Difference between revisions of "Force Knockdown 1 (Ability)"

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(Ability Breakdown & Details)
(Ability Breakdown & Details)
 
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Force Intimidate and Force Knockdown are considered Force Power attacks and not as state-inducing attacks. Their accuracy modifiers are only compared against the target’s Force Defenses. Defense Versus and Jedi State Defenses are not factored in, if the attack hits then the state is automatically applied
 
Force Intimidate and Force Knockdown are considered Force Power attacks and not as state-inducing attacks. Their accuracy modifiers are only compared against the target’s Force Defenses. Defense Versus and Jedi State Defenses are not factored in, if the attack hits then the state is automatically applied
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No formula has been devised for this but I propose the following:
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ChancetoHit =  ( 0.75 x  ( forceKnockDownAccuracy / 100 ) ) -
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( 0.5 x (defendersForceDefenseMod / 100 ) ) ) )
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This makes it so a master defender has a chance to reduce the accuracy of this attack down to 25%.  We could perhaps tweak it to set the defender multiplier to 0.25 if this is too much, although I suppose it would defeat the purpose of having defender if it did not significantly affect the accuracy/damage of force attacks by master level, although there is also the issue with dabblers taking up the defense line and being almost as powerful as a master.
  
  

Latest revision as of 07:22, 23 September 2007

Ability - Force Knockdown 1

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Description

/forceKnockdown1 <target>: This attack allows a Jedi to release a kinetic burst from his or her palm. This will not damage the target but it is enough to knock them down.

Command: /forceKnockdown1
CommandQueue Entry: forceknockdown1 (68E60EE9)

Related Tags

0% This document has not been started.

Ability This document relates to Player Abilities.

Force Powers This document is related to the Force Powers Profession.

Ability Breakdown & Details

Force Knockdown 1 is a 32m ranged single target attack that Knocks down the target, inflicting no damage. Targets knocked down are immune to being knocked down again for 30 seconds.

Force Intimidate and Force Knockdown are considered Force Power attacks and not as state-inducing attacks. Their accuracy modifiers are only compared against the target’s Force Defenses. Defense Versus and Jedi State Defenses are not factored in, if the attack hits then the state is automatically applied


No formula has been devised for this but I propose the following:

ChancetoHit = ( 0.75 x ( forceKnockDownAccuracy / 100 ) ) -

( 0.5 x (defendersForceDefenseMod / 100 ) ) ) )

This makes it so a master defender has a chance to reduce the accuracy of this attack down to 25%. We could perhaps tweak it to set the defender multiplier to 0.25 if this is too much, although I suppose it would defeat the purpose of having defender if it did not significantly affect the accuracy/damage of force attacks by master level, although there is also the issue with dabblers taking up the defense line and being almost as powerful as a master.


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

ID Path Filename Trigger Player Message1 Player Message2 Other

Player's Message

forceknockdown1_block

/string/en/

cbt_spam.stf

internal_command_string

You attempt to knock %TT down using the Force, but somehow %ST blocks it!

%TU attempts to knock you down using the Force, but somehow you block it!

%TU attempts to knock %TT down using the Force, but somehow %ST blocks it!


forceknockdown1_counter

/string/en/

cbt_spam.stf

internal_command_string

You attempt to knock %TT down using the Force, but %ST fights through it and counterattacks!

%TU attempts to knock you down using the Force, but you fight through it and counterattack!

%TU attempts to knock %TT down using the force, but %ST fights through it and counterattacks!


forceknockdown1_evade /string/en/ cbt_spam.stf internal_command_string You attempt to knock %TT down using the Force, but %ST is able to evade. %TU attempts to knock you down using the Force, but you are able to evade. %TU attempts to knock %TT down using the Force, but %ST is able to evade.


forceknockdown1_hit /string/en/ cbt_spam.stf internal_command_string You attempt to knock %TT down using the Force! %TU attempts to knock you down using the Force! %TU attempts to knock %TT down using the Force!


forceknockdown1_miss /string/en/ cbt_spam.stf internal_command_string You attempt to knock %TT down using the Force, but miss! %TU attempts to knock you down using the Force, but misses! %TU attempts to knock %TT down using the Force, but misses!

Fly Text

Formula(s)

  • 1 + 1 = 3
  • 2 - 2 + 2 = 3

Source References

Source Source in Context
Prima Guide somelink1 Source1

Ability HAM Costs

Modifier Value
Health Cost 0
Action Cost 0
Mind Cost 0
Force Cost 75

Ability Multipliers

Modifier Value
Health cost 0
Action cost 0
Mind cost 0
Force cost 0
Damage 0
Delay Time 4