Difference between revisions of "Entertainer Healing (Game Mechanics)"

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== Game Mechanics ==
 
== Game Mechanics ==
  
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Entertainers, dancers and musicians have the ability to heal the battle fatigue, mind, willpower and focus wounds of other players when those players begin watching or listening to them. When a player listens or watches an entertainer, a base amount of wounds or battle fatigue are healed on a 10 second tick cycle, based on the type of song or dance being performed as well as the type of instrument. When an entertainer joins a group, their tick cycle (for entertainer healing only) becomes synchronized with the group leader's timer, therefore each player in the group will have the same timer when a player is listening or watching them. The Wound Healing (Dancing & Musician), Battle Fatigue Healing (Dancing & Musician) modifiers of the entertainer also help determine the total amount of wounds healed. Higher mods increase the amount of wounds or battle fatigue healed per tick. Players are able to have their ailments healed through the base dance or song, however if the entertainer issues flourishes, the amount healed per tick doubles. Healing rates are also affected by group modifiers. If a patron is watching a grouped entertainer, the entire group's healing modifiers sum together to allow for faster healing as the healing tick size is increased per tick.
  
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Entertainers may also heal themselves simply by playing music or dancing. This works just like how it does for when another player watches an entertainer. If the entertainer does not perform a flourish, their healing rate is half of what the base rate is. If they are performing flourishes then they will heal themselves for the base rate per tick.
  
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'''Note: Handling Wound healing Order'''
  
Healing experience comes from entertainers, dancers and musicians curing players of their mind willpower and focus attribute wounds, in addition to healing their battle fatigue and buffing the mind pools. The amount of wounds and battle fatigue cured per tick varies depending on the ability used and the Battle fatigue and Wound healing modifiers for each respective profession. Players who watch entertainers heal at half the rate if the entertainer is not performing a flourish. For example, if an entertainer would normally heal a player for 100 points of wound damage per cycle while flourishing, they will only heal 50 points of wound damage per cycle if that same person watched them doing regular dancing without doing flourishes.
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A logical way we could handle wound healing order is to make it so that the wounds targeted to be healed come from the most damaged ham pool. For example if a player had 1000 primary mind wounds, 500 willpower wounds and 250 focus wounds, the system would target the 1000 primary wounds first in order to heal that pool, followed by the willpower pool and finally the focus pool.
  
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== Formulas ==
  
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Note: No formula exists for the effect of healing modifiers therefore I propose the following:
  
Healing experience is shared by the entire entertainer group. If a patron is watching a grouped entertainer, the entire group's healing modifiers sum together to allow for faster healing as the healing tick size is increased. This effect then allows the entire group to share the same experience obtained from healing the player. Experience is displayed in 3 rows of system messages. The first row displays the mind wound experience, the 2nd row displays battle fatigue experience, and the final row displays buffing experience. 
 
  
Entertainers may also heal themselves simply by playing music or dancing. This works just like how it does for when another player watches an entertainer. If the entertainer does not perform a flourish, their healing rate is half of what the base rate is on the chart below.  If they are performing flourishes then they will heal themselves for the base rate per tick.  
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Note: Healing modifiers across different professions are not cumulative, they are seperate sources.  Dancer and musician modifiers differ so that a  dancer's healing modifier will not 'stack' with musician.  
  
  
 
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'''Solo Entertainer Healing Rate'''
 
