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| − | '''Q: How do I read the stats on a poison/disease/stim pack? What does it all mean?'''
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| − | *- Potency: Chances of poison/disease 'sticking', or effectively being applied
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| − | *- Duration: Length of time the effect will last, measured in seconds
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| − | *- Range: Base Distance in meters
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| − | *- Charges: Number of uses
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| − | *- Area of effect: Radius of effect for the AoE(from target)
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| − | *- Combat Medicine Use: Required Combat Medicine Use to apply the med
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| − | *- Effectiveness: Base Damage/Wound
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| − | '''Q: How far can I throw my meds?'''
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| − | The calculation for CM abilities is:
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| − | range Stat from pack X (1 + ( healingrangemod /100 ) ) = adjusted stat
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| − | *The maximum experimental range on healing/dot medicines is 48 m. The total cap on range (including range modifier) is 64m.
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| − | '''Q: How much damage will my poison do?'''
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| − | A: Damage per tick = (poison effectiveness) * (1 + (CM effectiveness) / 100)
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| − | '''Q: What is the natural Resist rating?'''
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| − | A: Every player and Mob now has a 5% chance to always hit or always miss, regardless of the Potency of your meds.
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| − | '''Q: What should I get my potency to for PvE?'''
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| − | A: It has been said that the base potency for a 50/50 chance at sticking in PvE is 120ish. Consensus is that the number is actually lower, as with a 120ish Potency poison you seem to stick at least 90% of the time.
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| − | '''Q: How long does it take for a poison to 'tick'?'''
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| − | A: After application, it takes 10 seconds before the first 'tick'. The poison will then tick every 10 seconds thereafter.
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| − | '''Q: Can I put poison and disease on the same creature?'''
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| − | A: Yes.
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| − | '''Q: Can I stack poisons'''
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| − | A: You can not stack two of the same level of the same type (area/single). You can, however, stack an area with a single as well as each of the different levels on each HAM bar. This would allow a total of 18 poisons on any single target
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| | {| border="0" width="100%" cellpadding=6 | | {| border="0" width="100%" cellpadding=6 |
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| | |valign=top| | | |valign=top| |
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| − | ==Ability Flow==
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| − | {| align="center"
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| − | |-
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| − | <graphviz>
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| − | digraph G
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| − | {
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| − | rankdir = LR;
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| − | node [shape=record, width=.2, height=.2];
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| − | node [width=1];
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| − | node1 [color="#929292", label = "Step 01", style="bold", fontname="arial",
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| − | fontcolor="#929292", URL="Test101"];
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| − | node2 [color="orange", label = "Step 02", style="bold", fontname="arial",
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| − | fontcolor="#458CAF", URL="Test102"];
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| − | node3 [color="orange", label = "Step 03", style="bold", fontname="arial",
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| − | fontcolor="#458CAF", URL="Test101"];
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| − | node1 -> node2:w [color="#929292"];
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| − | node2:w -> node3:e [color="#515FCA", constraint=false];
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| − | }
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| − | </graphviz>
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| − | |}
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| − | ==System Messages==
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| − | ==SUI Prompt==
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| − | ==Combat Chat Spam==
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| − | ==Fly Text==
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| − | ==Formula(s)==
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| − | <br>
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| − | <br>
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| − | '''Poison Damage'''
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| − | 1. NEEDS formula for determining success rate of potency.
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| − | Damage per tick = (poison effectiveness) * (1 + (CM effectiveness) / 100)
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| − | '''Injury Treatment Speed'''
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| − | 1. This needs a formula but I think the formula for ranged injury treatment speed goes like this:
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| − | <pre>
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| − | speed = ( ( 100-foodbuff)/100 ) x ( ( 100 - RangedInjuryTreatmentSpeed ) /100 ) x base healing speed
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| − | </pre>
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| − | Where base healing speed = 10 seconds
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| − | Where foodbuff = value of the foods used
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| − | example:
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| − | Ruby Bliel = .25
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| − | 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.
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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.
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| | ==Source References== | | ==Source References== |