Difference between revisions of "Fire Dots (Game Mechanics)"

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A 'poison' is a Damage Over Time (DOT) attack. While a target is poisoned, their affected HAM bar will take on damage at every 10 second tick cycle of the poison after the target has been poisoned. As an example, if a player is hit with a 100 damage poison, 10 seconds passes by and then the player takes 100 damage. A poison will last until cured by the cure poison ability, teras kasi artist meditation, Force Cure poison, Total Heal Other, Total Heal Self abilities or its duration runs out. Each form of poison attack has a base chance (possibly a potency value) of applying the poison effect. This base chance is checked against the target's poison resistance to determine the ultimate percentage chance for the effect to land.  
+
A 'disease' is a Damage Over Time (DOT) attack. While a target is diseased, their affected HAM bar will take on damage and wounds at every 40 second tick cycle of the disease after the target has been diseased. As an example, if a player is hit with a 100 damage disease, 40 seconds passes by and then the player takes 100 damage and then subsequently takes 100 in wounds. A disease will last until cured by the cure disease ability, teras kasi artist meditation, Force Cure Disease, Total Heal Other, Total Heal Self abilities or its duration runs out. Each form of disease attack has a base chance (possibly a potency value) of applying the disease effect. This base chance is checked against the target's disease resistance to determine the ultimate percentage chance for the effect to land.  
  
Poisons cannot be used to kill or incapacitate a target as it will only bring the target down to 1 point of HAM at the least. Poisons will be removed from the target when they are killed. Poisons can be stacked on the same ham pool of a target provided that the poison sources are different. As an example, a player can attack a target with an Action Poison A and Action Poison B poison pack and have both effects go off.  When applying poisons from the same source type, the highest strength poison overwrites lower strength poison if the target is already poisoned on that particular ham pool by a similar type of poison. For example if a player uses a 100 strength Action Poison A and then uses a 200 strength Action Poison A, the 200 strength poison will overwrite the 100 strength.
+
Diseases cannot be used to kill or incapacitate a target as it will only bring the target down to 1 point of HAM at the least. Diseases can only take the target's ham bar down to its base value. For instance if a player's original mind bar stat is 1000 and has a 500 stat mind buff while diseased, then this will result in a ham pool that is 501/1500 with 999 wounds to the mind. Diseases will be removed from the player when they are killed. Only one type of disease can be placed on a HAM pool or secondary stat, regardless of the source. Furthermore, the highest strength disease overwrites lower strength disease if the target is already diseased on that particular ham pool.
  
Combat medic effectiveness skill modifiers are factors that work to affect poison damage.  
+
Battle fatigue along with combat medic effectiveness skill modifiers are factors that work to affect disease damage.  
  
  
Note: NPC and creature poisons may be stacked on a player or pet's same HAM pool even while using the same special. This was presumably done to make PvM more challenging to players. Player pets however do not have this functionality and are limited to the normal rules affecting players. When the same specials are used, the added damage gets included with the ticks therefore if a 150 damage dot was originally applied and a 2nd 150 dot from the same special is applied also, the next tick will be 300 damage. The creature/npc poison timers and ticks are probably refreshed as well.  
+
Note: NPC and creature diseases may be stacked on a player or pet's same HAM pool even while using the same special. This was presumably done to make PvM more challenging to players. Player pets however do not have this functionality and are limited to the normal rules affecting players. When the same specials are used, the added damage gets included with the ticks therefore if a 150 damage dot was originally applied and a 2nd 150 dot from the same special is applied also, the next tick will be 300 damage. The creature/npc disease timers and ticks are probably refreshed as well.  
  
  
Note: No known formula exists for calculating the chance of a poison to be applied to a target nor for the effects of poison resistance on these chances but there is probably a 5% base chance to apply a poison as well as a 5% chance to resist a poison attack, similar to the mechanics of other dots.
+
Note: No known formula exists for calculating the chance of a disease to be applied to a target nor for the effects of disease resistance on these chances but there is probably a 5% base chance to apply a disease as well as a 5% chance to resist a disease attack, similar to the mechanics of other dots.
  
