Difference between revisions of "Bleeds (Game Mechanics)"

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(Bleed Types)
(Bleed Types)
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'''State Defense Modifiers:'''
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'''Bleed Defense Modifiers:'''
  
Note that state defenses ;eg. Defense vs Knockdown etc do not stack on top of resistances from Force Resist States and Jedi State defenses. They are separate checks from Jedi State Defenses and Force Resist States.
 
  
* Defense vs. Knockdown
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Note that bleed defenses ;eg. Bleed Resistance do not stack on top of resistances from Force Resist Bleeding. They are separate rolls made.
  
* Defense vs. Posture Change (Up)
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* Bleeding Resistance
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* Defense vs. Posture Change (Down)
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* Defense vs. Dizzy -
 
  
* Defense vs. Blind -
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'''Abilities that Add to bleed defense Modifiers'''
  
* Defense vs. Stun -
 
  
* Defense vs. Intimidate -
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* Force Resist Bleeding -  
  
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Adds +25 to bleeding resistance. Percentage chance of resisting a bleed effect. Force Resist Bleeding does not stack on top of other bleed defenses,for example, Combat Bleeding Defense, Bleeding Resistance. Instead it equates to a separate roll when calculating whether a bleed effect will be inflicted or not.
  
'''Abilities that Add to state defense Modifiers'''
 
  
  
* Squad Leader - Rally - (unknown amount added, maybe +50?) Stacks on top of state defense skill modifiers.
 
  
* Force Resist States -
 
  
Adds +25 to negative Status Effects resistance. Percentage chance of resisting a status effect. Only affects the Stun, Blind, Dizzy, and Intimidated status effects. Posture changes, delays, and DoTs of any kind are not affected. Note: State Resistance do not stack on top of other state defenses,for example, Defense vs. Stun and Jedi State Defenses. Instead it equates to a separate roll when calculating whether a status effect will be inflicted or not.
 
  
* Jedi State Defense -
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'''Items That add to Bleeding Resistance Modifiers'''
 
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Add a Percentage chance of resisting a status effect. Also, if inflicted with a status effect it will make the status effect wear off faster. Only affects the Stun, Blind, Dizzy, and Intimidated status effects. Posture changes, delays, and DoTs of any kind are not affected. Jedi State Defenses do not stack on top of other state defenses for example, Defense vs. Stun and Force Resist States. Instead it equates to a separate roll when calculating whether a status effect will be inflicted or not.
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'''Items That add to State Defense Modifiers'''
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* Food -
 
* Food -
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* Skill Attachments -
 
* Skill Attachments -
  
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Note that bleed defenses ;eg. Bleed Resistance, Combat Bleeding Defense do not stack on top of resistances from Force Resist Bleeding. They are separate rolls made. Bleeding resistance affects the outcome of the random roll determining if the defender will receive the bleed effect from the attacker.
  
Note that Resistances Skill attachments ;eg. Defense vs Knockdown etc do not stack on top of other resistances, such as the Force Resist States and Jedi State defenses. They are separate checks from Jedi State Defenses and Force Resist States.
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** Bleeding Resistance
 
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** Defense vs. Dizzy
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** Defense vs. Blind
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** Defense vs. Knockdown
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** Defense vs. Posture Change Up
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** Defense vs. Posture Change Down
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** Defense vs. Intimidate
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** Defense vs. Stun
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'''Item that Add Bonuses to Attackers State Application Chance'''
 
  
* Confidence Cloth - Intimidation bonus
 
* Fear Release - Intimidation bonus
 
  
  
'''Skill Attachment Bonuses to Attackers State Application Chance'''
 
  
 +
'''Item that Add Bonuses to defenders bleed Application Chance'''
  
* Intimidation
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* Constrictor Cloth - Combat Bleeding Defense
* Warcry
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* Coagulant Agents - Combat Bleeding Defense
  
 
==Source References==
 
==Source References==

Revision as of 01:20, 13 July 2009




Game Mechanics - Mechanics Category

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Mechanics This document is about game mechanics.

Game Mechanics

A 'bleed' is a Damage Over Time (DOT) attack. While it applies an initial damage value to a HAM pool, it will also wound a random secondary to that pool while it ticks. A bleed will last until cured by the first-aid ability, teras kasi artist meditation, or its duration runs out. Each form of bleed attack has a base chance (possibly a potency value) of applying the bleed effect. This base chance is checked against the target's bleed resistance to determine the ultimate percentage chance for the effect to land. Bleeds come in two durations, 120 second varieties and 180 second which tick at 20 second intervals. Bleeds 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.


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

Bleed Sources

Bleeds have a number of sources including:

  • Special Attacks
  • Creature Attacks
  • Inherent Weapon Features
  • Random Bleed Chance



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:

  • 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
  • Bleeding Shot
  • Action Shot 1
  • Action Shot 2
  • Saber Slash 1
  • Saber Slash 2


Creature Attacks


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.




Inherent Weapon Features

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)
  • Bleeds from weapons stack with bleeds from special attacks.



Random Bleed Chance


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.



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




Single target bleed


These bleed attacks will only target a single enemy.


Single target 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
  • Bleeding Shot
  • Health Shot 1
  • Health Shot 2
  • Action Shot 1
  • Action Shot 2
  • Saber Slash 1
  • Saber Slash 2


Multi pool bleed

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.


Multi pool bleed sources include:

  • Bleeding Shot


Targeted Pool Bleed


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



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







Bleed Defense Modifiers:


Note that bleed defenses ;eg. Bleed Resistance do not stack on top of resistances from Force Resist Bleeding. They are separate rolls made.

  • Bleeding Resistance


Abilities that Add to bleed defense Modifiers


  • Force Resist Bleeding -

Adds +25 to bleeding resistance. Percentage chance of resisting a bleed effect. Force Resist Bleeding does not stack on top of other bleed defenses,for example, Combat Bleeding Defense, Bleeding Resistance. Instead it equates to a separate roll when calculating whether a bleed effect will be inflicted or not.




Items That add to Bleeding Resistance Modifiers

  • Food -
    • Deuterium Pyro - Adds to Defense vs Intimidate
    • Correlian Brandy - Adds to Defense vs Knockdown
    • Thakitillo - Adds to Defense vs Knockdown
    • Durindfire - Adds to Defense vs Stun
    • Ithorian Mist - Adds to Defense vs Dizzy
    • Veronian Berry Wine - Adds to Defense vs Blind


  • Skill Attachments -

Note that bleed defenses ;eg. Bleed Resistance, Combat Bleeding Defense do not stack on top of resistances from Force Resist Bleeding. They are separate rolls made. Bleeding resistance affects the outcome of the random roll determining if the defender will receive the bleed effect from the attacker.

    • Bleeding Resistance




Item that Add Bonuses to defenders bleed Application Chance

  • Constrictor Cloth - Combat Bleeding Defense
  • Coagulant Agents - Combat Bleeding Defense

Source References

Source Source in Context