Difference between revisions of "Cure Disease (Ability)"

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(Ability Breakdown & Details)
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= Ability Breakdown & Details =
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== Ability Breakdown & Details ==
  
 
Cure Disease ability allows for the player to be able to use single and area of effect type cures to heal themselves, players and pets from diseases. These skills have a range of 6m and are on the treat injury speed modifier.
 
Cure Disease ability allows for the player to be able to use single and area of effect type cures to heal themselves, players and pets from diseases. These skills have a range of 6m and are on the treat injury speed modifier.
  
  
 +
== Area of Effect Cure Disease ==
  
  
'''Cure poison and disease packs come with the following stats:'''
 
  
* Uses remaining: The number of times the item can be used before being depleted.
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Area of effect cures emanate a radius from the doctor to cure all friendly targets within that radius. The radius is determined by the radius attribute on the cure packs.
  
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== Using Cure Disease ==
  
* Cure Effectiveness:  The strength of the cure
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There are several ways to use the cure disease ability:
  
 +
'''Command line options'''
  
* Area Effected: The radius of effect in meters that the item will spread its effect over from the target. (This mod is only seen on area versions of poison/disease cure packs.)
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* /curedisease (no paramater) - Using this command will cure disease on the current target
 +
* /curedisease self - Using this command will cure disease on the player
  
* Required Medicine Skill use:  Medicine use skill required to be able to use this item.
 
  
  
* Condition Cured:  States what condition is to be affected i.e poison/disease
 
  
  
 +
'''Disease Cure Radial Menu Options'''
  
 +
* Select the "Use" radial menu
 +
* Choose from the Use Item on Self and Use Item on Target options.
  
  
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'''Toolbar Options'''
  
 +
* Place disease cure on toolbar and press corresponding button while having target in reticle
  
  
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'''From Inventory'''
  
'''How strong do disease and cure packs need to be to cure any disease or poison?'''
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* Double click on disease cure in inventory while having target in reticle
  
  
If you're refering to PVP poisons/diseases made by a CM, then the only answer I can give is, stronger than the poison or disease. Cures (both single and area) have an effectiveness rating. In the case of a single cure, that effectiveness checks against the effectiveness of the poison/disease pack itself. If the cure is at least as effective as the poison/disease, it will cure it in one application.
 
  
  
  
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== System Messages ==
  
Area cures are less effective. They check directly against the damage a poison does, or the wounds that a disease gives before BF is factored in. That means that the CM's combat medic effectiveness modifier comes into play when a doc uses an area cure. This modifier is used to determine the real damage or wounds that a poison or disease will produce. If you're up against a master CM, that means an area cure is only half as effective as a single cure with the same effectiveness rating.
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* [[Cure Disease System Messages (Game Messages)|Cure Disease]]<br>
  
<br>
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== Formulas ==
<br>
+
  
'''This is the formula that determines how much damage a poison will do every tick:
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* [[Injury Treatment Speed (Game Mechanics)|Injury Treatment Speed]]
 +
* [[Cure Disease Effectiveness (Game Mechanics)|Cure Disease Effectiveness]]
  
damage = pack effectiveness *  (1+ (100 + CM effectiveness mod)/100 ) )'''
 
  
  
The same formula can be used to determine the wounds given the first time a disease ticks on a target that has 0 battle fatigue. Area cures check against the damage itself, singles check against the pack effectiveness
 
  
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{| border="0" width="100%" cellpadding=6
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|-
 +
|valign=top|
  
 +
==Source References==
  
 +
{| align="center"
 +
|-
 +
||
 +
{| class="wikitable"
 +
|- align="center" style="background-color:#ffffcc;"
 +
|width="150px"|'''Source'''||width="450px"|'''Source in Context'''
 +
|- align="center"
 +
||[[Cure Poison 1 (Source)|Source 1]]||[[http://soe.lithium.com/swg/board/message?board.id=doctor&message.id=80495&query.id=56790#M80495 Source 1]]
  
 +
|- align="center"
  
Area Cure would heal a dot tick at the rate of
 
  
'''new tick damage = dot tick damage -  Cure effectiveness'''
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||[[Cure Poison 2 (Source)|Source 2]]||[[http://swgforums.swganh.org/viewtopic.php?search_id=1653663407&t=190936 Source 2]]
  
if new tick damage reaches 0 then the dot is cured.
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|- align="center"
  
