Difference between revisions of "Cure Disease Effectiveness (Game Mechanics)"
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== Game Mechanics == | == Game Mechanics == | ||
+ | Note: A dot is cured if the New Tick Damage results in 0 or less than 0, using the following formula: | ||
− | ''' | + | '''new tick damage = dot tick damage - Cure effectiveness''' |
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− | + | Note: Dot cure effectiveness checks are made after dot absorption value checks, therefore if a dot did 1000 damage per tick and faced against an absorption effect (or buff) of 25%, the new tick damage becomes 750. Once the new tick damage is established, then it is processed to be affected by cure effectiveness resulting in the final dot damage. See [[Dot Damage Absorption (Game Mechanics)|Dot Damage Absorption]] for more information about absorption effects. | |
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+ | '''Area Cures''' | ||
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+ | Area Cure would heal a dot tick at the rate of | ||
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For example, a 300 per tick dot facing a 200 cure effectiveness results in a 100 per tick dot. | For example, a 300 per tick dot facing a 200 cure effectiveness results in a 100 per tick dot. |
Revision as of 12:21, 11 September 2009
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Game Mechanics - Mechanics Category
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Game MechanicsNote: A dot is cured if the New Tick Damage results in 0 or less than 0, using the following formula: new tick damage = dot tick damage - Cure effectiveness
Area Cure would heal a dot tick at the rate of
Single Cure The amount of poison/disease tick a doctor can cure = [ cure effectiveness ] x ( 1 + ( ( wound treatment mod / 100 ) )
Source References
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