Difference between revisions of "State Defenses (Game Mechanics)"

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== Game Mechanics ==
 
== Game Mechanics ==
  
State defenses are a roll against accuracy to see if a state is applied. Each state skill then has an inherent chance to succeed upon a successful roll. Currently all these defenses stack across professions, but have a 95% cap. In other words, no matter how high your state defenses there is always a 5% chance that a succesful 'state hit' will be applied. When a successful 'state hit' is applied, there is then a percent chance based on the skill for it to work. For example unarmed stun 1 has a 30% chance to apply stun should the special attack pass accuracy checks to hit the target AND pass through the target's state defense modifier checks.  
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All players may utilize state defense modifiers, regardless of profession. State defenses are a roll against accuracy to see if a state is applied. Each state skill then has an inherent chance to succeed upon a successful roll. Currently all these defenses stack across professions, but have a 95% cap. In other words, no matter how high your state defenses there is always a 5% chance that a succesful 'state hit' will be applied. When a successful 'state hit' is applied, there is then a percent chance based on the skill for it to work. For example unarmed stun 1 has a 30% chance to apply stun should the special attack pass accuracy checks to hit the target AND pass through the target's state defense modifier checks.  
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Additionally there are skill modifiers that add a bonus to the attacker's state/effect application modifier to increase the chance of applying that effect.
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To complicate matters a bit, state resists also go through a tier process in which certain sources of state defenses will no stack with other forms.  Each source of resist makes a separate check against the state application. Skill attachment resists, jedi state resist, Force State Resist and food buffs all apply different checks from one another.
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Note: There is no known formula for calculating any aspect of state defense.
 
Note: There is no known formula for calculating any aspect of state defense.
  
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One possible idea is the following:
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The defense vs. {state} skill mods are probably percentage based.  So a 100% defense vs. stun would be the real limit: you never get stunned.  However, it's also possible (but I've never seen it confirmed one way or the other) that different stun or KD attacks have different chances of sticking.  You see this already with the potency stat on CM poisons/diseases: higher potency has a better chance of sticking.  If that's the case, it might be along the lines of this:
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ChanceOfState = ( AttackStatePotency - DefenseVsState ) / 100;<br>
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StateRoll = random(0,1);<br>
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if [ StateRoll < ChanceOfState ] { ApplyState(); }<br>
  
  
  
 
'''State Defense Modifiers:'''
 
'''State Defense Modifiers:'''
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Note that state defenses ;eg. Defense vs Knockdown etc do not stack on top of resistances from Force Resist States and Jedi State defenses. They are separate checks from Jedi State Defenses and Force Resist States.
  
 
* Defense vs. Knockdown
 
* Defense vs. Knockdown
  
* Defense vs. Posture Down  
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* Defense vs. Posture Change (Up)
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* Defense vs. Posture Change (Down)
  
 
* Defense vs. Dizzy -
 
* Defense vs. Dizzy -
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* Squad Leader - Rally - (unknown amount added, maybe +50?)
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* Squad Leader - Rally - (unknown amount added, maybe +50?) Stacks on top of state defense skill modifiers.
* Force Resist Bleeding - Adds +25 to Bleed resistance
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* Force Resist Disease - Adds +25 to Disease resistance
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* Force Resist States -  
* Force Resist Poison - Adds +25 to Poison resistance
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* Force Resist States - Adds +25 to negative Status Effects resistance. Percentage chance of resisting a status effect. Only affects the Stun, Blind, Dizzy, and Intimidated status effects. Posture changes, delays, and DoTs of any kind are not affected. Note: State Resistance do not stack on top of other state defenses,for example, Defense vs. Stun and Jedi State Defenses. Instead it equates to a separate roll when calculating whether a status effect will be inflicted or not.
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Adds +25 to negative Status Effects resistance. Percentage chance of resisting a status effect. Only affects the Stun, Blind, Dizzy, and Intimidated status effects. Posture changes, delays, and DoTs of any kind are not affected. Note: State Resistance do not stack on top of other state defenses,for example, Defense vs. Stun and Jedi State Defenses. Instead it equates to a separate roll when calculating whether a status effect will be inflicted or not.
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* Jedi State Defense -
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Add a Percentage chance of resisting a status effect. Also, if inflicted with a status effect it will make the status effect wear off faster. Only affects the Stun, Blind, Dizzy, and Intimidated status effects. Posture changes, delays, and DoTs of any kind are not affected. Jedi State Defenses do not stack on top of other state defenses for example, Defense vs. Stun and Force Resist States. Instead it equates to a separate roll when calculating whether a status effect will be inflicted or not.
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'''Items That add to State Defense Modifiers'''
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* Food -
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** Deuterium Pyro - Adds to Defense vs Intimidate
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** Correlian Brandy - Adds to Defense vs Knockdown
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** Thakitillo - Adds to Defense vs Knockdown
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** Durindfire - Adds to Defense vs Stun
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** Ithorian Mist - Adds to Defense vs Dizzy
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** Veronian Berry Wine - Adds to Defense vs Blind
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* Skill Attachments -
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Note that Resistances Skill attachments ;eg. Defense vs Knockdown etc do not stack on top of other resistances, such as the Force Resist States and Jedi State defenses. They are separate checks from Jedi State Defenses and Force Resist States.
  
