Difference between revisions of "Meditate (Ability)"

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(Source References)
(Ability Breakdown & Details)
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wounds of one type. And, wounds will never heal while you are  
 
wounds of one type. And, wounds will never heal while you are  
 
poisoned or diseased. Meditation always targets the poison or  
 
poisoned or diseased. Meditation always targets the poison or  
disease first. Last thing of note: you can not mediate while  
+
disease first. After those are healed then the priority wound healing is for the mind pool, then health/action follow. Last thing of note: you can not mediate while  
 
you have a state applied to you (dizzy, blind, etc.). The only  
 
you have a state applied to you (dizzy, blind, etc.). The only  
 
things that Meditation won't heal are those types of negative  
 
things that Meditation won't heal are those types of negative  

Revision as of 06:38, 24 August 2007

Ability - Meditate

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Description

/meditate: This Teras Kasi art allows the user to enter a trance-like state. In this state, the user can stop bleeding as well as slow poison and disease. Additionally, rumors suggest that extremely proficient meditation artists can slowly heal their own wounds.

Command: /meditate
CommandQueue Entry: meditate (124629F2)

Related Tags

Ability This document relates to Player Abilities.

Teras Kasi This document is related to the Teras Kasi Profession.

Ability Breakdown & Details

When you issue the /meditate command, it initiates a 'You sit down' system message then takes a meditation pose. 
Here's what mediation skill can do for each level of meditation. 
Note that each additional level increases the speed of the previous levels heals.

Teräs Käsi Novice: cure bleeding
Intermediate Meditative Techniques: cure bleeding + cure poison
Advanced Meditative Techniques: cure bleeding + cure poison + cure disease
Expert Meditative Techniques: cure bleeding + cure poison + cure disease (nothing new)
Master Meditative Techniques:= cure bleeding + cure poison + cure disease + cure wounds

In addition, Meditate will make your HAM regenerate faster than standing. 
I'm unsure if it is faster than sitting (although it is at least as fast).


When you meditate you will see something like the following (exact wording may be off):

Your disease severity has decreased.
Your disease severity has decreased.
Your disease severity has decreased.
Your disease has subsided.
[meditation] Your action wounds heal by [31] points.
[meditation] Your action wounds heal by [23] points
[meditation] Your action wounds heal by [15] points.

Each message tends to have aperiod of about 3 or 4 seconds in between.
 So it does heal rather quickly. As for how long specifically it takes 
to heal disease and such, it depends on the severity. For example, 
Mantigrue Screechers on Endor can give some pretty nasty disease that 
hits for upwards of 300 or 400 wounds per tick. That disease usually
takes about 3 or 4 messages to cure while I meditate (so about 12 
seconds more or less). Of course when you get a disease or poison, 
it's usually in your advantage to finish the battle as quickly as 
possible so as to minimize wounding and the time it takes to mediate
 those wounds away. The numbers (for action) I listed above are 
typical heal rates. Each tick tends to heal between 20 and 35 
wounds of one type. And, wounds will never heal while you are 
poisoned or diseased. Meditation always targets the poison or 
disease first. After those are healed then the priority wound healing is for the mind pool, then health/action follow. Last thing of note: you can not mediate while 
you have a state applied to you (dizzy, blind, etc.). The only 
things that Meditation won't heal are those types of negative 
states and battle fatigue. Meditation WILL heal all primary and
wounds.

Ability Flow

<graphviz> digraph G {

       rankdir = LR;
       node [shape=record, width=.2, height=.2];
       node [width=1];
       node1 [color="#929292", label = "Step 01", style="bold", fontname="arial", fontcolor="#929292", URL="Test101"];
       node2 [color="orange", label = "Step 02", style="bold", fontname="arial", fontcolor="#458CAF", URL="Test102"];
       node3 [color="orange", label = "Step 03", style="bold", fontname="arial", fontcolor="#458CAF", URL="Test101"];
       node1 -> node2:w [color="#929292"];
       node2:w -> node3:e [color="#515FCA", constraint=false];

} </graphviz>

System Messages

ID Path Filename Trigger Message
med_begin /string/en/ teraskasi.stf You begin to meditate.
med_end /string/en/ teraskasi.stf You stop meditating.
med_fail /string/en/ teraskasi.stf You cannot meditate in your current condition.
prose_curewound /string/en/ teraskasi.stf [meditation] Your %TO wounds heal by %DI points.

SUI Prompt

Combat Chat Spam

Fly Text

Formula(s)

Tick rates for wound and dot healing seem to be 3 second intervals. Based on the limited information at hand, it seems that meditate at master tk can heal poisons/diseases/bleeds at a rate of 100 units of severity (dot strength) per tick every 3 seconds. Information suggests that meditation skill level affects the size of the healing amount done per level.


A recommendation at the amount for dot strength healing per tick is that it should be scaled at a 1:1 ratio with meditation skill, meaning 1 point of dot strength, per tick, is healed for every 1 point of meditation skill the player acquires. This will allow for some scaling to occur as the player advances their character. For example a novice tk with +15 meditation skill, when hit with a 100 point bleed will begin healing the bleed off at 15 points per tick.


Wound heals rates seem to be a random number set within a range which is determined by the meditation skill. Wound healing range seems to be from 15-35 wounds at teras kasi master with 30 being the average, and 15-30 at meditation 4 with 20 being the average. TKM seems to have less variance in the frequency of larger size heals of the wounds than at meditation 4 however.

Source References

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

Ability HAM Costs

Modifier Value
Health Cost 0
Action Cost 0
Mind Cost 0
Force Cost 0

Ability Multipliers

Modifier Value
Health cost 0
Action cost 0
Mind cost 0
Force cost 0
Damage 0
Delay Time 0