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Does the entertainer get exp if they heal themselves while playing?
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No, entertainers (nor the group) get exp from healing themselves while performing. However if another entertainer in the group was listening or watching them, then the entertainer group does get the exp. 
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Since healing can only be performed in specific places, healing experience there for can only be acquired in those locations. 
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Additionally, entertainers only obtain healing experience in groups *IF* they are performing.
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'''Handling Wound healing Order'''
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A logical way we could handle wound healing order is to make it so that the wounds targeted to be healed come from the most damaged ham pool. For example if a player had 1000 primary mind wounds, 500 willpower wounds and 250 focus wounds, the system would target the 1000 primary wounds first in order to heal that pool, followed by the willpower pool and finally the focus pool.
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=== Healing experience rates work out as follows ===
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<pre>
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battlefatigue exp = bf_amount healed x 2
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primary wound healing experience = primary_amount healed x 0.5
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secondary wound experience = secondary_amount healed x 0.1
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buffing experience = every 1% of pool buffed grants 1 experience point.
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For information on buffing experience, see dancer and musician sections on the wiki.
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</pre>
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||[[image:EntertainerExp1.JPG|200px|thumb|Entertainer Healing Experience]]
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=== No formula has been devised but I suppose the amount healed could work like this ===
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Note: Healing modifiers across different professions are not cumulative, they are seperate sources.  Dancer and musician modifiers differ so that a  dancer's healing modifier will not 'stack' with musician.
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total healed per tick = base healing amount x  ( (100 + healingmodifier) / 100 )
 
total healed per tick = base healing amount x  ( (100 + healingmodifier) / 100 )
  
=== Group healing rate should be ===
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''' Group Healing Rate'''
  
 
group heal tick = sum of group members heal total per tick
 
group heal tick = sum of group members heal total per tick

Latest revision as of 19:03, 6 September 2009




Game Mechanics - Mechanics Category

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System Messages

Game Mechanics

Entertainers, dancers and musicians have the ability to heal the battle fatigue, mind, willpower and focus wounds of other players when those players begin watching or listening to them. When a player listens or watches an entertainer, a base amount of wounds or battle fatigue are healed on a 10 second tick cycle, based on the type of song or dance being performed as well as the type of instrument. When an entertainer joins a group, their tick cycle (for entertainer healing only) becomes synchronized with the group leader's timer, therefore each player in the group will have the same timer when a player is listening or watching them. The Wound Healing (Dancing & Musician), Battle Fatigue Healing (Dancing & Musician) modifiers of the entertainer also help determine the total amount of wounds healed. Higher mods increase the amount of wounds or battle fatigue healed per tick. Players are able to have their ailments healed through the base dance or song, however if the entertainer issues flourishes, the amount healed per tick doubles. Healing rates are also affected by group modifiers. If a patron is watching a grouped entertainer, the entire group's healing modifiers sum together to allow for faster healing as the healing tick size is increased per tick.

Entertainers may also heal themselves simply by playing music or dancing. This works just like how it does for when another player watches an entertainer. If the entertainer does not perform a flourish, their healing rate is half of what the base rate is. If they are performing flourishes then they will heal themselves for the base rate per tick.

Note: Handling Wound healing Order

A logical way we could handle wound healing order is to make it so that the wounds targeted to be healed come from the most damaged ham pool. For example if a player had 1000 primary mind wounds, 500 willpower wounds and 250 focus wounds, the system would target the 1000 primary wounds first in order to heal that pool, followed by the willpower pool and finally the focus pool.

Formulas

Note: No formula exists for the effect of healing modifiers therefore I propose the following:


Note: Healing modifiers across different professions are not cumulative, they are seperate sources. Dancer and musician modifiers differ so that a dancer's healing modifier will not 'stack' with musician.


Solo Entertainer Healing Rate

total healed per tick = base healing amount x ( (100 + healingmodifier) / 100 )

Group Healing Rate

group heal tick = sum of group members heal total per tick



Note: Each ham pool would be healed individually. As an example, a group of 20 master musician players using nalargons and playing the star wars 1 song each have a base healing value of 14 and a wound healing (music) modifier of 85. Combined, if a player listened to these players, the player would be healed at a rate of 520 wounds per 10 second cycle per wounded ham bar, there fore if a player had a primary mind wound value of 520, a willpower wound bar of 520 and a focus wound bar of 520, the player would take 30 seconds to heal all 3 pools.

Source References

Source Source in Context