== Poison Sources ==
+
== Disease Sources ==
  
  
Poisons have a number of sources including:
+
 
 +
Diseases have a number of sources including:
  
 
* Special Attacks
 
* Special Attacks
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* [[Apply Poison (Ability)|Apply Poison]] -  
+
* [[Apply Disease (Ability)|Apply Disease]] -  
  
Combat Medics have the ability to launch Poison canisters at enemy targets. These Poison canisters come in area of effect and single target varieties. Combat Medics have access to Poisons that can damage primary stats.
+
Combat Medics have the ability to launch disease canisters at enemy targets. These disease canisters come in area of effect and single target varieties. Combat Medics have access to diseases that can damage primary and secondary stats.
  
  
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Creatures have access to five forms of diseases:
 
Creatures have access to five forms of diseases:
  
* [[Mild Poison (Attack)|Mild Poison]]
+
* [[Mild Disease (Attack)|Mild disease]]
* [[Medium Poison (Attack)|Medium Poison]]
+
* [[Medium Disease (Attack)|Medium Disease]]
* [[Strong Poison (Attack)|Strong Poison]]
+
* [[Strong Disease (Attack)|Strong Disease]]
* [[Poison Spray (Attack)|Poison Spray]]
+
* [[Plague Strike (Attack)|Plague Strike]]
 +
* Sarlacc Disease
  
  
 
+
All creature diseases target the primary ham pool only and may randomly choose which ham pool is hit using the same HAM pool targeting frequency mechanics that combat uses. The sarlacc disease lasts for 1 hour and 30 minutes and probably uses the strong disease value per tick (3 damage).
All creature Poison with the exception of poison spray target the health ham pool only. Poison spray acts as a multi pool targeting effect.
+
  
 
Note: During pre-cu it seems that the disease timer was affected by other things such as potentially CL or perhaps certain creatures were given custom timers for their disease duration. This information seems to be impossible to find so the timers for their disease durations can only be generalized within the range of data collected.
 
Note: During pre-cu it seems that the disease timer was affected by other things such as potentially CL or perhaps certain creatures were given custom timers for their disease duration. This information seems to be impossible to find so the timers for their disease durations can only be generalized within the range of data collected.
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''' Inherent Weapon Features '''
 
''' Inherent Weapon Features '''
  
Weapons with inherent Poison will execute this effect on any target that is hit by the attacker. Weapons with inherent  or potentially able to have Poison effects include:
+
Weapons with inherent diseases will execute this effect on any target that is hit by the attacker. Weapons with inherent  or potentially able to have disease effects include:
  
* Donkuwah Knife
+
* Gammorean Battle Axe
* Janta Knife
+
* Nightsister Lance
* Nyax Sword
+
* Nightsister Energy Lance
 
* Exceptional Weapons
 
* Exceptional Weapons
 
* Legendary Weapons
 
* Legendary Weapons
  
Presumably special attacks that utilize weapons with inherent Poison effects can be considered area of effect Poisons if the special utilizes an area of attack. The Poison effect from the weapon would attempt to apply its effect individually on each target within the radius on the attack if the Poisoned weapon has a radius attack or if an area of effect special is used with that given weapon. Weapons with inherent Poison effects also have a potency value which makes a check against the defender's Poison resist modifiers to determine the percentage chance of successfully applying the Poison effect. Dots from weapons will only execute on the target if the player is certified to use the weapon. Each successful hit on a target consumes one dot usage from the weapon.
+
Presumably special attacks that utilize weapons with inherent disease effects can be considered area of effect dieases if the special utilizes an area of attack. The disease effect from the weapon would attempt to apply its effect individually on each target within the radius on the attack if the diseased weapon has a radius attack or if an area of effect special is used with that given weapon. Weapons with inherent disease effects also have a potency value which makes a check against the defender's disease resist modifiers to determine the percentage chance of successfully applying the disease effect. Dots from weapons will only execute on the target if the player is certified to use the weapon. Each successful hit on a target consumes one dot usage from the weapon.
  
