Difference between revisions of "Apply Poison (Ability)"

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1. NEEDS formula for determining success rate of potency.
  
 
Damage per tick = (poison effectiveness) * (1 + (CM effectiveness) / 100)
 
Damage per tick = (poison effectiveness) * (1 + (CM effectiveness) / 100)

Revision as of 11:59, 20 September 2007

Ability - Apply Poison

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Description

/applypoison <target>: This command will enable you to attack your target with poison, if you have the proper item.

Command: /applyPoison
CommandQueue Entry: applypoison (E08596DB)

Related Tags

50% This document has been partially completed.

Ability This document relates to Player Abilities.

Combat Medic This document is related to the Combat Medic Profession.

Ability Breakdown & Details

  • Mobs nor players can be killed by disease or poisons alone. Their effects will only bring the Ham pool down to 1 point.
  • Area of effect abilities do not hit incapacitated/dead targets.
  • Droids and Vehicles/AT-STs are not affected by cm abilities


Q: How much damage will my poison do?

A: Damage per tick = (poison effectiveness) * (1 + (CM effectiveness) / 100)



Q: What is the natural Resist rating?

A: Every player and Mob now has a 5% chance to always hit or always miss, regardless of the Potency of your meds.


Q: What should I get my potency to for PvE?

A: It has been said that the base potency for a 50/50 chance at sticking in PvE is 120ish. Consensus is that the number is actually lower, as with a 120ish Potency poison you seem to stick at least 90% of the time.


Q: How long does it take for a poison to 'tick'?

A: After application, it takes 10 seconds before the first 'tick'. The poison will then tick every 10 seconds thereafter.



Q: Can I put poison and disease on the same creature?

A: Yes.


Q: Can I stack poisons

A: You can not stack two of the same level of the same type (area/single). You can, however, stack an area with a single as well as each of the different levels on each HAM bar. This would allow a total of 18 poisons on any single target

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

SUI Prompt

Combat Chat Spam

Fly Text

Formula(s)



Poison Damage


1. NEEDS formula for determining success rate of potency.

Damage per tick = (poison effectiveness) * (1 + (CM effectiveness) / 100)





                                      Injury Treatment Speed



1. This needs a formula but I think the formula for ranged injury treatment speed goes like this:


speed = ( ( 100-foodbuff)/100 ) x  ( ( 100 -  RangedInjuryTreatmentSpeed  ) /100 ) x base healing speed



Where base healing speed = 10 seconds


Where foodbuff = value of the foods used


example: Ruby Bliel = .25 or Havla = .75 or even 100 if its 100+ as each point in these foods counts as a percentage reduction in the current healing speed timer (after modifier effects are calculated) and any food bonus over 100 is ignored and treated as just 100.



If the final value for Speed is less than 4 then speed is set to 4, as 4 seconds is the absolute minimum for injury healing actions.

Source References

Source Source in Context
Prima Guide somelink1 Source1

Ability HAM Costs

Modifier Value
Health Cost 0
Action Cost 0
Mind Cost 140
Force Cost 0

Ability Multipliers

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