Difference between revisions of "Apply Disease (Ability)"

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Revision as of 22:11, 15 September 2007

Ability - Apply Disease

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Description

/applydisease <target>: This command will enable you to attack your target with disease, if you have the proper item.

Command: /applyDisease
CommandQueue Entry: applydisease (AF5E4D90)

Related Tags

50% This document has been partially completed.

Ability This document relates to Player Abilities.

Combat Medic This document is related to the Combat Medic Profession.

Ability Breakdown & Details

  • Mobs nor players can be killed by disease or poisons alone. Their effects will only bring the Ham pool down to 1 point.
  • Area of effect abilities do not hit incapacitated/dead targets.
  • Droids and Vehicles/AT-STs are not affected by cm abilities


Q: How much damage will my disease do?

A: Real tick damage = ((disease effectiveness) * (1 + (CM effectiveness) / 100)) * (1 + (target battle fatigue / 100))

Each tick causes an amount of battle fatigue incurred equal to the rate of:

Battle fatigue incurred = base tick damage * .075



Q: What is the natural Resist rating?

A: Every player and Mob now has a 5% chance to always hit or always miss, regardless of the Potency of your meds.


Q: What should I get my potency to for PvE?

A: It has been said that the base potency for a 50/50 chance at sticking in PvE is 120ish. Consensus is that the number is actually lower, as with a 120ish Potency poison you seem to stick at least 90% of the time.


Q: How long does it take for a disease to 'tick'?

A: After application, it takes 40 seconds before the first 'tick'. The disease will then tick every 40 seconds thereafter.


Q: Can I put poison and disease on the same creature?

A: Yes.

Q: Can I stack diseases

A: You can have one disease per bar. Including secondaries, this would allow a total of 9 diseases on any single target

Currently undergoing testing, this may have changed, update will soon follow.


Ability Flow

<graphviz> digraph G {

       rankdir = LR;
       node [shape=record, width=.2, height=.2];
       node [width=1];
       node1 [color="#929292", label = "Step 01", style="bold", fontname="arial", 

fontcolor="#929292", URL="Test101"];

       node2 [color="orange", label = "Step 02", style="bold", fontname="arial", 

fontcolor="#458CAF", URL="Test102"];

       node3 [color="orange", label = "Step 03", style="bold", fontname="arial", 

fontcolor="#458CAF", URL="Test101"];

       node1 -> node2:w [color="#929292"];
       node2:w -> node3:e [color="#515FCA", constraint=false];

} </graphviz>

System Messages

SUI Prompt

Combat Chat Spam

Combat Chat Spam

Fly Text

Formula(s)

Disease Damage


Real tick damage = ((disease effectiveness) * (1 + (CM effectiveness) / 100)) * (1 + (target battle fatigue / 100))

Each tick causes an amount of battle fatigue incurred equal to the rate of:

Battle fatigue incurred = base tick damage * .075





                                      Injury Treatment Speed



1. This needs a formula but I think the formula for ranged injury treatment speed goes like this:


speed = ( ( 100-foodbuff)/100 ) x  ( ( 100 -  RangedInjuryTreatmentSpeed  ) /100 ) x base healing speed



Where base healing speed = 10 seconds


Where foodbuff = value of the foods used


example: Ruby Bliel = .25 or Havla = .75 or even 100 if its 100+ as each point in these foods counts as a percentage reduction in the current healing speed timer (after modifier effects are calculated) and any food bonus over 100 is ignored and treated as just 100.



If the final value for Speed is less than 4 then speed is set to 4, as 4 seconds is the absolute minimum for injury healing actions.

Source References

Source Source in Context
Prima Guide somelink1 Source1

Ability HAM Costs

Modifier Value
Health Cost 0
Action Cost 0
Mind Cost 140
Force Cost 0

Ability Multipliers

Modifier Value
Health cost 0
Action cost 0
Mind cost 0
Force cost 0
Damage 0
Delay Time 0