Difference between revisions of "Rally (Ability)"

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= Ability Breakdown & Details =
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== Ability Breakdown & Details ==
  
What this bonus does is increase accuracy, as well as increase the defenses of the squad leader and the group. A drawback (bug?)to rally is that it prevents anyone in group from harvesting, sampling, accessing terminals, sitting, opening tickets, burst running, and prevents Medics from using /dragincapacitatedplayer on a member of your group and Teras Kasi Artists cannot use meditate.
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Rally is an combat queued ability that increases the state, ranged and melee defenses and accuracy to-hit bonus for the squad leader, pets, and players in their group. Rally lasts for a total of 1 minute and has a 5 second delay timer associated with it. The Rally timer can be stacked on itself meaning that if the rally effect is currently on and the squad leader issues the rally effect again, the new timer will replace the current one. Group members must be within 65 meters of the squad leader to receive the rally bonus.
  
'''Q. Does the Rally command work as a combat command, and therefore show up in the combat queue?'''
 
  
A. Yes. It goes in your combat queue, can be cancelled through /clearCombatQueue, and does not interrupt your group mates in any way.
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Ham costs of the ability are multiplied by the number of members in the group.
  
'''Q. What is the delay associated with the command? My understanding is that this command is a short-time buff, what is the duration?'''
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Note: The exact multiplier for group size is unknown so i will assume its a +1 multiplier per person added;Therefore a 20 person group multiplies the ham cost by 20.
  
A. Rally lasts for 30 seconds and Stackable for Duration. (Thus a second /rally during a current one will add 30 more seconds to the Rally.)
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Note: Base Ham costs are unknown but regression points to 275 being a base for action and mind stats.
 
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And has a 5 second delay.
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Additionally the group members must be within 65 meters of the squad leader to be able to recieve the buff.
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These numbers are unverified but without any other information I will list the following as being attributes that rally could possibly boost.
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Melee Defense:  50<br>
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Ranged Defense: 50<br>
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All state defenses: 50<br>
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Accuracy: 50
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Note: Accuracy, Melee, ranged, state defense bonuses are unknown
  
  
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|- align="center" style="background-color:#ffffcc;"
 
|width="100px"|'''ID'''||'''Path'''||'''Filename'''||'''Trigger'''||'''Message'''
 
|width="100px"|'''ID'''||'''Path'''||'''Filename'''||'''Trigger'''||'''Message'''
|-align="center"
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|- align="center"
||ID Value
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||go_rally
||/path/goes/here/
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||/string/en/
||filename.stf
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||combat_effects.stf
 
||internal_command_string
 
||internal_command_string
||System Message Text
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||+Rally+
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|- align="center"
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||no_rally
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||/string/en/
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||combat_effects.stf
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||internal_command_string
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||-Rally-
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==Formula(s)==
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== Formula(s) ==
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No known formula exists for the rally success chance so I will propose the following:
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Rally Success Chance =
  
* '''1 + 1 = 3'''
 
  
* '''2 - 2 + 2 = 3'''
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(25 + ( ( 100 x ( group size / 20 ) ) - leadership mod) ) x .50
  
 
==Source References==
 
==Source References==
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|width="150px"|'''Source'''||width="450px"|'''Source in Context'''
 
|width="150px"|'''Source'''||width="450px"|'''Source in Context'''
 
|- align="center"
 
|- align="center"
||[[Berserk_Source1|Source1]]||[[somelink1 Source1]]
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||[[Rally 1 (Source)|Source 1]]||[[Rally Context 1 (Source)|Source 1]]
 
|- align="center"
 
|- align="center"
||[[Berserk_Source2|Source2]]||[[somelink2 Source2]]
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||[[Rally 2 (Source)|Source 2]]||[[Rally Context 2 (Source)|Source 2]]
 
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|width="100px"|'''Modifier'''||'''Value'''
 
|width="100px"|'''Modifier'''||'''Value'''
 
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||Health Cost||align="center" |25
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||Health Cost||align="center" |0
 
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||Action Cost||align="center" |50
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||Action Cost||align="center" |275
 
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||Mind Cost||align="center" |100
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||Mind Cost||align="center" |275
 
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||Force Cost||align="center" |0
 
||Force Cost||align="center" |0
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||Damage||align="center" |0
 
||Damage||align="center" |0
 
|-
 
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||Delay Time||align="center" |0
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||Delay Time||align="center" |5
 
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Latest revision as of 10:40, 8 September 2009

Ability - Rally

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Description

/rally: This Squad Leader command improves the combat defense and to hit modifiers of everyone in the party. The Squad Leader must be the party's leader in order for this to function.

Command: /rally
CommandQueue Entry: rally (637279EA)

Related Tags

50% This document has been partially completed.

Ability This document relates to Player Abilities.

Squad Leader This document is related to the Squad Leader Profession.

Ability Breakdown & Details

Rally is an combat queued ability that increases the state, ranged and melee defenses and accuracy to-hit bonus for the squad leader, pets, and players in their group. Rally lasts for a total of 1 minute and has a 5 second delay timer associated with it. The Rally timer can be stacked on itself meaning that if the rally effect is currently on and the squad leader issues the rally effect again, the new timer will replace the current one. Group members must be within 65 meters of the squad leader to receive the rally bonus.


Ham costs of the ability are multiplied by the number of members in the group.

Note: The exact multiplier for group size is unknown so i will assume its a +1 multiplier per person added;Therefore a 20 person group multiplies the ham cost by 20.

Note: Base Ham costs are unknown but regression points to 275 being a base for action and mind stats.


Note: Accuracy, Melee, ranged, state defense bonuses are unknown


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
rally_fail_single /string/en/ cbt_spam.stf internal_command_string You fail to rally the group!
rally_success_group_msg /string/en/ cbt_spam.stf internal_command_string Your group rallies to the attack!
rally_success_single /string/en/ cbt_spam.stf internal_command_string You rally the group!

SUI Prompt

Combat Chat Spam

ID Path Filename Trigger Player Message1 Grouped Player message Ungrouped Player's Message

rally_fail

/string/en/

cbt_spam.stf

You fail to rally the group.

%TU fails to rally %PU group.

%TU fails to rally %PU group.

rally_success /string/en/ cbt_spam.stf You rally your group! %TU rallies the group! %TU rallies %PU group!


Fly Text

ID Path Filename Trigger Message
go_rally /string/en/ combat_effects.stf internal_command_string +Rally+
no_rally /string/en/ combat_effects.stf internal_command_string -Rally-


Formula(s)

No known formula exists for the rally success chance so I will propose the following:

Rally Success Chance =


(25 + ( ( 100 x ( group size / 20 ) ) - leadership mod) ) x .50

Source References

Source Source in Context
Source 1 Source 1
Source 2 Source 2

Ability HAM Costs

Modifier Value
Health Cost 0
Action Cost 275
Mind Cost 275
Force Cost 0

Ability Multipliers

Modifier Value
Health cost 0
Action cost 0
Mind cost 0
Force cost 0
Damage 0
Delay Time 5