  
 
Some things to note:
 
Some things to note:
  
* Poisons from different weapons that apply their dot to the same ham stat will not stack with one another unless the weapon used are of different damage types, meaning two kinetic damage type weapons with dots will not stack but a kinetic and energy based weapon dot will stack on the same HAM pool. - (This seems to be an exploit that allowed multiple dots to be stacked onto a target. For example a player using a health dot stun pistol then a health dot energy pistol to stack two health dots on a target)
+
* Diseases from different weapons that apply their dot to the same ham stat will not stack with one another unless the weapon used are of different damage types, meaning two kinetic damage type weapons with dots will not stack but a kinetic and energy based weapon dot will stack on the same HAM pool. - (This seems to be an exploit that allowed multiple dots to be stacked onto a target. For example a player using a health dot stun pistol then a health dot energy pistol to stack two health dots on a target)
  
  
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<br>
 
<br>
  
== Poison Types ==
+
== Disease Types ==
  
  
There are 4 types of Poison attacks in SWG:
+
There are 4 types of disease attacks in SWG:
  
* Area of Effect Poison
+
* Area of Effect Disease
* Single target Poison
+
* Single target Disease
* Multi pool Poison
+
* Multi pool Disease
* Targeted pool Poison
+
* Targeted pool Disease
  
  
  
  
'''Area of Effect Poison'''
+
'''Area of Effect Disease'''
  
These attacks will hit all targets within a certain radius of the attacker, where the radius is dependent on the special used and area of effect radius component on the weapon used (if the attack is done with a weapon that has an aoe component to it). Area of effect Poisons can consist of Multi Pool Poisons such as the creature attack Poison Spray. Presumably special attacks that utilize weapons with inherent Poison effects can be considered area of effect Poison if the special utilizes an area of attack. The Poison effect from the weapon would attempt to apply its effect individually on all targets within the radius on the attack.
+
These attacks will hit all targets within a certain radius of the attacker, where the radius is dependent on the special used and area of effect radius component on the weapon used (if the attack is done with a weapon that has an aoe component to it). Area of effect Diseases can consist of Multi Pool Diseases such as the creature attack Plague Strike. Presumably special attacks that utilize weapons with inherent Disease effects can be considered area of effect Diseases if the special utilizes an area of attack. The Disease effect from the weapon would attempt to apply its effect individually on all targets within the radius on the attack.
  
  
AOE Poison sources include:
+
AOE disease sources include:
  
* Poison Spray
+
* Plague Strike
 
* AOE specials inflicting disease with weapon on targets within radius  
 
* AOE specials inflicting disease with weapon on targets within radius  
* ApplyPoison
+
* ApplyDisease
  
  
  
'''Single Target Poison'''
+
'''Single Target Disease'''
  
 
These attacks target a single target
 
These attacks target a single target
  
  
* ApplyPoison
+
* ApplyDisease
  
  
  
'''Multi Pool Poison'''
+
'''Multi Pool Disease'''
  
 
These disease attacks will randomly target one of an enemy's ham pools to apply the effect to. These attacks can have their effect applied to all of the primary ham pools.  
 
These disease attacks will randomly target one of an enemy's ham pools to apply the effect to. These attacks can have their effect applied to all of the primary ham pools.  
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Multi pool disease sources include:  
 
Multi pool disease sources include:  
  
* Poison Spray
+
* Plague Strike
  
  
  
  
'''Targeted Pool Poison'''
+
'''Targeted Pool Disease'''
  
  
These Poison attacks will target a specific HAM pool to apply the effect on.  
+
These disease attacks will target a specific HAM pool to apply the effect on.  
  
