Difference between revisions of "Item Decay Mechanics (Game Mechanics)"

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(Effects of Armor Decay)
(Effects of Armor Decay)
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Jedi Padawan/regular profession hybrid with Master TKA (57 Unarmed Toughness and Melee Mitigation 3), Master Force Defender (45 Jedi Toughness) wearing an Armor Rating 1 40% Stun PSG, Armor Rating 1 39% Stun Composite, and that is currently under the affect of Synthsteak (43% damage reduction) is attacked by a Dark Trooper with a base damage of (400-500) using a Stun Baton (AP0 320-330 Stun damage) with One-Hand Hit 3 (4.0 special move damage modifier), while intimidated.
 
Jedi Padawan/regular profession hybrid with Master TKA (57 Unarmed Toughness and Melee Mitigation 3), Master Force Defender (45 Jedi Toughness) wearing an Armor Rating 1 40% Stun PSG, Armor Rating 1 39% Stun Composite, and that is currently under the affect of Synthsteak (43% damage reduction) is attacked by a Dark Trooper with a base damage of (400-500) using a Stun Baton (AP0 320-330 Stun damage) with One-Hand Hit 3 (4.0 special move damage modifier), while intimidated.
  
1) Base damage ranges:
+
1) Base damage ranges:<br>
min damage = 400 + 320 = 720
+
min damage = 400 + 320 = 720<br>
max damage = 500 + 330 = 830
+
max damage = 500 + 330 = 830<br>
  
2) Melee Mitigation:
+
2) Melee Mitigation:<br>
mitigated max damage = 720 + ((830 - 720) * ((100 - 60) / 100)) = 764
+
mitigated max damage = 720 + ((830 - 720) * ((100 - 60) / 100)) = 764<br>
  
So, after mitigation, the current attack damage range is 720-764.
+
So, after mitigation, the current attack damage range is 720-764.<br>
  
3) Initial damage ranges:
+
3) Initial damage ranges:<br>
initial min damage = 720 * 4.0 * 1.0 * ((100 - 66.67) / 100) * ((100 - 0.0) / 100) = 959.904
+
initial min damage = 720 * 4.0 * 1.0 * ((100 - 66.67) / 100) * ((100 - 0.0) / 100) = 959.904<br>
initial max damage = 764 * 4.0 * 1.0 * ((100 - 66.67) / 100) * ((100 - 0.0) / 100) = 1018.5648
+
initial max damage = 764 * 4.0 * 1.0 * ((100 - 66.67) / 100) * ((100 - 0.0) / 100) = 1018.5648<br>
  
4) Initial attack damage range is 960-1019, so let's just say we get hit for 1000 initial attack damage.
+
4) Initial attack damage range is 960-1019, so let's just say we get hit for 1000 initial attack damage.<br>
  
5) Defensive damage reducing modifiers:
+
5) Defensive damage reducing modifiers:<br>
 
reduced attack damage = 1000 * ((100 - 57) / 100) * ((100 - 45) / 100) * ((100 - 43) / 100) = 134.805
 
reduced attack damage = 1000 * ((100 - 57) / 100) * ((100 - 45) / 100) * ((100 - 43) / 100) = 134.805
  
6) Forcce Armor reduced damage:
+
6) Forcce Armor reduced damage:<br>
None
+
None<br>
  
7) PSG reduced damage:
+
7) PSG reduced damage:<br>
reduced attack damage = 134.805 * 0.50 * ((100 - 40) / 100) = 40.4415
+
reduced attack damage = 134.805 * 0.50 * ((100 - 40) / 100) = 40.4415<br>
'''FYI: PSG condition loss = (134.805 * 0.50) - 40.4415 = 26.961'''
+
'''FYI: PSG condition loss = (134.805 * 0.50) - 40.4415 = 26.961'''<br>
  
8) Armor reduced damage:
+
8) Armor reduced damage:<br>
reduced attack damage = 40.4415 * 0.50 * ((100 - 39) / 100) = 12.334657
+
reduced attack damage = 40.4415 * 0.50 * ((100 - 39) / 100) = 12.334657<br>
FYI: Armor piece condition loss = (40.4415 * 0.50) - 12.334657 = 7.886093
+
FYI: Armor piece condition loss = (40.4415 * 0.50) - 12.334657 = 7.886093<br>
  
9) So that means that the final damage actually incurred from the Dark Trooper is only 12!
+
9) So that means that the final damage actually incurred from the Dark Trooper is only 12!<br>
  
 
== Effects of Weapon Decay ==
 
== Effects of Weapon Decay ==

Revision as of 17:51, 14 June 2009




Game Mechanics - Mechanics Category

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Decay and Condition

Most usable items have a rating for their durability or how long they will last. This is referred to as the item's condition. Item condition can be viewed by clicking on an item in the inventory and using the examine radial option. The condition is presented as a fraction in appearance where the first number represents the current condition and the second represents the current maximum condition. Once an item's current condition reaches 0 it's effectiveness ends and it may not be repaired. When the item reaches this state it is effectively referred to as being destroyed. Destroyed items show up in the inventory as red in coloration signifying that the item may be equipped but that it's properties will no longer work. Starting items, in addition to Clothing, jewelry, and lightsabers, pearls and crystals remain among the few items of which item decay does not remove their inherent properties.

