Difference between revisions of "Center of Being (Ability)"

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Revision as of 01:30, 22 August 2007

Ability - Center Of Being

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Description

This command will cause your character to focus on avoiding combat blows. This will only apply when you are wielding a melee weapon.

Command: /centerOfBeing


CommandQueue Entry: Centerofbeing (5997AC66)

Related Tags

Ability This document relates to Player Abilities.

Brawler This document is related to the Brawler Profession.

Ability Breakdown & Details

Center of Being Increases the chances of performing dodge, block or counterattack as well as defense acuity and only works when equipping melee weapons, although the modifiers from non melee professions will still give benifit. Center of being is affected by the skill modifiers center of being efficacy and duration. Each melee profession has its own set of mods that apply only to them. The effect of center of being efficacy determines the chance of the center of being triggering a defensive effect such as block/dodge/counterattack. Efficacy mods act just like their profession based mods in that +10 polearm efficacy relates to +10 block. A pikeman gets +115 efficacy and has a block of 115. This means that with COB running the pikeman effectively doubles the chance of the block ability going off. The profession specific mods only work if you equip a weapon that is from the profession that gives the skill. For example you will only dodge if you’re holding a pistol or one-hand melee weapon, or block using a pole-arm or rifle, or counterattack using a carbine or two-hand melee weapon and thusly the center of being efficacy mods are likewise weapon/profession dependant.

Each point in center of being duration raises the length of time with the center of being effect. Every point equals 1 second added to the center of being timer.


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

ID Path Filename Trigger Message
center_start /string/en/ combat_effects.stf You focus your thoughts on self preservation.
center_stop /string/en/ combat_effects.stf Your thoughts drift away from self preservation.
already_centered /string/en/ combat_effects.stf You are already focusing on defense with this weapon.

SUI Prompt

ID Path Filename Trigger Window Title Window Description Button1 Label Button2 Label Button3 Label
1 /path/goes/here filename.stf Internal SUI label SUI Window Description SUI Window Label SUI Button Label SUI Button Label SUI Button Label


Combat Chat Spam

ID Path Filename Trigger Message Other Player's Message

ID Value

/path/goes/here/

filename.stf

internal_command_string

System Message Text

test

Fly Text

ID Path Filename Trigger Message


center_start_fly /string/en/ cbt_spam.stf +Centered+
center_stop_fly /string/en/ cbt_spam.stf -Center-

Formula(s)

Each point in a profession's secondary defense modifier (counter attack, defense acuity, dodge, block) seems to be equivilant to increasing the percentage chance to initiate that defense by 0.21 per skill point.

Example: Master fencer = 105 dodge

105 dodge = 22% chance to dodge


Likewise for center of being efficacy modifiers:

One-handed Melee Center Of Being Efficacy: 115 = 24%


If a fencer should initiate center of being, then they would in effect have a combined total of 46% chance to dodge an attack.


Potential bug NOTE:


During Pre-Cu the teras kasi defense acuity seemed to have an adverse affect applied to its secondary defenses. It's COB state only gave roughly 22% chance of a secondary state to go off. This seems to indicate that only its efficacy mods were taken into consideration by soe for whatever reasons. This is possibly a bug and might should be remedied so that TK's share the same defensive chances as the other professions.

Source References

Source Source in Context
Source1 somelink1 Source1
Source2 somelink2 Source2

Ability HAM Costs

Modifier Value
Health Cost 45
Action Cost 90
Mind Cost 135
Force Cost 0

Ability Multipliers

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