* ApplyPoison
+
* ApplyDisease
  
 
== Formulas ==
 
== Formulas ==
  
  
Poison  damage is based around two things:
+
Disease damage is based around three things:
  
* The Poison  effectiveness (or strength)
+
* The disease effectiveness (or strength)
* The attacker's combat medic's Combat Medicine Effectiveness modifier
+
* The target's current battle fatigue
 +
* The combat medic's Combat Medicine Effectiveness modifier
  
  
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To calculate Poison  damage, the following formula is used:
+
To calculate disease damage, the following formula is used:
  
 
Real tick damage =  
 
Real tick damage =  
  
'''Real Tick Damage = (poison effectiveness) * (1 + (CM effectiveness) / 100)'''
+
'''((disease effectiveness) * (1 + (CM effectiveness) / 100)) * (1 + (target battle fatigue / 100))'''
 +
 
 +
 
 +
Disease effectiveness includes the disease strength stat on a creature's attack, the combat medic's disease packs or the strength value on dot weapons. Disease sources that dont use CM effectiveness modifier would use 0 for this part of the formula.
 +
 
 +
 
  
 +
As diseases run their course on a target, they will accumulate battle fatigue. The rate at which diseases generate battle fatigue on the target uses the following formula:
  
Poison effectiveness includes the Poison  strength stat on a creature's attack, the combat medic's Poison  packs or the strength value on dot weapons. Poison  sources that dont use CM effectiveness modifier would use 0 for this part of the formula.
+
'''Battle fatigue incurred = Real Tick Damage * .075'''
  
 
==Source References==
 
==Source References==

Revision as of 22:53, 14 July 2009




Game Mechanics - Mechanics Category

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Mechanics This document is about game mechanics.

Game Mechanics

A 'disease' is a Damage Over Time (DOT) attack. While a target is diseased, their affected HAM bar will take on damage and wounds at every 40 second tick cycle of the disease after the target has been diseased. As an example, if a player is hit with a 100 damage disease, 40 seconds passes by and then the player takes 100 damage and then subsequently takes 100 in wounds. A disease will last until cured by the cure disease ability, teras kasi artist meditation, Force Cure Disease, Total Heal Other, Total Heal Self abilities or its duration runs out. Each form of disease attack has a base chance (possibly a potency value) of applying the disease effect. This base chance is checked against the target's disease resistance to determine the ultimate percentage chance for the effect to land.

Diseases cannot be used to kill or incapacitate a target as it will only bring the target down to 1 point of HAM at the least. Diseases can only take the target's ham bar down to its base value. For instance if a player's original mind bar stat is 1000 and has a 500 stat mind buff while diseased, then this will result in a ham pool that is 501/1500 with 999 wounds to the mind. Diseases will be removed from the player when they are killed. Only one type of disease can be placed on a HAM pool or secondary stat, regardless of the source. Furthermore, the highest strength disease overwrites lower strength disease if the target is already diseased on that particular ham pool.

Battle fatigue along with combat medic effectiveness skill modifiers are factors that work to affect disease damage.


Note: NPC and creature diseases may be stacked on a player or pet's same HAM pool even while using the same special. This was presumably done to make PvM more challenging to players. Player pets however do not have this functionality and are limited to the normal rules affecting players. When the same specials are used, the added damage gets included with the ticks therefore if a 150 damage dot was originally applied and a 2nd 150 dot from the same special is applied also, the next tick will be 300 damage. The creature/npc disease timers and ticks are probably refreshed as well.


Note: No known formula exists for calculating the chance of a disease to be applied to a target nor for the effects of disease resistance on these chances but there is probably a 5% base chance to apply a disease as well as a 5% chance to resist a disease attack, similar to the mechanics of other dots.

Disease Sources

Diseases have a number of sources including:

  • Special Attacks
  • Creature Attacks
  • Inherent Weapon Features



Special Attacks


Combat Medics have the ability to launch disease canisters at enemy targets. These disease canisters come in area of effect and single target varieties. Combat Medics have access to diseases that can damage primary and secondary stats.


