Difference between revisions of "Heal Damage (Ability)"

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(Ability Breakdown & Details)
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= Ability Breakdown & Details =
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== Ability Breakdown & Details ==
  
 
Heal Damage works as long as you have Stimpacks in your inventory.
 
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.
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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. If a player has taken damage to one of their HAM pools then they will have a Heal Damage option appear on their radial menu list to medics. Medics can then bring up the radial menu on a damaged person and selecting "heal damage" radial option or by targeting someone and pressing the /healdamage command. You can also target someone and double-click the stim in your inventory, use the stim's radial menu, or drag the stim into a hotkey panel. Alternatively players may enter command parameters to assign specific targets for healing. For example you can do "/healdamage self" to heal yourself only even if you have another entity targeted, or "/healdamage <name>" to heal a particular friendly pet, or player. 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.
 
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.
  
  
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== Using Heal Damage ==
  
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There are several ways to use the heal damage ability:
  
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'''Command line options'''
  
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* /healdamage self - Using this command will heal the player using any available stimpack in the player's inventory, one at a time.
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|valign=top|
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* /healdamage (no paramater) - Using this command will heal the target using all available stim packs in the player's inventory one at a time.
  
Heal Damage System Message<br>
 
Heal Damage Chat<br>
 
Heal Damage Formulas<br>
 
  
==Formula(s)==
 
  
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'''Player Radial Menu Options'''
  
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* Medic with heal damage will have an Heal Damage radial menu appear on the target
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* Select "Heal Damage" radial menu on the player will heal the target
  
                                      ''' Injury Treatment '''
 
  
  
This formula determines the size of the heal (per ham pool) that is given when using a healing stim.
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'''Stimpack Radial Menu Options'''
  
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* Select the "Use" radial menu
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* Choose from the Use Item on Self and Use Item on Target options.
  
  
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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'''Toolbar Options'''
  
for example:
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* Place stimpack on toolbar and press corresponding button while having target in reticle
  
  
<pre>
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'''From Inventory'''
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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* Double click on stimpack in inventory while having target in reticle
  
--------------------------------------------------------------------------------
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== Experience ==
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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Experience earned is equal to
  
If player Battle Fatigue is greater than 250 then...
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exp =  Total Damage Healed / 4
  
Heal - [Heal x (Battle Fatigue-250) / 1000] = Heal after Battle Fatigue
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example:  600 action damage and 600 health damage healed sum to 1200 damage healed.  Therefore:
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1200 / 4 = 300 medical experience earned.
  
so with 696 Battle Fatigue (Randomly chosen number)
 
  
2450 - [ 2450 x (696 - 250) / 1000] = 1358 heal after 696 Battle Fatigue
 
  
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== System Messages ==
Bio-engineered clothes effectively cap at +25/+25 so a person
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with +9999/ +9999 will do the SAME as one with only +25/+25
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injury/wound treatment clothes.
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Battle Fatigue does NOT affect buff performance until 250
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Battle Fatigue. One could have 249 Battle Fatigue and it will
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be the same as one with 0 Battle Fatigue.
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Battle Fatigue after 250 - affects the buff performance
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by 1% per 10 Battle Fatigue.
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At 1000 Battle Fatigue (when Battle Fatigue caps) buff
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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
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variable is calculated at 1.0.
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If in a Medical Specialized Player City - the
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varible is calculated at 1.1.
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</pre>
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                                      '''Injury Treatment Speed'''
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1.  This needs a formula but I think the formula for wound treatment speed goes like this:
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<pre>
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speed = ( ( 100-foodbuff)/100 ) x  ( ( 100 -  InjuryTreatmentSpeed  ) /100 ) x base healing speed
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</pre>
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Where base healing speed = 10 seconds
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Where foodbuff = value of the foods used
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* [[Heal Damage System Messages (Game Messages)|Heal Damage]]<br>
  
  
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.
 
  
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== Radial Menus ==
  
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* [[Heal Damage Radial Menu 1 (Game Messages)|Heal Damage]]
  
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== Formulas ==
  
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.
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* [[Injury Treatment (Game Mechanics)|Injury Treatment]]
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* [[Injury Treatment Speed (Game Mechanics)|Injury Treatment Speed]]
  
 
==Source References==
 
==Source References==

Latest revision as of 12:53, 9 September 2009

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

50% This document has been partially completed.

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. If a player has taken damage to one of their HAM pools then they will have a Heal Damage option appear on their radial menu list to medics. Medics can then bring up the radial menu on a damaged person and selecting "heal damage" radial option or by targeting someone and pressing the /healdamage command. You can also target someone and double-click the stim in your inventory, use the stim's radial menu, or drag the stim into a hotkey panel. Alternatively players may enter command parameters to assign specific targets for healing. For example you can do "/healdamage self" to heal yourself only even if you have another entity targeted, or "/healdamage <name>" to heal a particular friendly pet, or player. 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.


Using Heal Damage

There are several ways to use the heal damage ability:

Command line options

  • /healdamage self - Using this command will heal the player using any available stimpack in the player's inventory, one at a time.
  • /healdamage (no paramater) - Using this command will heal the target using all available stim packs in the player's inventory one at a time.


Player Radial Menu Options

  • Medic with heal damage will have an Heal Damage radial menu appear on the target
  • Select "Heal Damage" radial menu on the player will heal the target


Stimpack Radial Menu Options

  • Select the "Use" radial menu
  • Choose from the Use Item on Self and Use Item on Target options.


Toolbar Options

  • Place stimpack on toolbar and press corresponding button while having target in reticle


From Inventory

  • Double click on stimpack in inventory while having target in reticle

Experience

Experience earned is equal to

exp = Total Damage Healed / 4

example: 600 action damage and 600 health damage healed sum to 1200 damage healed. Therefore: 1200 / 4 = 300 medical experience earned.


System Messages


Radial Menus

Formulas

Source References

Source Source in Context
Source 1 [Source1]
Source 2 [Source 2]
Source 3 Source 3
Source 4 Source 4
Source 5 Source 5
Source 6 Source 6
Source 7 Source 7
Source 8 Source 8
Source 9 Source 9

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