Difference between revisions of "Heal Damage (Ability)"

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(Formula(s))
(Formula(s))
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==Formula(s)==
 
==Formula(s)==
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                                      ''' Injury Treatment '''
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Heal Power of Healing Stim x Environment x [(100 + Injury Treatment Skill + BE modded clothes +food/buff) / 100] x Med City Bonus
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for example:
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<pre>
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900 Heal Stim
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110 Med Module Droid
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100 Injury Treatment Skill
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25 BE clothes
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0 no foods or buffs enhance injury treatment. (needs checking)
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10% Medical City Specialization Bonus
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900 x 1.1 x [(100+100+25+0)/100] x 1.1 = 2450 total heal
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--------------------------------------------------------------------------------
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Now how Battle Fatigue affects this...
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If player Battle Fatigue is 0 - 250 = no change in heal value.
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If player Battle Fatigue is greater than 250 then...
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Heal - [Heal x (Battle Fatigue-250) / 1000] = Heal after Battle Fatigue
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so with 696 Battle Fatigue (Randomly chosen number)
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2450 - [ 2450 x (696 - 250) / 1000] = 1358 heal after 696 Battle Fatigue
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Bio-engineered clothes effectively cap at +25/+25 so a person with +9999/ +9999 will do the SAME as one with only +25/+25 injury/wound treatment clothes.
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Battle Fatigue does NOT affect buff performance until 250 Battle Fatigue. One could have 249 Battle Fatigue and it will be the same as one with 0 Battle Fatigue.
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Battle Fatigue after 250 - affects the buff performance by 1% per 10 Battle Fatigue.
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At 1000 Battle Fatigue (when Battle Fatigue caps) buff performance is reduced by 75%.
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At 750 Battle Fatigue buff performance is reduced by 50%.
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At 500 Battle Fatigue buff performance is reduced by 25%.
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Medical centers and scout camps override droid bonuses.
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If not in a Medical Specialized Player City - the variable is calculated at 1.0.
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If in a Medical Specialized Player City - the varible is calculated at 1.1.
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</pre>
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'''Injury Treatment Speed'''
 
'''Injury Treatment Speed'''

Revision as of 11:06, 10 September 2007

Ability - Heal Damage

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Description

/healdamage: This command will heal damaged stat pools, if you have the requisite skills and medicine.

Command: /healDamage
CommandQueue Entry: healdamage (0A9F00A0)


Healing Health and Action



Related Tags

0% This document has not been started.

Ability This document relates to Player Abilities.

Medic This document is related to the Medic Profession.

Ability Breakdown & Details

Heal Damage works as long as you have Stimpacks in your inventory. This command uses the first stimpack in your inventory to heal your target. The command will select between ranged and small stimpacks depending on your distance to the patient. They can be used anywhere by bringing up the radial menu on a damaged person and selecting "heal damage" or by targeting someone and pressing the "heal damage" hotkey (if you started as a medic this will be bound to one of your hotkeys at the top of the screen, e.g. F6 - if not, drag it from the Ctrl-A window). You can also target someone and double-click the stim in your inventory, use the stim's radial menu, drag the stim into a hotkey panel, or use the /healdamage command (can shorten to /heald). Healing range is only 6m.

Heal damage works off of the Injury Treatment and Injury Treatment speed modifiers. The base healing speed at novice medic is 10 seconds in between heals which is further reduced to a minimum of 4 seconds by the Injury Treatment Speed modifier and effects from food buffs.



Ability Flow

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       node [width=1];
       node1 [color="#929292", label = "Step 01", style="bold", fontname="arial", 

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       node1 -> node2:w [color="#929292"];
       node2:w -> node3:e [color="#515FCA", constraint=false];

} </graphviz>

System Messages

SUI Prompt

Combat Chat Spam

Fly Text

Formula(s)

                                       Injury Treatment 


Heal Power of Healing Stim x Environment x [(100 + Injury Treatment Skill + BE modded clothes +food/buff) / 100] x Med City Bonus

for example:


900 Heal Stim
110 Med Module Droid
100 Injury Treatment Skill
25 BE clothes
0 no foods or buffs enhance injury treatment. (needs checking)
10% Medical City Specialization Bonus

900 x 1.1 x [(100+100+25+0)/100] x 1.1 = 2450 total heal

--------------------------------------------------------------------------------
Now how Battle Fatigue affects this...

If player Battle Fatigue is 0 - 250 = no change in heal value.

If player Battle Fatigue is greater than 250 then...

Heal - [Heal x (Battle Fatigue-250) / 1000] = Heal after Battle Fatigue

so with 696 Battle Fatigue (Randomly chosen number)

2450 - [ 2450 x (696 - 250) / 1000] = 1358 heal after 696 Battle Fatigue



Bio-engineered clothes effectively cap at +25/+25 so a person with +9999/ +9999 will do the SAME as one with only +25/+25 injury/wound treatment clothes.

Battle Fatigue does NOT affect buff performance until 250 Battle Fatigue. One could have 249 Battle Fatigue and it will be the same as one with 0 Battle Fatigue.

Battle Fatigue after 250 - affects the buff performance by 1% per 10 Battle Fatigue.

At 1000 Battle Fatigue (when Battle Fatigue caps) buff performance is reduced by 75%.

At 750 Battle Fatigue buff performance is reduced by 50%.

At 500 Battle Fatigue buff performance is reduced by 25%. 

Medical centers and scout camps override droid bonuses.

If not in a Medical Specialized Player City - the variable is calculated at 1.0.

If in a Medical Specialized Player City - the varible is calculated at 1.1.











Injury Treatment Speed



1. This needs a formula but I think the formula for wound treatment speed goes like this:


speed = ( ( 100-foodbuff)/100 ) x  ( ( 100 -  ( InjuryTreatmentSpeed x 0.5 )    ) /100 ) x base healing speed



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

Source Source in Context
Prima Guide somelink1 Source1

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