Difference between revisions of "Force Intimidate 2 (Ability)"
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+ | Force Intimidate 2 reduces the opponent's damage down to 33%. This ability has a 16m radius AOE attack around the user that lasts 90secs. | ||
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 ( forceIntimidateAccuracy / 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 greatly reduce the accuracy of this attack%. 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 07:45, 23 September 2007
Ability - Force Intimidate 2
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Description/forceIntimidate1 <target>: Causes all enemies within a 16-meter radius around the target to become intimidated.
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Related Tags
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Ability Breakdown & Details
Force Intimidate 2 reduces the opponent's damage down to 33%. This ability has a 16m radius AOE attack around the user that lasts 90secs.
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 ( forceIntimidateAccuracy / 100 ) ) -
( 0.5 x (defendersForceDefenseMod / 100 ) ) ) )
This makes it so a master defender has a chance to greatly reduce the accuracy of this attack%. 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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