Difference between revisions of "Force Lightning Cone 2 (Ability)"
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A 32 m ranged cone area of effect electrical damage attack that does 2400-4800 damage. | A 32 m ranged cone area of effect electrical damage attack that does 2400-4800 damage. | ||
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+ | Force lightning should be considered as Force Power attacks. Their accuracy modifiers are only compared against the target’s Force Defenses. Defense Versus and Jedi State Defenses are not factored in, if the attack hits then the state is automatically applied. | ||
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+ | No formula has been devised for this but I propose the following: | ||
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+ | ChancetoHit = ( 0.75 x ( forceIntimidateAccuracy / 100 ) ) - | ||
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+ | ( 0.5 x (defendersForceDefenseMod / 100 ) ) ) ) | ||
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+ | This makes it so a master defender has a chance to greatly reduce the accuracy of this attack%. We could perhaps tweak it to set the defender multiplier to 0.25 if this is too much, although I suppose it would defeat the purpose of having defender if it did not significantly affect the accuracy/damage of force attacks by master level, although there is also the issue with dabblers taking up the defense line and being almost as powerful as a master. | ||
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Revision as of 08:48, 23 September 2007
Ability - Force Lightning Cone 2
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Description/forceLightningCone2 <target>: This attack allows a Jedi to direct a lightning strike against a multitude of targets. While doing more damage than Force Lightning Cone 1, this attack also has a chance of causing all targets struck by the lightning to become dizzy.
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Related Tags
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Ability Breakdown & Details
A 32 m ranged cone area of effect electrical damage attack that does 2400-4800 damage.
Force lightning should be considered as Force Power attacks. Their accuracy modifiers are only compared against the target’s Force Defenses. Defense Versus and Jedi State Defenses are not factored in, if the attack hits then the state is automatically applied.
No formula has been devised for this but I propose the following:
ChancetoHit = ( 0.75 x ( forceIntimidateAccuracy / 100 ) ) -
( 0.5 x (defendersForceDefenseMod / 100 ) ) ) )
This makes it so a master defender has a chance to greatly reduce the accuracy of this attack%. We could perhaps tweak it to set the defender multiplier to 0.25 if this is too much, although I suppose it would defeat the purpose of having defender if it did not significantly affect the accuracy/damage of force attacks by master level, although there is also the issue with dabblers taking up the defense line and being almost as powerful as a master.
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