Creature Attacks


Creatures have access to five forms of diseases:


All creature diseases target the primary ham pool only and may randomly choose which ham pool is hit using the same HAM pool targeting frequency mechanics that combat uses. The sarlacc disease lasts for 1 hour and 30 minutes and probably uses the strong disease value per tick (3 damage).

Note: During pre-cu it seems that the disease timer was affected by other things such as potentially CL or perhaps certain creatures were given custom timers for their disease duration. This information seems to be impossible to find so the timers for their disease durations can only be generalized within the range of data collected.


Note: The sarlacc disease is specific to the sarlacc creatures on dathomir and tatooine. If a player gets within a certain range of the sarlacc pit, they will be diseased (disease resistance apparently affects the chance for the sarlacc to apply the disease to the player). There is no data presently for the sarlaac disease strength but it is probably a strong disease variant.




Inherent Weapon Features

Weapons with inherent diseases will execute this effect on any target that is hit by the attacker. Weapons with inherent or potentially able to have disease effects include:

  • Gammorean Battle Axe
  • Nightsister Lance
  • Nightsister Energy Lance
  • Exceptional Weapons
  • Legendary Weapons

Presumably special attacks that utilize weapons with inherent disease effects can be considered area of effect dieases if the special utilizes an area of attack. The disease effect from the weapon would attempt to apply its effect individually on each target within the radius on the attack if the diseased weapon has a radius attack or if an area of effect special is used with that given weapon. Weapons with inherent disease effects also have a potency value which makes a check against the defender's disease resist modifiers to determine the percentage chance of successfully applying the disease effect. Dots from weapons will only execute on the target if the player is certified to use the weapon. Each successful hit on a target consumes one dot usage from the weapon.


Some things to note:

  • Diseases from different weapons that apply their dot to the same ham stat will not stack with one another unless the weapon used are of different damage types, meaning two kinetic damage type weapons with dots will not stack but a kinetic and energy based weapon dot will stack on the same HAM pool. - (This seems to be an exploit that allowed multiple dots to be stacked onto a target. For example a player using a health dot stun pistol then a health dot energy pistol to stack two health dots on a target)




Disease Types

There are 4 types of disease attacks in SWG:

  • Area of Effect Disease
  • Single target Disease
  • Multi pool Disease
  • Targeted pool Disease



Area of Effect Disease

These attacks will hit all targets within a certain radius of the attacker, where the radius is dependent on the special used and area of effect radius component on the weapon used (if the attack is done with a weapon that has an aoe component to it). Area of effect Diseases can consist of Multi Pool Diseases such as the creature attack Plague Strike. Presumably special attacks that utilize weapons with inherent Disease effects can be considered area of effect Diseases if the special utilizes an area of attack. The Disease effect from the weapon would attempt to apply its effect individually on all targets within the radius on the attack.


AOE disease sources include:

  • Plague Strike
  • AOE specials inflicting disease with weapon on targets within radius
  • ApplyDisease


Single Target Disease

These attacks target a single target


  • ApplyDisease


Multi Pool Disease

These disease attacks will randomly target one of an enemy's ham pools to apply the effect to. These attacks can have their effect applied to all of the primary ham pools.

Multi pool disease sources include:

  • Plague Strike



Targeted Pool Disease


These disease attacks will target a specific HAM pool to apply the effect on.

  • ApplyDisease

Formulas

Disease damage is based around three things:

  • The disease effectiveness (or strength)
  • The target's current battle fatigue
  • The combat medic's Combat Medicine Effectiveness modifier



To calculate disease damage, the following formula is used:

Real tick damage =

((disease effectiveness) * (1 + (CM effectiveness) / 100)) * (1 + (target battle fatigue / 100))


Disease effectiveness includes the disease strength stat on a creature's attack, the combat medic's disease packs or the strength value on dot weapons. Disease sources that dont use CM effectiveness modifier would use 0 for this part of the formula.


As diseases run their course on a target, they will accumulate battle fatigue. The rate at which diseases generate battle fatigue on the target uses the following formula:

Battle fatigue incurred = Real Tick Damage * .075

Source References

Source Source in Context