  
 +
||[[Cure Poison 3 (Source)|Source 3]]||[[http://swgforums.swganh.org/viewtopic.php?search_id=120888414&t=131099 Source 3]]
  
<br>
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|- align="center"
<br>
+
  
  
 +
||[[Cure Poison 4 (Source)|Source 4]]||[[http://swgforums.swganh.org/viewtopic.php?search_id=120888414&t=131097 Source 4]]
  
 +
|- align="center"
  
'''Single Target Cure formula:'''
 
  
 +
||[[Cure Poison 5 (Source)|Source 5]]||[[Cure Poison Context 5 (Source)|Source 5]]
  
The cure mod is wound treatment and the formula seems to be as follows:
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|- align="center"
<br>
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<br>
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'''[ cure effectiveness ] x ( 1 + ( ( wound heal mod + BE clothes + food ) / 100 ) ) = the amount of poison tick a doctor can cure.'''
+
  
<br>
 
<br>
 
  
Take this example:
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||[[Cure Poison 6 (Source)|Source 6]]||[[Cure Poison Context 6 (Source)|Source 6]]
  
A master CM tosses an AOE mind poison with 400 effectiveness on a master doctor which will tick for 800 points, he then tosses a single mind poison with 550 effectivness which will tick for 1100, together they will tick for 1900. The master doctor, who is wearing +25 wound treatment clothes and taking +25 wound treatment bivoli uses a 550 power cure poison C will heal 1375 points off of the poison tick leaving him with a 525 poison tick for his next cure.
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|- align="center"
  
'''The heal mod formula in this example was 550*(1+(150/100)) = 550*2.5 = 1375'''
 
  
 +
||[[Cure Poison 7 (Source)|Source 7]]||[[Cure Poison Context 7 (Source)|Source 7]]
  
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|- align="center"
  
  
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||[[Cure Poison 8 (Source)|Source 8]]||[[Cure Poison Context 8 (Source)|Source 8]]
  
'''Area Poison/Disease Cures'''
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|- align="center"
  
  
How do these work?
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||[[Cure Poison 9 (Source)|Source 9]]||[[Cure Poison Context 9 (Source)|Source 9]]
  
 +
|- align="center"
  
Ok .. Isn't the "area" surrounding the person who is doing the curing called a radius?
 
  
With "range" being a factor in making ADM's how could these cures not be considered ranged?
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||[[Cure Poison 10 (Source)|Source 10]]||[[Cure Poison Context 10 (Source)|Source 10]]
  
If I am curing a group of people that are 10 meters away and I have a skill tape to increase my healing range .. wouldn't this in fact increase the area?
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|- align="center"
  
  
'''Answer:'''
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||[[Cure Poison 11 (Source)|Source 11]]||[[Cure Poison Context 11 (Source)|Source 11]]
  
 +
|- align="center"
  
These items have an AREA OF EFFECT.
 
  
The Range component of Dispersal Mechanisms doesn't matter, only the Radius of the AoE.
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||[[Cure Poison 12 (Source)|Source 12]]||[[Cure Poison Context 12 (Source)|Source 12]]
  
Regardless of how large the radius, the target of your heal must be within 6m (or you can just use yourself as the target, and the Area of effect will hit everything within the radius).
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|- align="center"
  
We are not tossing the kits anywhere. You can't sit outside of combat and toss them into battle. You have to be at MOST 6m (melee range) from your target.
 
  
AoE does not mean "ranged."
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||[[Cure Poison 13 (Source)|Source 13]]||[[Cure Poison Context 13 (Source)|Source 13]]
  
 +
|- align="center"
  
  
{| border="0" width="100%" cellpadding=6
 
|-
 
|valign=top|
 
  
==Ability Flow==
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||[[Cure Poison 14 (Source)|Source 14]]||[[Cure Poison Context 14 (Source)|Source 14]]
{| align="center"
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|-
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||
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<graphviz>
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digraph G
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{
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        rankdir = LR;
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        node [shape=record, width=.2, height=.2];
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        node [width=1];
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        node1 [color="#929292", label = "Step 01", style="bold", fontname="arial",
+
  
fontcolor="#929292", URL="Test101"];
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|- align="center"
        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"];
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||[[Cure Poison 15 (Source)|Source 15]]||[[Cure Poison Context 15 (Source)|Source 15]]
        node1 -> node2:w [color="#929292"];
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        node2:w -> node3:e [color="#515FCA", constraint=false];
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}
+
</graphviz>
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|}
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==System Messages==
+
  
