Difference between revisions of "Force Knockdown 2 (Ability)"
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= Ability Breakdown & Details = | = Ability Breakdown & Details = | ||
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+ | Knocks down the target inflicting no damage; | ||
+ | This ability has a 32m cone attack emminating from the player. | ||
+ | Targets knocked down by this attack are immune to knock down for 30 seconds. | ||
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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 | ||
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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. | ||
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Latest revision as of 07:32, 23 September 2007
Ability - Force Knockdown 2
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Description/forceKnockdown2 <target>: This attack allows a Jedi to release a large kinetic burst from his or her palm. This will knock down multiple targets in a cone emanating from the Jedi, but will not do any damage.
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Related Tags
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Ability Breakdown & Details
Knocks down the target inflicting no damage; This ability has a 32m cone attack emminating from the player. Targets knocked down by this attack are immune to knock down 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
System MessagesSUI PromptCombat Chat Spam
Fly TextFormula(s)
Source References
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Ability HAM Costs
Ability Multipliers
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