Difference between revisions of "Stats (Game Mechanics)"
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HAM cost formula where Base is the Health, Aaction or Mind base cost for the skill and Stat is the relevant Strength, Quickness and Focus value:<br> | HAM cost formula where Base is the Health, Aaction or Mind base cost for the skill and Stat is the relevant Strength, Quickness and Focus value:<br> | ||
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+ | KRONOS TEST: | ||
+ | Sample with buffs | ||
+ | 200 * (1-(450+2700/450+2700+1400)) | ||
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+ | Base * (1-(current+modifiers/max+modifiers+1400)) | ||
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+ | == Stat Buffs == | ||
+ | Stat buffs are beneficial enhancement effects that increase the stat pools of a player by varying amounts. Stat buffs come in several forms: | ||
+ | |||
+ | 1. [[Food and skill buff Effects (Game Mechanics)|Foods]]<br> | ||
+ | 2. [[Food and skill buff Effects (Game Mechanics)|Spices]]<br> | ||
+ | 3. [[Food and skill buff Effects (Game Mechanics)|Special usable items (focused crystals)]]<br> | ||
+ | 4. [[Heal Enhance (Ability)|Doctor's Heal Enhance ability]]<br> | ||
+ | 5. [[SetPerformanceBuffTarget (Ability)|Musician Enhance Mind ability]]<br> | ||
+ | 6. [[SetPerformanceBuffTarget (Ability)|Dancer Enhance Mind ability]]<br> | ||
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(stat * 13 ) / 1200 = base regeneration points per second.<br><br> | (stat * 13 ) / 1200 = base regeneration points per second.<br><br> | ||
− | Regen Multipliers | + | Regen Multipliers |
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Standing Regeneration = base regen value<br> | Standing Regeneration = base regen value<br> | ||
Kneeling Regeneration = 1.25 x Base Regen<br> | Kneeling Regeneration = 1.25 x Base Regen<br> | ||
Prone Regeneration = 1.75 x Base Regen<br><br> | Prone Regeneration = 1.75 x Base Regen<br><br> | ||
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'''Ability HAM Cost formula:''' | '''Ability HAM Cost formula:''' |
Latest revision as of 17:24, 28 July 2010
Game Mechanics - Mechanics Category
SWGANH Wiki is a repository of Star Wars Galaxies Developer information. This site is only meant to be used by SWGANH Developer team.
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Character Statistics
Stat Migration
Players may set their stats while on the tutorial and they will take effect instantaneously. When a player leaves the tutorial they can still access their stat migration window and change their stat configuration however the new configuration will not take affect until they interact with an image designer. Fortunately the system is built with a way to change these stats when you get more experience with the game and have a better idea of the specific distribution you want to have. Based out of the need and desire of people to mold and change their bodies Image Designers are granted the ability to change stats for players. Image designers not only specialize in altering the body shape, color, markings, hair and alien special features, they excel at changing your physical condition (stats) as well. Generally it's a pretty easy process. First you will want to find an Image designer. The first place to look if you are in Coronet, Theed or Bestine, is at the image designer tents located in these cities. The one in Coronet is on the outside of the Shuttle Port Park only a short walk from the star port. In Theed it is near the cantina, and likewise in Bestine. Alternatively you can find an image designer by using the community search function in-game and Choosing Image Designer from the search options to see if any are near you. Once you are with an Image Designer you must group with them and the process takes at least 10 minutes. First you will negotiate with the Image Designer over the cost. Once you have agreed on the cost using the ID service window, you should open up your character sheet window (Ctrl-C) and click on the "Stat Migration Button". The stat migration window will open up and you will see all of your stats and they will have corresponding sliders. Move the slider back and forth to adjust your stats. The numbers will rise and fall based on the position of the slider. At the end of 10 minutes, the session will end and your stats will be adjusted to the levels you set them at. Be careful not to accidentally close the window. If you do, the Image Designer will have to start the session over from the beginning and it will require a full 10 minute session. It should be noted that this is a general guide intended to help those that do not have experience with stats or are new to the game. Your experience and personal play style will have a great effect on your decisions as to what stats you want.
HAM RegenerationRegen 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 Kneeling_Regen( per second ) = Sitting_Regen * ( 5 / 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) Kneeling: Standing or Prone:
Special Attack CostsDefault or auto attacks require no HAM to use. Almost every special attack or ability in the game has a base value associated with it. This base value represents the HAM that will be deducted from the player whenever they use that ability. Weapons are also given base values which are found under the Special Attack Cost category on the item. When a special is used with a weapon, a multiplier for that particular special comes into play. The multiplier for that particular special is multiplied against the current Special Attack Cost values on the weapon, then the values are added to the base special HAM costs. The value that comes from this process is then passed on to be affected by the player's secondary stats for each HAM attribute. The final HAM cost to the player is the remainder from this process. If a player does not have sufficient HAM to cover the costs of using the special either by itself or with the equipped weapon, then the player is simply denied the ability to use the special.
Note: Base cost in the following example is the summation of the actual base ham cost of the special plus the calculated multiplier against the weapon special attack costs. For example if the base costs on a special were 50, the multiplier on the special was 1.5 and the special attack cost value on the weapon was 50 then the base cost of the special prior to going through secondary stats would be 125.
Final Ham Cost Formula:
1. Unarmed Hit 2 has a base cost of 12 health,18 action, and 12 mind. 2. Given an Strength/Quickness/Focus of 400/350/450, the HAM cost is reduced by 28.6% / 25% / 32%. 3. HAM cost for these stats is 9/14/8. That's 8.75 / 13.5 / 8.14 rounded.
KRONOS TEST: Sample with buffs 200 * (1-(450+2700/450+2700+1400)) Base * (1-(current+modifiers/max+modifiers+1400))
EncumberanceEncumberance are the values associated with wearing armor. Every piece of armor has an encumberance value. When equipped, the encumberance value is subtracted from the player's secondary stats. If a player's secondary stats are too low to meet the requirement of the armor then the player will not be able to equip that piece. Players may use buffs oro ther stat enhancing abilities to increase their secondary stats in order to be able to equip the armor. Players are also allowed to retain the equipped armor even after the buffs have dropped however if they remove it then attempt to re-equip, they will subsequently be unable to do so until they once again meet the stat requirements to wear it. In order for a player to equip a piece of armor, their total encumberance must not take their stat below 1 point.
Stat Debuffs & Spice DownersDebuffs are effects that reduce stat pools usually by varying amounts. Stat debuffs serve to hinder the player or otherwise harm their ability to function as effectively. Several types are found in SWG, these being: 1. Radioactive Sampling debuff
Stat BuffsStat buffs are beneficial enhancement effects that increase the stat pools of a player by varying amounts. Stat buffs come in several forms: 1. Foods
Formulas
(stat * 13 ) / 1200 = base regeneration points per second. Regen Multipliers
Ability HAM Cost formula:
Base = Cost / ( 1 - ( Stat / 1400 ) )
Source References |