Difference between revisions of "Meditate (Ability)"

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(Ability Breakdown & Details)
(Ability Breakdown & Details)
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* Teräs Käsi Novice: cure bleeding
 
* Teräs Käsi Novice: cure bleeding
* Intermediate Meditative Techniques: cure bleeding + cure poison
+
* Intermediate Meditative Techniques: cure poison
* Advanced Meditative Techniques: cure bleeding + cure poison + cure disease
+
* Advanced Meditative Techniques: cure disease
* Master Meditative Techniques:= cure bleeding + cure poison + cure disease + cure wounds
+
* Master Meditative Techniques:= cure wounds
  
  

Revision as of 03:00, 13 September 2009

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

25% This document has been partially completed.

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 as the player changes posture. Meditation counts as a sitting/prone posture and carries with it any bonuses or penalties that apply with that posture type. This command cannot be used while in motion or swimming/combat. While in a meditative state, players are able to cure bleeding, cure poison, cure disease, cure wounds as well as initiate the power boost ability. The meditation levels at which each feature becomes possible are as follows:


  • Teräs Käsi Novice: cure bleeding
  • Intermediate Meditative Techniques: cure poison
  • Advanced Meditative Techniques: cure disease
  • Master Meditative Techniques:= cure wounds



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.


Meditation state will break upon being attacked or moving. 

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

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 10-35 wounds at teras kasi master with 30 being the average, and 10-30 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