Difference between revisions of "Heal Mind (Ability)"
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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. | 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. | ||
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== Ability Multipliers == | == Ability Multipliers == | ||
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+ | ==Source References== | ||
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+ | |width="150px"|'''Source'''||width="800px"|'''Source in Context''' | ||
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+ | ||[[Heal Mind 1 (Source)]]||http://soe.lithium.com/swg/board/message?board.id=combat_medic&message.id=46865&query.id=606640#M46865 | ||
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+ | ||[[Heal Mind 2 (Source)]]||http://soe.lithium.com/swg/board/message?board.id=combat_medic&message.id=27872&query.id=606698#M27872 | ||
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+ | ||[[Heal Mind 3 (Source)]]||http://soe.lithium.com/swg/board/message?board.id=combat_medic&message.id=34856&view=by_date_ascending&page=2 | ||
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+ | ||[[Heal Mind 4 (Source)]]||http://swgforums.swganh.org/viewtopic.php?t=128285&search_id=1396910801 | ||
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+ | ||[[Heal Mind 5 (Source)]]||http://swgforums.swganh.org/viewtopic.php?t=128285&search_id=1396910801&start=15 | ||
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Revision as of 14:15, 10 December 2007
Ability - Heal Mind
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Description/healMind: This command heals mind pool damage at the cost of wounds to the medic.
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Related Tags
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Ability Breakdown & Details
This ability allows the combat medic to heal the mind pool of other players and pets at the cost of mind/focus/willpower wounds and 9 battle fatigue to themself. This ability is not usable by the combat medic on themself however. The mind damage healed is unaffected by battle fatigue. This ability should be on the injury treatmend speed timer with a minimum of 4 second possible heal rate. Heal mind gives no experience.
Ability Flow
System MessagesSUI PromptCombat Chat SpamFly TextFormula(s)Total Mind Healed This formula is derived from examining two reports of heal rates: This is just an estimate as an actual formula has not been discovered. I estimate the base amount to be 400 points. This brings the formula to be able to heal up to 1200 mind. Heals of 1000 or more were reported so this is probably close to the rate. The remaining issue is that there seemed to be a random factor involved where the amount healed was a random amount set between the floor (base) amount the ceiling. We probably can introduce it like that in which the amount healed is a random amount between 400-1200 and that the mind heal formula below only increases the total potential for the amount healed. Alternatively we could just leave it as a set amount healed to increase the usefulness of the skill as it already has a significant drawback to using it (the mind wounds incurred) so therefore there doesnt appear to be any danger of overuse due to spam (unless many jedi with mind wound healing ability and squad leaders using boost morale are present I suppose) mind heal = base heal amount x ( 1 + ( (100 + CM_Effectiveness_Mod ) / 100 ) )
Heal mind has a base wound amount of 40 to mind, focus and willpower and a base battle fatigue amount of 9. Battle fatigue on the combat medic will increase the number of wounds incurred for each heal. base wounds * ((100 + BF) / 100) You will incur: 000 BF: 40 mind wounds 100 BF: 80 mind wounds 200 BF: 120 mind wounds 300 BF: 160 mind wounds bf incurred = base wounds x 0.225
1. This needs a formula but I think the formula for injury treatment speed goes like this: speed = ( ( 100-foodbuff)/100 ) x ( ( 100 - InjuryTreatmentSpeed ) /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. |
Ability HAM Costs
Ability Multipliers
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