==SUI Prompt==
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|- align="center"
  
==Combat Chat Spam==
 
  
==Fly Text==
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||[[Cure Poison 16 (Source)|Source 16]]||[[Cure Poison Context 16 (Source)|Source 16]]
  
==Formula(s)==
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|- align="center"
  
<br>
 
<br>
 
<br>
 
  
 +
||[[Cure Poison 17 (Source)|Source 17]]||[[Cure Poison Context 17 (Source)|Source 17]]
  
 +
|- align="center"
  
The amount of poison/disease tick a doctor can cure =
 
  
'''[ cure effectiveness ] x ( 1 + ( ( wound heal mod + BE clothes + food ) / 100 ) )'''
+
||[[Cure Poison 18 (Source)|Source 18]]||[[Cure Poison Context 18 (Source)|Source 18]]
  
 +
|- align="center"
  
  
 +
||[[Cure Poison 19 (Source)|Source 19]]||[[Cure Poison Context 19 (Source)|Source 19]]
  
 +
|- align="center"
  
  
 +
||[[Cure Poison 20 (Source)|Source 20]]||[[Cure Poison Context 20 (Source)|Source 20]]
  
                                      '''Injury Treatment Speed'''
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|- align="center"
  
  
 +
||[[Cure Poison 21 (Source)|Source 21]]||[[Cure Poison Context 21 (Source)|Source 21]]
  
 
1.  This needs a formula but I think the formula for injury treatment speed goes like this:
 
 
<pre>
 
 
speed = ( ( 100-foodbuff)/100 ) x  ( ( 100 -  InjuryTreatmentSpeed  ) /100 ) x base healing speed
 
 
 
</pre>
 
 
 
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==
 
 
{| align="center"
 
|-
 
||
 
{| class="wikitable"
 
|- align="center" style="background-color:#ffffcc;"
 
|width="150px"|'''Source'''||width="450px"|'''Source in Context'''
 
 
|- align="center"
 
|- align="center"
||[[OneHandLunge1_Source1|Prima Guide]]||[[somelink1 Source1]]
 
 
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||Damage||align="center" |0
 
||Damage||align="center" |0
 
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||Delay Time||align="center" |0
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||Delay Time||align="center" |10
 
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Latest revision as of 09:22, 9 September 2009

Ability - Cure Disease

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Description

/curedisease <target>: This command enables you to cure disease from a target, if you have the appropriate medical equipment.

Command: /cureDisease
CommandQueue Entry: curedisease (E994DE9C)

Related Tags

50% This document has been partially completed.

Ability This document relates to Player Abilities.

Doctor This document is related to the Doctor Profession.

Ability Breakdown & Details

Cure Disease ability allows for the player to be able to use single and area of effect type cures to heal themselves, players and pets from diseases. These skills have a range of 6m and are on the treat injury speed modifier.


Area of Effect Cure Disease

Area of effect cures emanate a radius from the doctor to cure all friendly targets within that radius. The radius is determined by the radius attribute on the cure packs.

Using Cure Disease

There are several ways to use the cure disease ability:

Command line options

  • /curedisease (no paramater) - Using this command will cure disease on the current target
  • /curedisease self - Using this command will cure disease on the player



Disease Cure Radial Menu Options

  • Select the "Use" radial menu
  • Choose from the Use Item on Self and Use Item on Target options.


Toolbar Options

  • Place disease cure on toolbar and press corresponding button while having target in reticle


From Inventory

  • Double click on disease cure in inventory while having target in reticle



System Messages

Formulas



Source References

Source Source in Context
Source 1 [Source 1]
Source 2 [Source 2]
Source 3 [Source 3]
Source 4 [Source 4]
Source 5 Source 5
Source 6 Source 6
Source 7 Source 7
Source 8 Source 8
Source 9 Source 9
Source 10 Source 10
Source 11 Source 11
Source 12 Source 12
Source 13 Source 13
Source 14 Source 14
Source 15 Source 15
Source 16 Source 16
Source 17 Source 17
Source 18 Source 18
Source 19 Source 19
Source 20 Source 20
Source 21 Source 21

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 10