Difference between revisions of "Stages of Combat (Game Mechanics)"

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Latest revision as of 20:14, 13 July 2011




Game Mechanics - Mechanics Category

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Mechanics This document is about game mechanics.


Stages of Combat

When a target is placed in combat with an enemy, each action goes through a progressive series of checks to determine the outcome of that action.


1. Chance to Hit Stage(A.K.A. Accuracy):


This stage determines whether or not an attack will hit at all. The first part of this is affected by a chance to outright 'miss' or 'hit' with an attack.


2. Secondary Defense Stage


If an attack passes the chance to hit stage, then it goes through a secondary defense check. These defenses add another check for the attack to miss the target or otherwise have its effects be mitigated.



3. Hit Location Selection


Once an attack is flagged as hitting the player (in the case of being blocked as well) This stage determines which body part on the player is hit. The body section affects which HAM bar(s) are hit by the attack and to what percentage of the overall attack will be passed on to those particular bars. Certain special attacks will automatically target specific areas of the body and will apply damage to particular HAM pools by default.



4. Damage Determination Stage

Damage calculated to be done to the target using a particular weapon and/or ability. This stage calculates all weapon, buff, and ability modifiers to calculate the aggregate damage that will be done to the target.


5. Armor Reduction Stage


Stage in which damage reduction occurs. Resistance and armor rating values on the armor of the target reduce the overall damage done to it.




6. Damage Mitigation Stage


The final stage for damage determination passes on the remaining damage that has gotten through teh armor resistances. The damage then goes through the Ranged and Melee Damage Mitigation modifiers that the player obtains in their elite profession.


7. State Application Chance Stage


Stage that determines chance of Bleeding, Blind, Delay, Disease, Dizzy, Intimidate, Knockdown, Poison, and Stun effects application.These only take effects when certain special abilities are used The chance of applying state effects is determined by taking Attackers State Application Modifier Skill and applying a check versus the Defenders state modifier defenses or resistance against the particular state effect.

Source References

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1 http://swgforums.swganh.org/viewtopic.php?search_id=1495554114&t=277167
2 http://swgforums.swganh.org/viewtopic.php?search_id=1995091307&t=43443
3 http://swgforums.swganh.org/viewtopic.php?search_id=939500799&t=306444