (most likely) only one per pool as they probably can't stack on the same pool.
+
* Plague Strike
 +
* ApplyDisease
  
  
  
Multi pool bleed sources include:
+
'''Single Target Disease'''
  
* Bleeding Shot
+
These attacks target a single target
  
  
 +
* ApplyDisease
  
''' Targeted Pool Bleed '''
 
  
  
These bleed attacks will target a specific HAM pool to apply the effect on.
+
'''Multi Pool Disease'''
  
 +
These disease attacks will randomly target one of an enemy's ham pools to apply the effect to. These attacks can have their effect applied to all of the primary ham pools.
  
 +
Multi pool disease sources include:
  
 +
* Plague Strike
  
Targeted Pool bleed sources include:
 
  
  
* One-Hand Health Hit 1
 
* One-Hand Health Hit 2
 
* Polearm Action Hit 1
 
* Polearm Action Hit 2
 
* Two-Hand Mind Hit 1
 
* Two-Hand Mind Hit 2
 
* Mind Shot 1
 
* Mind Shot 2
 
* Health Shot 1
 
* Health Shot 2
 
* Action Shot 1
 
* Action Shot 2
 
* Saber Slash 1
 
* Saber Slash 2
 
  
<br><br><br>
+
'''Targeted Pool Disease'''
  
  
 +
These disease attacks will target a specific HAM pool to apply the effect on.
  
 +
* ApplyDisease
  
 +
== Formulas ==
  
 +
* [[Disease Damage Calculation (Game Mechanics)|Disease Damage Calculation]]
  
 
==Source References==
 
==Source References==

Latest revision as of 14:18, 11 September 2009




Game Mechanics - Mechanics Category

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Mechanics This document is about game mechanics.

Game Mechanics

A 'disease' is a Damage Over Time (DOT) attack. While a target is diseased, their affected HAM bar will take on damage and wounds at every 40 second tick cycle of the disease after the target has been diseased. As an example, if a player is hit with a 100 damage disease, 40 seconds passes by and then the player takes 100 damage and then subsequently takes 100 in wounds. A disease will last until cured by the cure disease ability, teras kasi artist meditation, Force Cure Disease, Total Heal Other, Total Heal Self abilities or its duration runs out. Each form of disease attack has a base chance (possibly a potency value) of applying the disease effect. This base chance is checked against the target's disease resistance to determine the ultimate percentage chance for the effect to land.

Diseases cannot be used to kill or incapacitate a target as it will only bring the target down to 1 point of HAM at the least. Diseases can only take the target's ham bar down to its base value. For instance if a player's original mind bar stat is 1000 and has a 500 stat mind buff while diseased, then this will result in a ham pool that is 501/1500 with 999 wounds to the mind. Diseases will be removed from the player when they are killed. Only one type of disease can be placed on a HAM pool or secondary stat, regardless of the source. Furthermore, the highest strength disease overwrites lower strength disease if the target is already diseased on that particular ham pool.

Battle fatigue along with combat medic effectiveness skill modifiers are factors that work to affect disease damage.


Note: NPC and creature diseases may be stacked on a player or pet's same HAM pool even while using the same special. This was presumably done to make PvM more challenging to players. Player pets however do not have this functionality and are limited to the normal rules affecting players. When the same specials are used, the added damage gets included with the ticks therefore if a 150 damage dot was originally applied and a 2nd 150 dot from the same special is applied also, the next tick will be 300 damage. The creature/npc disease timers and ticks are probably refreshed as well.


Note: No known formula exists for calculating the chance of a disease to be applied to a target nor for the effects of disease resistance on these chances but there is probably a 5% base chance to apply a disease as well as a 5% chance to resist a disease attack, similar to the mechanics of other dots.

Disease Sources

Diseases have a number of sources including:

  • Special Attacks
  • Creature Attacks
  • Inherent Weapon Features



Special Attacks


Combat Medics have the ability to launch disease canisters at enemy targets. These disease canisters come in area of effect and single target varieties. Combat Medics have access to diseases that can damage primary and secondary stats.


Creature Attacks


Creatures have access to five forms of diseases:


All creature diseases target the primary ham pool only and may randomly choose which ham pool is hit using the same HAM pool targeting frequency mechanics that combat uses. The sarlacc disease lasts for 1 hour and 30 minutes and probably uses the strong disease value per tick (3 damage).

Note: During pre-cu it seems that the disease timer was affected by other things such as potentially CL or perhaps certain creatures were given custom timers for their disease duration. This information seems to be impossible to find so the timers for their disease durations can only be generalized within the range of data collected.


Note: The sarlacc disease is specific to the sarlacc creatures on dathomir and tatooine. If a player gets within a certain range of the sarlacc pit, they will be diseased (disease resistance apparently affects the chance for the sarlacc to apply the disease to the player). There is no data presently for the sarlaac disease strength but it is probably a strong disease variant.




Inherent Weapon Features

Weapons with inherent diseases will execute this effect on any target that is hit by the attacker. Weapons with inherent or potentially able to have disease effects include:

  • Gammorean Battle Axe
  • Nightsister Lance
  • Nightsister Energy Lance
  • Exceptional Weapons
  • Legendary Weapons

Presumably special attacks that utilize weapons with inherent disease effects can be considered area of effect dieases if the special utilizes an area of attack. The disease effect from the weapon would attempt to apply its effect individually on each target within the radius on the attack if the diseased weapon has a radius attack or if an area of effect special is used with that given weapon. Weapons with inherent disease effects also have a potency value which makes a check against the defender's disease resist modifiers to determine the percentage chance of successfully applying the disease effect. Dots from weapons will only execute on the target if the player is certified to use the weapon. Each successful hit on a target consumes one dot usage from the weapon.


Some things to note:

  • Diseases from different weapons that apply their dot to the same ham stat will not stack with one another unless the weapon used are of different damage types, meaning two kinetic damage type weapons with dots will not stack but a kinetic and energy based weapon dot will stack on the same HAM pool. - (This seems to be an exploit that allowed multiple dots to be stacked onto a target. For example a player using a health dot stun pistol then a health dot energy pistol to stack two health dots on a target)




Disease Types

There are 4 types of disease attacks in SWG:

  • Area of Effect Disease
  • Single target Disease
  • Multi pool Disease
  • Targeted pool Disease



Area of Effect Disease

These attacks will hit all targets within a certain radius of the attacker, where the radius is dependent on the special used and area of effect radius component on the weapon used (if the attack is done with a weapon that has an aoe component to it). Area of effect Diseases can consist of Multi Pool Diseases such as the creature attack Plague Strike. Presumably special attacks that utilize weapons with inherent Disease effects can be considered area of effect Diseases if the special utilizes an area of attack. The Disease effect from the weapon would attempt to apply its effect individually on all targets within the radius on the attack.


AOE disease sources include:

  • Plague Strike
  • ApplyDisease


Single Target Disease

These attacks target a single target


  • ApplyDisease


Multi Pool Disease

These disease attacks will randomly target one of an enemy's ham pools to apply the effect to. These attacks can have their effect applied to all of the primary ham pools.

Multi pool disease sources include:

  • Plague Strike



Targeted Pool Disease


These disease attacks will target a specific HAM pool to apply the effect on.

  • ApplyDisease

Formulas

Source References

Source Source in Context