Difference between revisions of "Mind Blast 1 (Ability)"
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+ | This is a 32 meter ranged single target ability that causes Stun and Dizzy on the target along with a random amount ranging from 600-1200 of kinetic based damage. | ||
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+ | Mind Blast 1 and 2 should be 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 ( MindBlastAccuracy / 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 08:10, 23 September 2007
Ability - Mind Blast 1
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Description/mindBlast1 <target>: This attack allows a Jedi to invade someone's mind, causing a chance for the target to become stunned or dizzy, as well as dealing a moderate amount of damage to a random pool.
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Related Tags
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Ability Breakdown & Details
This is a 32 meter ranged single target ability that causes Stun and Dizzy on the target along with a random amount ranging from 600-1200 of kinetic based damage.
Mind Blast 1 and 2 should be 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 ( MindBlastAccuracy / 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.
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