* Jedi State Defense - Add a Percentage chance of resisting a status effect. Also, if inflicted with a status effect it will make the status effect wear off faster. Only affects the Stun, Blind, Dizzy, and Intimidated status effects. Posture changes, delays, and DoTs of any kind are not affected. Jedi State Defenses do not stack on top of other state defenses for example, Defense vs. Stun and Force Resist States. Instead it equates to a separate roll when calculating whether a status effect will be inflicted or not.
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** Defense vs. Dizzy
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** Defense vs. Blind
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** Defense vs. Knockdown
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** Defense vs. Posture Change Up
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** Defense vs. Posture Change Down
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** Defense vs. Intimidate
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** Defense vs. Stun
  
  
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'''Food That Add to State Defense Modifiers'''
 
  
  
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'''Item that Add Bonuses to Attackers State Application Chance'''
  
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* Confidence Cloth - Intimidation bonus
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* Fear Release - Intimidation bonus
  
  
'''Skill Attachment Bonuses to State Defense'''
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'''Skill Attachment Bonuses to Attackers State Application Chance'''
  
  
Note that Resistances Skill attachments ;eg. Defense vs Knockdown etc do not stack on top of other resistances, such as the Force Resists and Jedi State defenses. They are separate checks from Jedi State Defenses and Force Resist States.
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* Intimidation
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* Warcry
  
 
==Source References==
 
==Source References==

Latest revision as of 13:27, 11 March 2009




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Game Mechanics

All players may utilize state defense modifiers, regardless of profession. State defenses are a roll against accuracy to see if a state is applied. Each state skill then has an inherent chance to succeed upon a successful roll. Currently all these defenses stack across professions, but have a 95% cap. In other words, no matter how high your state defenses there is always a 5% chance that a succesful 'state hit' will be applied. When a successful 'state hit' is applied, there is then a percent chance based on the skill for it to work. For example unarmed stun 1 has a 30% chance to apply stun should the special attack pass accuracy checks to hit the target AND pass through the target's state defense modifier checks.

Additionally there are skill modifiers that add a bonus to the attacker's state/effect application modifier to increase the chance of applying that effect.



To complicate matters a bit, state resists also go through a tier process in which certain sources of state defenses will no stack with other forms. Each source of resist makes a separate check against the state application. Skill attachment resists, jedi state resist, Force State Resist and food buffs all apply different checks from one another.


Note: There is no known formula for calculating any aspect of state defense.


One possible idea is the following:


The defense vs. {state} skill mods are probably percentage based. So a 100% defense vs. stun would be the real limit: you never get stunned. However, it's also possible (but I've never seen it confirmed one way or the other) that different stun or KD attacks have different chances of sticking. You see this already with the potency stat on CM poisons/diseases: higher potency has a better chance of sticking. If that's the case, it might be along the lines of this:

ChanceOfState = ( AttackStatePotency - DefenseVsState ) / 100;
StateRoll = random(0,1);
if [ StateRoll < ChanceOfState ] { ApplyState(); }


State Defense Modifiers:

Note that state defenses ;eg. Defense vs Knockdown etc do not stack on top of resistances from Force Resist States and Jedi State defenses. They are separate checks from Jedi State Defenses and Force Resist States.

  • Defense vs. Knockdown
  • Defense vs. Posture Change (Up)
  • Defense vs. Posture Change (Down)
  • Defense vs. Dizzy -
  • Defense vs. Blind -
  • Defense vs. Stun -
  • Defense vs. Intimidate -


Abilities that Add to state defense Modifiers


  • Squad Leader - Rally - (unknown amount added, maybe +50?) Stacks on top of state defense skill modifiers.
  • Force Resist States -

Adds +25 to negative Status Effects resistance. Percentage chance of resisting a status effect. Only affects the Stun, Blind, Dizzy, and Intimidated status effects. Posture changes, delays, and DoTs of any kind are not affected. Note: State Resistance do not stack on top of other state defenses,for example, Defense vs. Stun and Jedi State Defenses. Instead it equates to a separate roll when calculating whether a status effect will be inflicted or not.

  • Jedi State Defense -

Add a Percentage chance of resisting a status effect. Also, if inflicted with a status effect it will make the status effect wear off faster. Only affects the Stun, Blind, Dizzy, and Intimidated status effects. Posture changes, delays, and DoTs of any kind are not affected. Jedi State Defenses do not stack on top of other state defenses for example, Defense vs. Stun and Force Resist States. Instead it equates to a separate roll when calculating whether a status effect will be inflicted or not.



Items That add to State Defense Modifiers

  • Food -
    • Deuterium Pyro - Adds to Defense vs Intimidate
    • Correlian Brandy - Adds to Defense vs Knockdown
    • Thakitillo - Adds to Defense vs Knockdown
    • Durindfire - Adds to Defense vs Stun
    • Ithorian Mist - Adds to Defense vs Dizzy
    • Veronian Berry Wine - Adds to Defense vs Blind


  • Skill Attachments -


Note that Resistances Skill attachments ;eg. Defense vs Knockdown etc do not stack on top of other resistances, such as the Force Resist States and Jedi State defenses. They are separate checks from Jedi State Defenses and Force Resist States.

    • Defense vs. Dizzy
    • Defense vs. Blind
    • Defense vs. Knockdown
    • Defense vs. Posture Change Up
    • Defense vs. Posture Change Down
    • Defense vs. Intimidate
    • Defense vs. Stun




Item that Add Bonuses to Attackers State Application Chance

  • Confidence Cloth - Intimidation bonus
  • Fear Release - Intimidation bonus


Skill Attachment Bonuses to Attackers State Application Chance


  • Intimidation
  • Warcry

Source References

Source Source in Context
State Defenses 1 http://www.theamazonbasin.com/swg/index.php?content=template