Difference between revisions of "Dot Defenses (Game Mechanics)"

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(Game Mechanics)
(Game Mechanics)
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* Force Resist Disease - Adds +25 to Disease resistance & +25 Disease absorption
 
* Force Resist Disease - Adds +25 to Disease resistance & +25 Disease absorption
 
* Force Resist Poison - Adds +25 to Poison resistance & +25 Disease absorption
 
* Force Resist Poison - Adds +25 to Poison resistance & +25 Disease absorption
* Enhance Health - Doctor can add disease and/or poison resist buffs to player.  
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* Enhance Health - Doctor can add disease and/or poison resist buffs to player. (C level buffs include Absorption to disease and poison ticks)
  
  

Revision as of 11:30, 11 March 2009




Game Mechanics - Mechanics Category

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Game Mechanics

Application Chance Reduction

One function of Dot defenses is to make a roll against the potency attribute of a dot attack to see if a dot is applied. Each dot ability or item then has an inherent chance to succeed upon a successful roll. Currently all these defenses have a 95% cap. In other words, no matter how high your dot defenses there is always a 5% chance that a succesful dot attempt will be applied. When a dot application attempt is made, there is then a percent chance for it to work based on the skill or item. For example Combat Medic Disease Pack with 200 potency has percentage chance to Disease should the attack pass the target's disease resistance modifier check.


Absorption

A second function of Dot Defenses are to reduce the amount of damage done and the duration of certain types of Dot effects through an absorption process. This appears to work by reducing the initial dot tick damage and duration value by the percentage of resistance on the player. Skill attachments (with the exception of fire resistance) do not have innate absorption associated with their defense checks.



To complicate matters a bit, dot resists also go through a tier process in which certain sources of dot defenses will not stack with other forms. Each source of resist makes a separate check. Skill attachment resists, jedi state resist, Force State Resist, doctor resist buffs and food buffs all apply different checks from one another.



Note: There is no known formula for calculating any aspect of dot defense.


Dot Defense Modifiers:

  • Bleed Resistance
  • Fire Resistance
  • Disease resistance
  • Poison Resistance


Abilities that Add to Dot defense Modifiers

  • Force Resist Bleeding - Adds +25 to Bleed resistance & +25 Bleed absorption
  • Force Resist Disease - Adds +25 to Disease resistance & +25 Disease absorption
  • Force Resist Poison - Adds +25 to Poison resistance & +25 Disease absorption
  • Enhance Health - Doctor can add disease and/or poison resist buffs to player. (C level buffs include Absorption to disease and poison ticks)




Items that Add to Dot Defense Modifiers


  • Wearables -
  • Bio-Engineered Tissues -
    • Coagulant Agents - Combat Bleed Resistance (Up to +20)
    • Constrictor Cloth - Combat Bleed Resistance (Up to +10)


  • Food -
    • Blood Chowder - Adds to Bleed Resistance
    • Cho-Nor-Hoola - Adds to Poison & Disease Resistance
    • Trimpian - Adds to Fire Resistance (also adds fire absorption)
    • Dustcrepe - Reduces Duration on all dots.


  • Skill Attachments -


Also note that Resistances attachments such as Bleed Resistance, Poison Resistance, Disease Resistance and Fire Resistance do not stack on top of other resistances, such as the Force Resist Bleeding, Force Resist Disease, Force Resist Poison or the Doctor Resistance buffs. They make separate checks from Force Resist State ability and Doctor Resist Buffs.


    • Bleed Resistance
    • Fire Resistance (also adds fire absorption)
    • Disease resistance
    • Poison Resistance

Source References

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