Effects of Armor Decay

Most wearables have a condition rating that will lower when the item is hit or decays from death penalties. Looted Jewelry comes with 100 condition. Additionally Clothing Items received from quests or NPCS are given only 100 condition. Other wearable clothing items come with 1000 condition.


Clothing items offer no protection from damage taken in combat and only decays due to cloning penalties when the player dies with the uninsured item equipped or in inventory. Armor on the other hand, will reduce damage taken to the body parts on which it is worn. However, this protection comes at a cost. When armor is equipped, it will reduce the pool of some of your secondary statistics. To see the protective value of the armor and the cost to your statistics, simply examine your armor. Armor decays depending on the amount of damage that is passed on to the player; the more damage that is passed on, the faster the decay.

When a piece of armor's condition falls below 50%, the resistance stats on that piece drop in proportion to the armor's continuing deterioration below that 50% mark (probably at every 1% less than 50). Once a piece of armor reaches 0% condition, the armor is effectively destroyed and offers no protection. For example, at 50% condition a composite piece might have 90% resistance, but at 25% condition it will be reduced to 45% resistance.



Armor (and personal shield generator) decay works based on how much damage gets absorbed and passed on to the player. To illustrate the process using an example:

actual damage = reduced attack damage

actual damage: Final damage actually incurred by you, this is the number that appears over your head. reduced attack damage: Damage determined from all the reduced attack damage calculations (above, if any).


Example 1:

Jedi Padawan/regular profession hybrid with Master TKA (57 Unarmed Toughness and Melee Mitigation 3), Master Force Defender (45 Jedi Toughness) wearing an Armor Rating 1 40% Stun PSG, Armor Rating 1 39% Stun Composite, and that is currently under the affect of Synthsteak (43% damage reduction) is attacked by a Dark Trooper with a base damage of (400-500) using a Stun Baton (AP0 320-330 Stun damage) with One-Hand Hit 3 (4.0 special move damage modifier), while intimidated.

1) Base damage ranges:
min damage = 400 + 320 = 720
max damage = 500 + 330 = 830

2) Melee Mitigation:
mitigated max damage = 720 + ((830 - 720) * ((100 - 60) / 100)) = 764

So, after mitigation, the current attack damage range is 720-764.

3) Initial damage ranges:
initial min damage = 720 * 4.0 * 1.0 * ((100 - 66.67) / 100) * ((100 - 0.0) / 100) = 959.904
initial max damage = 764 * 4.0 * 1.0 * ((100 - 66.67) / 100) * ((100 - 0.0) / 100) = 1018.5648

4) Initial attack damage range is 960-1019, so let's just say we get hit for 1000 initial attack damage.

5) Defensive damage reducing modifiers:
reduced attack damage = 1000 * ((100 - 57) / 100) * ((100 - 45) / 100) * ((100 - 43) / 100) = 134.805

6) Forcce Armor reduced damage:
None

7) PSG reduced damage:
reduced attack damage = 134.805 * 0.50 * ((100 - 40) / 100) = 40.4415
FYI: PSG condition loss = (134.805 * 0.50) - 40.4415 = 26.961

8) Armor reduced damage:
reduced attack damage = 40.4415 * 0.50 * ((100 - 39) / 100) = 12.334657
FYI: Armor piece condition loss = (40.4415 * 0.50) - 12.334657 = 7.886093

9) So that means that the final damage actually incurred from the Dark Trooper is only 12!

Effects of Weapon Decay

Weapons decay with usage; each time you use it, the item decays. When the condition of the weapon reaches 25% of the item's maximum total condition, the weapon's minimum and maximum damage starts to decay. The item reaches a decay threshold at the 25% mark. For every 1% below the 25% condition threshold, the weapon's minimum and maximum damage is decreased by 1%. This usage decay will drop a weapon's effectiveness down to 0.

For weapons that reach a condition of 0, the damage done by that weapon will effectively be 1 point. In the case of destroyed Jedi power crystals, the lightsaber will not be equippable at all until replacements are found. If a player is wearing an item that is destroyed, it does not unequip on its own, however it does show up as red in the player's inventory which will allow them to know that it is time to remove the equipment and exchange it for something else if they wish. If the player has a light saber equipped while fighting and the color crystal reaches 0 condition then the damage is reduced to 1 point as with other weapons.



Item Decay Formulas


1. Clothing Decay
2. Armor decay
3. Personal Shield Generator Decay
4. Weapon Decay
5. Ship Component Decay
6. Force Crystal and Krayt Dragon Pearl Decay
7. Survey & Crafting Tools

Source References

Source Source in Context
Item Decay Source 1 http://forums.swganh.org/viewtopic.php?f=23&t=208
Item Decay Source 2 http://soe.lithium.com/swg/board/message?board.id=armorsmith&message.id=51709&query.id=128450#M51709
Item Decay Source 3 http://soe.lithium.com/swg/board/message?board.id=game_guides&message.id=169862&query.id=158782#M169862
Item Decay Source 4 http://forums.swganh.org/viewtopic.php?f=23&t=222
Item Decay Source 5 http://soe.lithium.com/board/message?board.id=weaponsmith&message.id=24149
Item Decay Source 6 http://soe.lithium.com/swg/board/message?board.id=weaponsmith&message.id=63109&view=by_date_ascending&page=3
Item Decay Source 7 http://soe.lithium.com/swg/board/message?board.id=weaponsmith&message.id=67660&query.id=61751#M67660